World of Warships: Legends ship guide

Fushun

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 6.6 km detection
  • Avoid: Burning the 6.6 km concealment advantage on guns
Key characteristics
2 sigma accuracy11 km gun rangeSmokeEngine Boost
Community Data

Fushun Community Stats

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Playstyle

Overview

Fushun is a Tier V Pan-Asian stealth-leaning destroyer with strong surface detection (6.6 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best stern plate in T5 DDs (19 mm) and top-decile armor plate in T5 DDs (19 mm).

Positioning

Hold concealment edges on the contested cap at 6.6 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 6.6 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/21 T5 DDs.

Thick stern plate

19.0 mm stern, best of T5 DDs.

Heavy armor

19.0 mm max plate, top decile of T5 DDs.

Long gun range

11.09 km main battery reach, top decile of T5 DDs.

Fast for the class

38.0 kt, top decile of T5 DDs. Lets you rotate flanks or escape disengagements.

All-Weather

No stat falls into the cohort's bottom decile across T5 DDs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Fushun

Fushun is available in the Capital Ship Destroyers branch of the Pan-Asia Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Fushun sits in the Capital Ship Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Builds Beta

Use a Pan destroyer commander that supports concealment, survivability, and the ship's main damage plan. Inspirations that improve concealment, torpedo reliability, gun reload, or engine/smoke uptime are natural fits.

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Cohort position

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Where Fushun sits among Tier V DDs (21 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.

BestStern armor19 mm (1 of 3 tied) Top 10%Main battery range11.09 km (2/21) Top 10%Max armor19 mm (3/21) Top 25%Max speed38 kt (5/21) Top 25%Main battery caliber130 mm (4/21) Bottom 25%Traverse-to-turn ratio3.27 × (19/21) Bottom 25%AP arming threshold22 mm (16/19)
See 32 mid-pack stats

Not standouts for Fushun -- 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.

Hit points14,100 HP(11/21) Concealment6.6 km(14/21) Air detection3.25 km(12/21) Rudder shift4.6 s(14/21) Main battery reload4.5 s(9/21) HE shell damage1,900(7/21) HE fire chance7%(13/21) Fires per minute3.73(15/21) HE DPM101,333(9/21) AP shell damage2,500(7/19) AP DPM133,333(11/19) Main dispersion90.6 m(13/21) AP velocity870 m/s(7/19) HE velocity870 m/s(7/21) Acceleration10.2 s(11/21) Engine power48,000 hp(9/21) Turn-speed retention78.7 hp/m(8/21) Displacement2,402 t(15/21) Power-to-weight19.98 hp/t(13/21) AA DPS94(9/21) AA range3.5 km(7/21) AA threat331(7/21) Torpedo range8.04 km(9/21) Torpedo damage15,000(9/21) Torpedo speed60 kt(11/21) Torpedo reload75 s(7/21) Bow armor16 mm(11/20) Deck armor13 mm(11/16) NormAP fuse timer0.01 s(17 of 19 tied at this value) NormAP ricochet start45°(18 of 19 tied at this value) NormAP auto-bounce angle60°(18 of 19 tied at this value) NormCitadel belt16 mm(19 of 20 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 12,000 → 14,100
Displacement2,402 t
Armor range10–19 mm
Plate armor thicknesses10, 13, 15, 16, 19 mm
Armor material/layer entries23
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
7,100
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.
4,200
Main Battery
ModuleArtillery: 130 mm/50 M1936 shì
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)10.1 km
Firing range (top fire control)11.1 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10085/30·(8−0.5)/1000 + 0.5)·30 = 90.6 m
90.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.6 × 0.6 = 54.4 m
54.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.6 × 0.32 (σ=2) = 29 m
29 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.4 × 0.32 (σ=2) = 17.4 m
17.4 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance7%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
Base HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
91,200
Base fires/min
ƒ4 HE shells x 60 / 5 s reload x 7% fire chance = 3.36.
3.36
AP shells
AP Damage2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 193.8 mm. Matches the in-game spec card.
193.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 360.1 m/s: 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 360.1^1.38 = 57.4 mm.
57.4 mm
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
Base AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.
120,000
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.
9
Torpedoes
ModuleTorpedoes: 533 mm 1-N
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time75 s
Projectile speed60 kt
Range8.04 km
Maximum simulated damage14,000 (est.)
Alpha damage42,000
Torpedo detectability0.9 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming185 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
84,000
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) = 94. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
94
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm 61 shìInitial: 37 mm 70-K (4×1) → 37 mm 61 shì (4×2)
Medium aura
DPS27
Range3.5 km
Maneuverability
Engine moduleEngine: 48,000 hp
Engine power48,000 hp
Maximum speed38 kt
Turning circle radius610 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.3× drags
Concealment
Detectability by sea6.6 km
Detectability by air3.25 km
Smoke firing penalty2.48 km
Detect after firing main guns6.6 km
Detect Fire Sea8.6 km
Detect Fire Air6.25 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 15 s emit / 70 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points12,000 → 14,100
  • Rudder shift6.4 → 4.6 s
  • Close-range AA DPS24 → 27
  • Maximum AA range2 → 3.5 km
  • Turret traverse6 → 5 °/s
Fire controlUpgrade
  • Main battery range10,085 → 11093.5 m
TorpedoesUpgrade
  • Range7.32 → 8.04 km
  • Alpha damage37,500 → 42,000
  • Display damage12,500 → 14,000

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp90.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10085/30·(8−0.5)/1000 + 0.5)·30 = 90.6 m
Max Vert Disp54.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.6 × 0.6 = 54.4 m
Med Horiz Disp29 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.6 × 0.32 (σ=2) = 29 m
Med Vert Disp17.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.4 × 0.32 (σ=2) = 17.4 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close193.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 193.8 mm. Matches the in-game spec card.
AP Pen Far57.4 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 360.1 m/s: 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 360.1^1.38 = 57.4 mm.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
AP 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.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
AP full-salvo alpha10,000
2,500 AP damage x 4 broadside guns = 10,000.
Base HE DPM91,200
7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
Base AP DPM120,000
10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.
Base shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Base fires/min3.36
4 HE shells x 60 / 5 s reload x 7% fire chance = 3.36.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time5.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range51.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage84,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage84,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS94
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) = 94. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index331
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.

Armor

Hull HP 12,00014,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)1,900 (13% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 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)19 mm10,600 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 15–19 mm)1,200 (9% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure13 mm1,100 (8% 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 HP7,100 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (37 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 HP4,200 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior Fushun can equip, from in-game data.

  • Fushun default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision