World of Warships: Legends ship guide

Furutaka

Also called: 古鹰 Beta
Improved-AP cruiserImproved fuse, standard bounce angles and no HE to fall back on: pick targets by their angle, not by their health bar.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Long, heavy torpedoes (10 km)Heavy AP penHeavy HE shellsSonarHeavy AP shellsStiff AP fuse
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Community Data

Furutaka Community Stats

Across 10,000+ Standard battles from 410+ players, Furutaka averages a 55% win rate, 29,200 damage and 0.8 kills per battle, and survives 29% of them.

Community Data

Furutaka Community Stats

Log in to GamingDiver and upload your data to see Community Data for Furutaka: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Furutaka is a Tier IV Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Her bounce angles are the standard ones though, and a shell that fails the angle check wastes its penetration entirely, so the fuse only pays off against a target that is genuinely flat. Pick targets by their angle, not by their health bar. Sonar (3.7 km on ships and 2.7 km on torpedoes, 90 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best heavy AP shells in T4 CAs (4,700, 2nd of 23) and best AP overmatch threshold in T4 CAs (14.1 mm, 2nd of 23). The trade is low HE DPM in T4 CAs (87,537, 19th of 20).

Positioning

Work the islands rather than a firing line. Sonar (3.7 km on ships, 2.7 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 5.9 km, so pick the salvo rather than holding the trigger. The helm answers fast (5.8 s) but the circle is wide (750 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

Potato Avoidance

Pushing in blind because the kit says brawler

3.7-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, shared by 4/23 T4 CAs.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 4700 damage
  • Big-caliber AP overmatch · 14.1 mm
  • Heavy HE shells · 3300 damage
  • Close-range AP brick · 371.6 mm
  • Long-range AP brick · 165.19 mm
High HP pool ↗

30700 HP, top decile of T4 CAs.

MAIN BATTERY DOWNSIDES ↗
  • Stiff AP fuse · over-pens plate under 34 mm
  • Low HE DPM · 87537 HE
Acquisition

How to get Furutaka

Furutaka is available in the Combat Heavy Cruisers branch of the Japan Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 137,500 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Japan tech-tree branch diagram

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL AtagoAL AzumaArpeggio Haguro

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Furutaka sits among Tier IV CAs (22 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMain battery caliber203 mm (1 of 3 tied) BestHE fire chance17% (1 of 2 tied) BestAP shell damage4,700 (1 of 3 tied) BestSecondary HE alpha2,000 (1 of 2 tied) BestSecondary fire chance8% (1 of 2 tied) BestSecondary HE pen20 mm (1 of 2 tied) LongestAP fuse timer0.033 s (1 of 5 tied) Top 10%Hit points30,700 HP (3/23) Top 25%Rudder shift5.8 s (5/23) Top 25%Main dispersion125.1 m (5/23) Top 25%AP pen at 10 km184 mm (4/23) Top 25%AA range4.5 km (5/23) Top 25%Torpedo range9.99 km (5/21) Top 25%Torpedo damage≈14,967 (5/21) Top 25%Max armor105 mm (5/23) Bottom 25%Smoke fire bloom5.91 km (20/23) Bottom 25%Turning circle750 m (19/23) Bottom 25%Main battery range13.35 km (19/23) Bottom 25%Main battery reload13.5 s (20/23) Bottom 25%AP velocity840 m/s (21/23) Bottom 25%Time to 90% speed24.5 s (21/23) Bottom 25%Displacement11,454 t (21/23) Bottom 25%AA DPS58 (21/23) Bottom 25%AA threat140 (21/23) Bottom 25%Torpedo reaction time9.5 s (19/21) Bottom 25%Torpedo reload94 s (17/21) Bottom 10%HE DPM87,537 (19/20) Bottom 10%HE velocity840 m/s (19/20) Bottom 10%Effective HE DPM (incl. fire)120,170 (19/20) WorstAP arming threshold34 mm (1 of 3 tied)
See 20 mid-pack stats

