World of Warships: Legends ship guide

Kirisame

Also called: 雾雨 Beta
Japan · Tier VII · Destroyer · Premium
Deep-water torpedo destroyerTorpedoes run under destroyers: aim every wave at cruisers and battleships.
Playstyle
  • Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment
  • Avoid: Burning Torpedo Reload Booster on a hopeful salvo
Key characteristics
Long, heavy torpedoes (16.5 km)SmokeTorp Reload BoosterEngine BoostLong-reach AAFragile
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Community Data

Kirisame Community Stats

Across 5,400+ Standard battles from 100+ players, Kirisame averages a 61% win rate, 53,900 damage and 1.1 kills per battle, and survives 49% of them.

Community Data

Kirisame Community Stats

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Playstyle

Overview

Kirisame is a Tier VII Japanese long-range torpedo destroyer reaching 16.5 km. The torps drop on probable lanes from outside detection; the guns are for sustained chip damage between waves. Standout traits: torpedo alpha in T7 DDs (19,567, 7th of 38) and best AA reach in T7 DDs (5.2 km, 3rd of 42). The trade is hit points in T7 DDs (13,300 HP, 41st of 42).

Positioning

Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment. The long-range torps make you a map-control tool; the cap fight itself is for your peer DDs while you shape rotations from the flank. 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. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.5 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless.

Potato Avoidance

Burning Torpedo Reload Booster on a hopeful salvo These torpedoes ignore the Destroyer class

With a single charge it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra torpedo salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up. 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 4/42 T7 DDs.

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE TORPEDOES ↗
  • Heavy torpedoes · 19567 damage
  • Long-range torps · 16.5 km
Long-reach AA ↗

5.2 km AA reach, best of T7 DDs.

Fragile HP pool ↗

13300 HP, bottom decile of T7 DDs. Trade hits sparingly.

Pattern widens fast with range ↗

Shell pattern widens about 8.9 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).

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.

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

Best listed chance for this ship

  • Santa Level 5 0.909091% Superprize: Premium Ship Archived · Santa Level 5 · 1 of 11 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.272727% Superprize: Premium Ship Archived · Santa Level 4 · 2 paths combined · 1 of 11 ships
    Show 2 paths
    • Santa Level 40.181818%
    • Santa Level 4 → Santa Level 50.090909%
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 0.090909% Superprize: Premium Ship Archived · Santa Level 3 · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.045455%
    • Santa Level 3 → Santa Level 40.027273%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.013636%
    • Santa Level 30.004545%
  • 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 0.027273% Superprize: Premium Ship Archived · Santa Level 2 · 6 paths combined · 1 of 11 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.009091%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.006818%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004545%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.004091%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002045%
    • Santa Level 2 → Santa Level 30.000682%
  • 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 0.018182% Superprize: Premium Ship Archived · Champion's Box · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.009091%
    • Champion's Box → Santa Level 3 → Santa Level 40.005455%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.002727%
    • Champion's Box → Santa Level 30.000909%
  • 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 0.006591% Superprize: Premium Ship Archived · Santa Level 1 · 8 paths combined · 1 of 11 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002273%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001364%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001023%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000682%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000614%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000307%
    • Santa Level 1 → Santa Level 30.000227%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000102%
  • 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
  • Holiday Content: Jingle Ships Crates Start: 2022-12-12
    • The list of boats includes crate-exclusive, all-new Japanese Tier VII Premium destroyer Kirisame, which has access to three different hull options; famed Jean Bart; Stalingrad; and more.
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 GD Supporters, pack math personalized to your port.

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 AsashioAL Yukikaze

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 Kirisame sits among Tier VII DDs (41 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.

