World of Warships: Legends ship guide

Hughes

Beta
U.S.A. · Tier VI · Destroyer · Tech Tree
Torpedo destroyerFast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 8-km torpedoes for a perfect shot
Key characteristics
Heavy torpedoesRadar (8 km)SmokeSlow torp reload
On this page
Community Data

Hughes Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Hughes is a Tier VI American torpedo destroyer. The torpedoes travel, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best close-range AP pen in T6 DDs (237.7 mm) and top-decile long-range AP brick in T6 DDs (75.5 mm).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 40 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 8-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Surveillance Radar

8 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Close-range AP brick

237.7 mm AP pen at 1.5 km, best of T6 DDs. Citadels broadside cruisers up close.

Long-range AP brick

75.5 mm AP pen at max range, top decile of T6 DDs. Threatens citadels even from range.

Heavy HE shells

2200.0 damage per HE shell, best of T6 DDs. Punishes superstructure and modules harder than peers.

Wide always-pen zone

60.0° AP min ricochet angle, best of T6 DDs. Larger impact-angle window where shells always penetrate.

Slow torp reload

120.0 s torpedo reload, bottom decile of T6 DDs. Long wait between drops.

Acquisition

How to get Hughes

Hughes is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Official chance for this ship

Official WG availability sources

Builds Beta

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Hughes sits among Tier VI DDs (40 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.

BestRudder shift2.7 s (1 of 6 tied) BestHE shell damage2,200 (1 of 5 tied) BestAP ricochet start60° (1 of 4 tied) BestAP auto-bounce angle67.5° (1 of 4 tied) BestAA range5 km (1 of 12 tied) Top 10%Main battery range10.9 km (5/40) Top 10%AP shell damage3,300 (3/36) Top 10%Torpedo damage≈20,880 (3/40) Top 25%HE fire chance9% (9/40) Top 25%Acceleration16.3 s (7/40) Top 25%Turn-speed retention100 hp/m (10/40) Top 25%Displacement2,293 t (7/40) Top 25%Power-to-weight21.81 hp/t (11/40) Bottom 25%Max speed35 kt (35/40) Bottom 25%Stealth profile7.12 km / 3.56 km (33/40 / 33/40) Bottom 25%HE velocity792 m/s (33/40) Bottom 25%Torpedo range8 km (31/40) Bottom 10%Torpedo reload120 s (37/40) WorstNo secondaries (36 of 40 in cohort) WorstTorpedo speed40 kt (1 of 3 tied)
See 15 mid-pack stats