Not standouts for Furutaka -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed34.5 kt(9/23) Concealment10.74 km(11/23) Air detection6.44 km(11/23) Fires per minute4.51(15/20) AP DPM124,674(17/23) Secondary DPM (per side)48,000(11/16) Acceleration (0-12 kt)8.6 s(15/23) Engine power102,000 hp(7/23) Power / turn radius136 hp/m(13/23) Power-to-weight8.91 hp/t(15/23) Flak damage per salvo (expected)270(7/17) Torpedo speed59 kt(12/21) Citadel belt76 mm(8/23) Bow armor13 mm(11/23) Stern armor13 mm(11/23) NormSigma2(21 of 23 tied at this value) NormAP ricochet start45°(21 of 23 tied at this value) NormAP auto-bounce angle60°(21 of 23 tied at this value) NormTurn speed retained81%(22 of 23 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit PointsInitial: 28,300 → 30,700
Displacement11,454 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
185.6 x 17.4 m (ship-model figure)
Armor range6–105 mm
Plate armor thicknesses6, 10, 13, 20, 21, 25, 35, 48, 51, 57, 76, 105 mm
Armor material/layer entries55
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 13.3% → 16.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 30,700 HP = 2,763 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 30,700 HP = 3,070 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
15,400
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
9,200
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,000
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,400 = 10,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,400
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 23,000 = 46,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
23,000
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,900 = 3,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,900
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 900 = 1,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
900
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 203 mm/50 Type3
Mounts / barrels6 mounts / 6 barrels
Reload timeInitial: 15 s → 13.5 s
Firing range (base)12.1 km
Firing range (top fire control)13.4 km
Turret traverse5 °/s
Turret armor25 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
5x ±150°, 292° arc
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (13.4 km) shells land in an ellipse about 125 m wide and 75 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(13351.830·8−1.11000+1.1)·30=125.1m
125.1 m at 13.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.1·0.6=75.1m
75.1 m at 13.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =125.1·0.62=37.5m
37.5 m at 13.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =75.1·0.62=22.5m
22.5 m at 13.4 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 15 s base reload = 24. All upgrades (top gun): 6 broadside guns x 60 / 13.571 s (13.5 s = 95 ticks) all-upgrades reload = 26.5.
Initial: 24 → 26.5
HE shells
HE alpha3,300
HE Velocity870 m/s → 840 m/s
Fire Chance17%
HE fire DPM vs T4 BB32630
Effective HE DPM vs T4 BB120166
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,300 HE damage x 6 broadside guns = 19,800.
19,800
HE DPM
ƒZero upgrades: 19,800 HE full-salvo alpha x 60 / 15 s base reload = 79,200. All upgrades (top gun): 19,800 HE full-salvo alpha x 60 / 13.571 s (13.5 s = 95 ticks) all-upgrades reload = 87,537.
Initial: 79,200 → 87,537
Fires/min
ƒZero upgrades: 24 shells/min × 0.17 (17% fire chance) = 4.08. All upgrades (top gun): 26.5 shells/min × 0.17 (17% fire chance) = 4.51.
Initial: 4.08 → 4.51
AP shells
AP alpha4,500 → 4,700
AP Velocity870 m/s → 840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold33 mm
Improved AP FuseYes
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2468·125.850.69·0.203−1.07·8401.38=414.7mm.
414.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 432.5 m/s: P=10−7·2468·125.850.69·0.203−1.07·432.51.38=165.9mm.
165.9 mm at 13.4 km
AP full-salvo alpha
ƒZero upgrades: 4,500 AP damage x 6 broadside guns = 27,000. All upgrades (top gun): 4,700 AP damage x 6 broadside guns = 28,200.
Initial: 27,000 → 28,200
AP DPM
ƒZero upgrades: 27,000 AP full-salvo alpha x 60 / 15 s base reload = 108,000. All upgrades (top gun): 28,200 AP full-salvo alpha x 60 / 13.571 s (13.5 s = 95 ticks) all-upgrades reload = 124,674.
Initial: 108,000 → 124,674
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
24
Torpedoes
ModuleTorpedoes: Type8 mod. 2
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 73 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 94×0.85=79.9 s.
Initial: 73 s → 94 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 59.0 kt); the stock torpedo module runs 63.0 kt.
Initial: 63 kt → 59 kt
RangeInitial: 6 km → 9.99 km
Maximum simulated damage
ƒInitial: 40,200 × 0.333 = 13,400 → 44,900 × 0.333 = 14,967 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=44,900·0.333=14,967. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
Initial: ≈ 13,400 → ≈ 14,967
Maximum damage (ammunition)