BestAP velocity1,000 m/s (1 of 3 tied) BestHE velocity1,000 m/s (1 of 3 tied) BestAA range5.2 km (1 of 5 tied) BestTorpedo range16.5 km (1/38) Top 10%Stealth profile6.6 km / 3.3 km (5/42 / 5/42) Top 10%AP arming threshold17 mm (3/33) Top 10%Displacement2,540 t (5/42) Top 25%Smoke fire bloom2.47 km (11/42) Top 25%Main battery reload3.8 s (10/37) Top 25%Main dispersion94.8 m (7/37) Top 25%Torpedo damage≈19,567 (7/38) Top 25%Torpedo reaction time4.8 s (5/38) Top 25%Max armor21 mm (11/42) Bottom 25%Main battery range10.64 km (32/37) Bottom 25%AA DPS80 (33/42) Bottom 10%Hit points13,300 HP (41/42) WorstMain battery caliber100 mm (1 of 3 tied) WorstHE shell damage1,200 (1 of 2 tied) WorstHE fire chance5% (1 of 8 tied) WorstAP shell damage1,700 (1 of 2 tied) WorstNo secondaries (35 of 42 in cohort)
See 24 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(23/42) Rudder shift4 s(27/42) Turning circle640 m(26/42) Fires per minute4.67(21/35) HE DPM112,000(19/35) AP DPM158,667(23/33) Time to 90% speed15.9 s(15/42) Acceleration (0-12 kt)5 s(18/42) Engine power52,000 hp(24/42) Power / turn radius81.2 hp/m(27/42) Power-to-weight20.47 hp/t(15/42) AP pen at 10 km82 mm(10/34) Effective HE DPM (incl. fire)146,641(22/35) AA threat374(29/42) Flak damage per salvo (expected)880(13/17) Torpedo speed62 kt(25/38) Torpedo reload90 s(17/38) Citadel belt20 mm(25/42) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormAP fuse timer0.01 s(25 of 33 tied at this value) NormAP ricochet start45°(25 of 33 tied at this value) NormAP auto-bounce angle60°(25 of 33 tied at this value) NormTurn speed retained81%(40 of 42 tied at this value)
Survivability
Hit Points13,300
Displacement2,540 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.
116.2 x 10.8 m, draft 3.8 m
Armor range6–21 mm
Plate armor thicknesses6, 13, 15, 19, 20, 21 mm
Armor material/layer entries29
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
36.6%
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 × 13,300 HP = 1,197 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 × 13,300 HP = 1,330 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.
6,700
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.
4,000
Repairable: penetration50%
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 × 2,000 = 4,000), 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.
2,000
Casemate 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
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 × 10,000 = 20,000), 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.
10,000
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 × 600 = 1,200), 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.
600
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 × 1,400 = 2,800), 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.
1,400
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 traverseInitial: 36 °/s → 16 °/s
Turret armorInitial: 25 mm → 13 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.
±165°, ±154°, ±157°
Guns to bear
ƒ180° − 154° (the most restricted aft-facing mount's arc) = 26° off bow; 180° − 157° (the most restricted forward-facing mount's arc) = 23° 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.
26° off bow / 23° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.6 km) shells land in an ellipse about 95 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1064530·8−0.51000+0.5)·30=94.8m
94.8 m at 10.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.8·0.6=56.9m
56.9 m at 10.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =94.8·0.62=28.5m
28.5 m at 10.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.9·0.62=17.1m
17.1 m at 10.6 km
Turret turn time
ƒ180 degrees / 36 deg/s traverse speed = 5 s.
5 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 2.286 s (2.2 s = 16 ticks) base reload = 78.8. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.429 s (3.4 s = 24 ticks) all-upgrades reload (3.8 s × 0.9 Main Battery Mod. 3 = 3.4 s) = 105.
Initial: 78.8 → 105
HE shells
HE alpha1,800 → 1,200
HE Velocity808 m/s → 1000 m/s
Fire Chance9% → 5%
HE fire DPM vs T7 BB31155
Effective HE DPM vs T7 BB115155
HE penetration
ƒ20 mm = 100 mm caliber / 5 (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 / 2.286 s (2.2 s = 16 ticks) base reload = 141,750. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 7,200 HE full-salvo alpha x 60 / 3.429 s (3.4 s = 24 ticks) all-upgrades reload (3.8 s × 0.9 Main Battery Mod. 3 = 3.4 s) = 126,000.
Initial: 141,750 → 126,000
Fires/min
ƒZero upgrades: 78.8 shells/min × 0.05 (5% fire chance) = 3.94. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 105 shells/min × 0.05 (5% fire chance) = 5.25.
Initial: 3.94 → 5.25
AP shells
AP alpha2,350 → 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(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
6 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2154·130.69·0.1−1.07·10001.38=205.1mm.
205.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.6 km), where the shell has slowed to 403.5 m/s: P=10−7·2154·130.69·0.1−1.07·403.51.38=58.6mm.
58.6 mm at 10.6 km
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 / 2.286 s (2.2 s = 16 ticks) base reload = 185,062. All upgrades (top gun, 6-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 10,200 AP full-salvo alpha x 60 / 3.429 s (3.4 s = 24 ticks) all-upgrades reload (3.8 s × 0.9 Main Battery Mod. 3 = 3.4 s) = 178,500.
Initial: 185,062 → 178,500
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 speed62.0 kt
Range16.5 km
Maximum simulated damage
ƒMost 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=58,700·0.333=19,567. 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.
≈ 19,567
Maximum damage (ammunition)
ƒ58,700 warhead alpha / 3 + 1,400 blast = 20,967. 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.
20,967
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.
1,400
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×2.6855=4.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
4.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. 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.
355%
Torpedo launcher traverse25 °/s
Launch arcscentreline 250°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
156,536
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
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
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 220 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, 2 clouds each
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 salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 main battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5.2 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.
2.5-5.2 km
Maneuverability
Engine power52,000 hp
Maximum speed35.5 kt
Turning circle radius640 m
Rudder shift time4 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35.5 / 4 + 4.9 = 13.8 kt. Base value; speed modifiers scale it.
13.8 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.
14.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
12.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt).
15.9 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.
26.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 36 − 7.2 = +28.8°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+28.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.6 km x 0.955 = 6.3 km. Camouflage does not change detectability by air.
6.6 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.6 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.3 km.
6.3 km
Detectability by air3.3 km
Smoke firing penalty2.47 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.6 km) = 10.64 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.64 km
Detect when firing (air)
ƒAir detectability 3.3 km + gun-firing bloom 2.54 km = 5.84 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
5.84 km
Detect when on fire (sea)
ƒSea detectability 6.6 km + 2.0 km while burning = 8.6 km.
8.6 km
Detect when on fire (air)
ƒAir detectability 3.3 km + 3.0 km while burning = 6.3 km.
6.3 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

