World of Warships: Legends ship guide

Kirisame

Also called: 雾雨 Beta
Japan · Tier VII · Destroyer · Premium
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long, heavy torpedoes (16 km)Stealthy (6.6 km)SmokeTorp Reload BoosterEngine BoostFragile
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Community Data

Kirisame Community Stats

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Playstyle

Overview

Kirisame is a Tier VII Japanese gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: top-decile armor plate in T7 DDs (21 mm) and top-decile flat HE shells in T7 DDs (915).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

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 4/34 T7 DDs.

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Fast turret traverse

36.0°/s turret traverse, best of T7 DDs. Tracks fast-rotating targets peers can't keep up with.

Long-range torps

16.5 km torpedo range, best of T7 DDs.

Wide dispersion

Shell pattern widens about 8.91 m per km of range, bottom decile of T7 DDs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Fragile HP pool

13300.0 HP, bottom decile of T7 DDs. Trade hits sparingly.

Acquisition

How to get Kirisame

Kirisame is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Santa Level 5 0.833333% Superprize: Premium Ship Archived · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Archived · Santa Level 4 · 2 paths combined · 1 of 12 ships
    Show 2 paths
    • Santa Level 40.166667%
    • Santa Level 4 → Santa Level 50.083333%
Show all 17 containers (14 more)
  • Chest of Rarities 0.2% Tier VII Premium ship Event · Chest of Rarities · 1 of 15 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
  • Santa Level 3 0.083333% Superprize: Premium Ship Archived · Santa Level 3 · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.041667%
    • Santa Level 3 → Santa Level 40.025%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
    • Santa Level 30.004167%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Santa Level 2 0.025% Superprize: Premium Ship Archived · Santa Level 2 · 6 paths combined · 1 of 12 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.008333%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
    • Santa Level 2 → Santa Level 30.000625%
  • Piñata Chest 0.02% Tier VII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
  • Champion's Box 0.016667% Superprize: Premium Ship Archived · Champion's Box · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.008333%
    • Champion's Box → Santa Level 3 → Santa Level 40.005%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
    • Champion's Box → Santa Level 30.000833%
  • Mega Santa '23 0.01% Superprize: Premium Ship Archived · Mega Santa '23 · 1 of 10 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Santa Level 1 0.006042% Superprize: Premium Ship Archived · Santa Level 1 · 8 paths combined · 1 of 12 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
    • Santa Level 1 → Santa Level 30.000208%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
  • Super Santa '23 0.0013% Superprize: Premium Ship Archived · Super Santa '23 · 1 of 10 ships
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Archived · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
  • Ultimate Crate 0.00013% Superprize: Premium Ship Archived · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

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

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Commanders frequently paired with this ship AL AsashioAL Yukikaze

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Cohort position

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Where Kirisame sits among Tier VII DDs (34 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.

BestTraverse-to-turn ratio22.02 × (1/34) BestAA range5.2 km (1 of 4 tied) BestTorpedo range16.5 km (1/33) Top 10%Stealth profile6.6 km / 3.3 km (3/34 / 3/34) Top 10%Displacement2,540 t (3/34) Top 25%Torpedo damage≈19,567 (7/33) Top 25%Max armor21 mm (5/34) Bottom 25%Main battery range10.64 km (30/34) Bottom 25%HE DPM95,294 (31/34) Bottom 25%AP velocity808 m/s (25/32) Bottom 25%HE velocity808 m/s (28/34) Bottom 25%AP pen at 10 km48 mm (27/32) Bottom 25%Effective HE DPM (incl. fire)130,603 (31/34) Bottom 25%AA DPS79 (30/34) Bottom 10%Hit points13,300 HP (33/34) Bottom 10%AP DPM124,412 (30/32) WorstDeck armor6 mm (1 of 2 tied)
See 25 mid-pack stats