Not standouts for Hughes -- 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 points17,000 HP(13/40) Traverse-to-turn ratio5.33 ×(27/40) Main battery caliber127 mm(20/40) Main battery reload4.5 s(21/40) Fires per minute4.8(29/40) HE DPM117,333(29/40) AP DPM176,000(19/36) Main dispersion89.3 m(15/40) AP velocity830 m/s(20/36) AP arming threshold21 mm(19/36) Engine power50,000 hp(25/40) AA DPS123(29/40) AA threat435(17/40) NormAP fuse timer0.01 s(32 of 36 tied at this value) NormMax armor16 mm(25 of 40 tied at this value)
Survivability
Hit PointsInitial: 14,900 → 17,000
Displacement2,293 t
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries21
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction0%
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.
5,100
Main Battery
ModuleArtillery: 4×127 mm
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)9.9 km
Firing range (top fire control)10.9 km
Turret traverseInitial: 11 °/s → 13 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(991030·80.51000+0.5)·30=89.3m
89.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.3·0.6=53.6m
53.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =89.3·0.319(σ=2)=28.5m
28.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53.6·0.319(σ=2)=17.1m
17.1 m
Turret turn time
ƒ180 degrees / 11 deg/s traverse speed = 16.4 s.
16.4 s
Base shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage2,200
HE Velocity792 m/s
Fire Chance9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,200 HE damage x 4 broadside guns = 8,800.
8,800
Base HE DPM
ƒ8,800 HE full-salvo alpha x 60 / 5 s base reload = 105,600.
105,600
Base fires/min
ƒ4 HE shells x 60 / 5 s reload x 9% fire chance = 4.32.
4.32
AP shells
AP Damage3,300
AP Velocity830 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2750·300.69·0.1271.07·8301.38=279.1mm. Matches the in-game spec card.
279.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 321.9 m/s: P=107·2750·300.69·0.1271.07·321.91.38=75.5mm.
75.5 mm
AP full-salvo alpha
ƒ3,300 AP damage x 4 broadside guns = 13,200.
13,200
Base AP DPM
ƒ13,200 AP full-salvo alpha x 60 / 5 s base reload = 158,400.
158,400
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.
12
Torpedoes
ModuleTorpedoes: 533 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time120 s
Projectile speed40 kt
Range8 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=31,320·0.667=20,880.
≈ 20,880
Torpedo detectability0.9 km
Flooding chance190%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming123 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 20,880 = 167,040.
167,040
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: (18×3.5×0.95) + (18×3.5×1) = 123. 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.
123
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk.4 (4×1) → 20 mm Oerlikon Mk20 (4×2)
Far aura
DPS
ƒIncludes 18 continuous AA damage from dual-purpose main battery firing as AA in this range band.
18
Range5 km
Near aura
DPSInitial: 11 → 18
Range2 km
Total DPS in Aura
ƒFar 18 + Near 18 = 36
36
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed35 kt
Turning circle radius500 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (31.5 kt of 35). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(50,0002,293)0.42=3.6492; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=16.3s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
16.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (34.6 kt of 35). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=27.6s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
27.6 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.0·0.5144500=2.06°/s, so ratio=ωturretωhull=112.06=5.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.3× slow
Concealment
Detectability by sea7.12 km
Detectability by air3.56 km
Smoke firing penalty2.65 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.12 km
Detect Fire Sea9.12 km
Detect Fire Air6.56 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 121 s cloud active
Long-Range Surveillance Radar2 charges · 120 s reload · 20 s active · 8 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
· 8 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
Module options (2)

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

HullUpgrade
  • Hit points14,900 → 17,000
  • Rudder shift4 → 3.5 s
  • Close-range AA DPS11 → 18
  • Turret traverse11 → 13 °/s
Fire controlUpgrade
  • Main battery range9,910 → 10,901 m

See all derived stats

Show

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

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 Disp89.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9910}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 89.3\,\text{m}$
Max Vert Disp53.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 89.3 \cdot 0.6 = 53.6\,\text{m}$
Med Horiz Disp28.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 89.3 \cdot 0.319\;(\sigma = 2) = 28.5\,\text{m}$
Med Vert Disp17.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 53.6 \cdot 0.319\;(\sigma = 2) = 17.1\,\text{m}$
AP Pen Close279.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2750 \cdot 30^{0.69} \cdot 0.127^{-1.07} \cdot 830^{1.38} = 279.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far75.5 mm
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 321.9 m/s: $P = 10^{-7}\cdot 2750 \cdot 30^{0.69} \cdot 0.127^{-1.07} \cdot 321.9^{1.38} = 75.5\,\text{mm}$.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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 time16.4 s
180 degrees / 11 deg/s traverse speed = 16.4 s.
HE full-salvo alpha8,800
2,200 HE damage x 4 broadside guns = 8,800.
AP full-salvo alpha13,200
3,300 AP damage x 4 broadside guns = 13,200.
Base HE DPM105,600
8,800 HE full-salvo alpha x 60 / 5 s base reload = 105,600.
Base AP DPM158,400
13,200 AP full-salvo alpha x 60 / 5 s base reload = 158,400.
Base shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Base fires/min4.32
4 HE shells x 60 / 5 s reload x 9% fire chance = 4.32.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time8.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed40 kt
Travel time to max range76.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage167,040
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 20,880 = 167,040.
Per-side salvo damage167,040
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 20,880 = 167,040.

AA defense

Close-range AA DPS123
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (18×3.5×0.95) + (18×3.5×1) = 123. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index435
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 range2 km
Open in Charting Tool

Acceleration and Ballistics Chart

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.