ƒ44,900 warhead alpha / 3 + 1,300 blast = 16,267. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,267
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,300
Torpedo detectability1.5 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.5 km59 kt×2.6855=9.5 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
9.5 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.69 per hit, shown as 2.69×100=269%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
269%
Torpedo launcher traverse25 °/s
Launch arcswing 134° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,967 = 59,868. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
59,868
AA Defense
AA mount pointsInitial: 2 → 4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1 km; dual-purpose mount auras extend it.
4.5 km
13 mm Type93 (upgraded hull only)2×2 13mm
7.7 mm Type922×1 8mm
76.2 mm 3rd Year Type (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 76.2mm
Far aura
Guns76.2 mm 3rd Year Type (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 22 from dual-purpose secondaries firing as AA in this range band.
22
Range4.5 km
Outer Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.85 hit probability = 24 - the same in-game units as the Close-range AA DPS headline.
24
Range1.2 km
Total DPS in Aura
ƒFar 22 + Outer Near 24 = 46
46
Inner Near aura
Guns7.7 mm Type92
Continuous DPS
ƒInitial: 2 × 3.5 × 0.85 = 6 → 4 × 3.5 × 0.85 = 12. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 6 → 12
Range1 km
Total DPS in Aura
ƒFar 22 + Outer Near 24 + Inner Near 12 = 58
58
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 150 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.5 km
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: Initial: 4×1 76.2 mm (2/side) × 60/3.571 s (3.5 s = 25 ticks) × 1300 = 43,680 → 4×1 120 mm (2/side) × 60/5 s × 2000 = 48,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 43,680 → 48,000
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 1.9 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 13,893. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
13,893
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 48,000 + secondary fire DPM 13,893 = 61,893: shell damage plus fire damage against one T4 battleship, every shell hitting.
61,893
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
120 mm 10th Year Type mod. C (4×1) (upgraded hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber120 mm
Reload time5 s
HE alpha2,000
Muzzle Velocity825 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 1.9. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
1.9
HE Pen20 mm
Show 1 more gun family
76.2 mm 3rd Year Type (4×1) (stock hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber76.2 mm
Reload time3.5 s
HE alpha1,300
Muzzle Velocity680 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 3.571 s (3.5 s = 25 ticks) × 0.05 (5% fire chance) = 1.7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
1.7
HE Pen13 mm
Maneuverability
Engine power102,000 hp
Maximum speed34.5 kt
Turning circle radius750 m
Rudder shift timeInitial: 9.3 s → 5.8 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34.5 / 4 + 4.9 = 13.5 kt. Base value; speed modifiers scale it.
13.5 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
27.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt).
24.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
38.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 5.5 = -0.5°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.5°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 10.74 km x 0.955 = 10.26 km. Camouflage does not change detectability by air.
10.74 km
With Grade IV camouflage (sea)
ƒDetectability by sea 10.74 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.26 km.
10.26 km
Detectability by air6.44 km
Smoke firing penalty5.91 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 10.74 km) = 13.35 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.35 km
Detect when firing (air)
ƒAir detectability 6.44 km + gun-firing bloom 4.06 km = 10.5 km. The bloom tracks main-battery caliber x 0.020.
10.5 km
Detect when on fire (sea)
ƒSea detectability 10.74 km + 2.0 km while burning = 12.74 km.
12.74 km
Detect when on fire (air)
ƒAir detectability 6.44 km + 3.0 km while burning = 9.44 km.
9.44 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (4)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullTrade-off
  • Hit points28,300 → 30,700
  • Rudder shift9.3 → 5.8 s
  • AA mounts2 → 4
  • Close-range AA DPS2 → 12
  • Maximum AA range1 → 1.2 km
  • Secondary battery reload3.5 → 5 s
  • Total secondary DPM43,680 → 48,000
  • Max HE alpha1,300 → 2,000
  • Max HE fire chance5 → 8 %
  • Max HE pen13 → 20 mm
Fire controlUpgrade
  • Main battery range12,138 → 13351.8 m
ArtilleryUpgrade
  • Base reload15 → 13.5 s
TorpedoesTrade-off
  • Range6 → 9.99 km
  • Reload73 → 94 s
  • Alpha damage40,200 → 44,900
  • Display damage13,400 → 14,967
  • Speed63 → 59 kt