Not standouts for Kirisame -- 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 speed35.5 kt(23/34) Rudder shift4 s(21/34) Main battery caliber127 mm(21/34) Main battery reload3.4 s(10/34) HE shell damage1,800(21/34) HE fire chance9%(11/34) Fires per minute4.76(22/34) AP shell damage2,350(16/32) Main dispersion94.8 m(18/34) Acceleration16.8 s(12/34) AP arming threshold21 mm(14/32) Engine power52,000 hp(23/34) Turn-speed retention81.2 hp/m(25/34) Power-to-weight20.47 hp/t(13/34) AA threat371(26/34) Flak per wave (expected)880(12/15) Torpedo speed62 kt(22/33) Torpedo reload90 s(11/33) Citadel belt20 mm(19/34) NormAP fuse timer0.01 s(25 of 32 tied at this value) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormTurn speed retained81%(32 of 34 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit Points13,300
Displacement2,540 t
Armor range6–21 mm
Plate armor thicknesses6, 13, 15, 19, 20, 21 mm
Armor material/layer entries29
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleKirisame Artillery
Mounts / barrels3 mounts / 3 barrels
Reload timeInitial: 2.2 s → 3.8 s
Firing range10.6 km
Turret traverse36 °/s
HE fire DPM vs T7 BB31623
Effective HE DPM vs T7 BB116886
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1064530·80.51000+0.5)·30=94.8m
94.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.8·0.6=56.9m
56.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =94.8·0.32(σ=2)=30.3m
30.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56.9·0.32(σ=2)=18.2m
18.2 m
Turret turn time
ƒ180 degrees / 36 deg/s traverse speed = 5 s.
5 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 2.2 s base reload = 81.8. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.4 s all-upgrades reload = 105.9.
Initial: 81.8 → 105.9
HE shells
HE Damage1,800 → 1,200
HE Velocity808 m/s → 1000 m/s
Fire Chance9% → 5%
HE penetration
ƒIn-game data: 20 mm = 127 mm caliber / 6.35 (non-standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒZero upgrades: 1,800 HE damage x 3 broadside guns = 5,400. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 1,200 HE damage x 6 broadside guns = 7,200.
Initial: 5,400 → 7,200
HE DPM
ƒZero upgrades: 5,400 HE full-salvo alpha x 60 / 2.2 s base reload = 147,273. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 7,200 HE full-salvo alpha x 60 / 3.4 s all-upgrades reload = 127,059.
Initial: 147,273 → 127,059
Fires/min
ƒZero upgrades: 81.8 shells/min x 5% fire chance = 4.09. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 105.9 shells/min x 5% fire chance = 5.29.
Initial: 4.09 → 5.29
AP shells
AP Damage2,350 → 1,700
AP Velocity808 m/s → 1000 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 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 =107·2154·130.69·0.11.07·10001.38=205.1mm. Matches the in-game spec card.
205.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 352.6 m/s: P=107·2154·130.69·0.11.07·352.61.38=48.7mm.
48.7 mm
AP full-salvo alpha
ƒZero upgrades: 2,350 AP damage x 3 broadside guns = 7,050. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 1,700 AP damage x 6 broadside guns = 10,200.
Initial: 7,050 → 10,200
AP DPM
ƒZero upgrades: 7,050 AP full-salvo alpha x 60 / 2.2 s base reload = 192,273. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 10,200 AP full-salvo alpha x 60 / 3.4 s all-upgrades reload = 180,000.
Initial: 192,273 → 180,000
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.
7
Torpedoes
ModuleType90 mod. 1
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed62 kt
Range16.5 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=58,700·0.333=19,567.
≈ 19,567
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
20,967
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km62 kt×2.6=5 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. Torpedo flood 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. Not shown on the in-game port screen.
355%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming478 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.
156,536
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: (6×3.5×0.95) + (17×3.5×1) = 79. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
79
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
25 mm/60 Type96 mod. 14×1 25mm
Far aura
Gunsmain battery (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 60 from dual-purpose main battery firing as AA in this range band.
60
Range5.2 km
Near aura
Guns25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.95 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.
20
Range3.1 km
Total DPS in Aura
ƒFar 60 + Near 20 = 80
80
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 220 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop.
2.5-5.2 km
Maneuverability
Engine power52,000 hp
Maximum speed35.5 kt
Turning circle radius640 m
Rudder shift time4 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt), from our in-house acceleration model.
16.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
28.5 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·35.5·0.5144640=1.63°/s, so ratio=ωturretωhull=361.63=22.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
22.0× snappy
Concealment
Detectability by sea6.6 km
Detectability by air3.3 km
Smoke firing penalty2.47 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.6 km
Detect Fire Sea8.6 km
Detect Fire Air6.3 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 89 s cloud active · 450 m radius
Torpedo Reload Booster1 charges · 360 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (2)