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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 km25.3 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=0.5·10645=5322 m, and radiusOnMax=0.6 at 10645 m. Below the kink: k=0.2+(0.5−0.2)·50005322=0.4818, so σV=σH·k=52.5·0.4818=25.3m.
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. 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=0.5·10645=5322 m, and radiusOnMax=0.6 at 10645 m. Above the kink: k=0.5+(0.6−0.5)·10000−532210645−5322=0.5879, so σV=σH·k=90·0.5879=52.9m.
AP pen 5 km126 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 =10−7·1987·31.750.69·0.127−1.07·575.31.38=126mm, where 575.3 m/s is the shell's speed when it arrives at 5 km (from 808 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 km82 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 =10−7·1987·31.750.69·0.127−1.07·418.51.38=82mm, where 418.5 m/s is the shell's speed when it arrives at 10 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km6.4 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·0.279·0.12728·31.75=5.57×10−5. That runs from a 808 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.
AP flight time @ 10 km6.4 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·0.279·0.12728·31.75=5.57×10−5. That runs from a 808 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)Initial: 3 → 6
Counted from each mount's firing arc. Stock guns: 3 of 3 barrels bear at once. Top guns: 6 of 6. Alpha and DPM pair each configuration's salvo with its own reload.

Model inputs

Krupp (AP)1,987
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 mass31.75 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 coefficient0.279
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity808 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity808 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.
minRadius0.5
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 time4.8 s
800 m / (62.0 kt × 2.6855) = 4.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range99.1 s
16500 m / (62.0 kt × 2.6855) = 99.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range60
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 single 4x1 -> 20 DPS @ 3.1 km; Far AA (?) -> 60 DPS @ 5.2 km.
AA DPS layered by range60 DPS @ 5.2 km, 80 DPS @ 3.1 km
@ 5.2 km: 60 from one family; @ 3.1 km: 20 + 60 = 80. 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-blank80
20 + 60 = 80 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index374
20 × 3.1 + 60 × 5.2 = 374. 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
Open in Charting Tool

Ship Charts

Background

This ship represents what could have been accomplished with some creative engineering if the Japanese shipbuilders had had access to U.S. gunnery. Other Kagero-class strengths, like deadly torpedo armament and great concealment, were inherited by this project.

Armor Beta

Hull HP 13,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ AP 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)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle 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)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle 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)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle 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 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.
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.

Exteriors

Skins & permanent camouflages

Every custom exterior Kirisame can equip.

  • 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.