Under the hood

Show ▾

All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter height @ 5 km28.7 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·13351.8=6676 m, and radiusOnMax=0.6 at 13351.8 m. Below the kink: k=0.2+(0.5−0.2)·50006676=0.4247, so σV=σH·k=67.5·0.4247=28.7m.
Shell scatter height @ 10 km56.1 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·13351.8=6676 m, and radiusOnMax=0.6 at 13351.8 m. Above the kink: k=0.5+(0.6−0.5)·10000−667613351.8−6676=0.5498, so σV=σH·k=102·0.5498=56.1m.
AP pen 5 km265 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2377·1100.69·0.2−1.07·659.81.38=265mm, where 659.8 m/s is the shell's speed when it arrives at 5 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km184 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2377·1100.69·0.2−1.07·506.71.38=184mm, where 506.7 m/s is the shell's speed when it arrives at 10 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.54 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.317·0.228·110=4.53×10−5. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.54 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.317·0.228·110=4.53×10−5. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)6
6 mounts × 1 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,377
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass110 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.317
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity870 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity870 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time9.5 s
1500 m / (59.0 kt × 2.6855) = 9.5 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed59.0 kt
Travel time to max range63.1 s
9990 m / (59.0 kt × 2.6855) = 63.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage119,736
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,967 = 119,736. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range22
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 7 7mmLewis 2x1 -> 12 DPS @ 1 km; 13mm76 Type93 double 2x2 -> 24 DPS @ 1.2 km; 120mm45 Type HaGun 4x1 -> 22 DPS @ 4.5 km.
AA DPS layered by range22 DPS @ 4.5 km, 46 DPS @ 1.2 km, 58 DPS @ 1 km
@ 4.5 km: 22 from one family; @ 1.2 km: 24 + 22 = 46; @ 1 km: 12 + 24 + 22 = 58. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank58
12 + 24 + 22 = 58 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index140
12 × 1 + 24 × 1.2 + 22 × 4.5 = 140. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Secondary battery firepower

Max HE alpha2000
The only family (120 mm): 2000. Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 120 mm family.
Max HE fire chance8%
The only family (120 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 mm
The only family (120 mm): 20 mm. Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 20 mm from the 120 mm family.
Open in Charting Tool

Ship Charts

Background

A powerful scout cruiser employed to carry out reconnaissance operations and to protect battleship fleets from enemy light naval forces. Furutaka's primary distinction, from her predecessors, was an enhanced artillery armament featuring a pyramid arrangement of turret mounts.

Armor Beta

Hull HP 28,300 → 30,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern13 mm

Overmatched by 90+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–20 mm)1,800 (6% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)35 mm primary (range 6–105 mm)23,000 (75% of HP)
No common AP caliber overmatches35 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–25 mm)1,700 (6% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 6–76 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–10 mm)1,900 (6% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP15,400 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (76.2 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (13 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP9,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Exteriors

Skins & permanent camouflages

Every custom exterior Furutaka can equip.

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.