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

HullUpgrade
  • Turret traverse36 → 16 °/s
ArtilleryUpgrade
  • Base reload2.2 → 3.8 s

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
Max Horiz Disp94.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1064530·80.51000+0.5)·30=94.8m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 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.
Max Vert Disp56.9 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.8·0.6=56.9m
Shell scatter height @ 10 km52.9 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.
Med Horiz Disp30.3 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =94.8·0.32(σ=2)=30.3m
Med Vert Disp18.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56.9·0.32(σ=2)=18.2m
AP Pen Close205.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2154·130.69·0.11.07·10001.38=205.1mm. Matches the in-game spec card.
AP Pen Far48.7 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 352.6 m/s: P=107·2154·130.69·0.11.07·352.61.38=48.7mm.
AP pen 5 km102 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km48 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration20 mm
In-game data: 20 mm = 127 mm caliber / 6.35 (non-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 Radius7
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 alphaInitial: 3 → 6
Stock guns: 3 of 3 barrels bear on one beam. Top guns: 6 of 6. Alpha and DPM pair each configuration's salvo with its own reload.
Turret turn time5 s
180 degrees / 36 deg/s traverse speed = 5 s.
HE full-salvo alphaInitial: 5,400 → 7,200
Zero upgrades: 1,800 HE damage x 3 broadside guns = 5,400. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 1,200 HE damage x 6 broadside guns = 7,200.
AP full-salvo alphaInitial: 7,050 → 10,200
Zero upgrades: 2,350 AP damage x 3 broadside guns = 7,050. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 1,700 AP damage x 6 broadside guns = 10,200.
HE DPMInitial: 147,273 → 127,059
Zero upgrades: 5,400 HE full-salvo alpha x 60 / 2.2 s base reload = 147,273. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 7,200 HE full-salvo alpha x 60 / 3.4 s all-upgrades reload = 127,059.
AP DPMInitial: 192,273 → 180,000
Zero upgrades: 7,050 AP full-salvo alpha x 60 / 2.2 s base reload = 192,273. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 10,200 AP full-salvo alpha x 60 / 3.4 s all-upgrades reload = 180,000.
Shells/minInitial: 81.8 → 105.9
Zero upgrades: 3 broadside guns x 60 / 2.2 s base reload = 81.8. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.4 s all-upgrades reload = 105.9.
Fires/minInitial: 4.09 → 5.29
Zero upgrades: 81.8 shells/min x 5% fire chance = 4.09. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 105.9 shells/min x 5% fire chance = 5.29.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range102.4 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 damage156,536
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.
Per-side salvo damage156,536
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.

AA defense

Close-range AA DPS79
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.95) + (17×3.5×1) = 79. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index371
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 range3.1 km

Armor Beta

Hull HP 13,300, 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.

Bow & stern19 mm

Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,000 (15% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 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)15 mm10,000 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm15 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 15–20 mm)1,400 (11% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 mm600 (5% 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 HP6,700 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 (25 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 HP4,000 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Kirisame default exterior
    DefaultThe ship’s standard exterior

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.