World of Warships: Legends ship guide

Kirisame

Beta
Japan · Tier VII · Destroyer · Premium
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 accuracyStealthy (6.6 km)SmokeFragileWeak AA
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Community Data

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Playstyle

Overview

Kirisame is a Tier VII Japanese 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: top-decile AP shell velocity in T7 DDs (915) and top-decile flat HE shells in T7 DDs (915).

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.

Signature Traits

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.

Flat AP shells

915.0 m/s AP muzzle velocity, top decile of T7 DDs. Flatter trajectory, less lead, harder to dodge.

Heavy armor

21.0 mm max plate, top decile of T7 DDs.

Flat HE shells

915.0 m/s HE muzzle velocity, top decile of T7 DDs. Flatter trajectory, easier to land at range.

Weak AA

20.0 AA DPS, bottom decile of T7 DDs. Aircraft chew through with impunity; lean on positioning over AA.

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 Event containers · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Event containers · 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 containers · Chest of Rarities · 1 of 15 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · 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 Event containers · 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 Event containers · 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 Event containers · 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 containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Champion's Box 0.016667% Superprize: Premium Ship Event containers · 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 Event containers · Mega Santa '23 · 1 of 10 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · 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 Event containers · 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 Event containers · Super Santa '23 · 1 of 10 ships
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · 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 Event containers · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Asashio, AL Yukikaze, and Abraham V. Hellsinger are useful Japanese destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship AL AsashioAL YukikazeAbraham V. Hellsinger

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

Cohort position

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Where Kirisame sits among Tier VII DDs (33 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.

Top 10%Stealth profile6.6 km / 3.3 km (3/33 / 3/33) Top 10%AP velocity915 m/s (4/31) Top 10%Displacement2,540 t (3/33) Top 25%Fires per minute7.64 (8/33) Top 25%HE DPM196,364 (5/33) Top 25%HE velocity915 m/s (5/33) Top 25%Max armor21 mm (5/33) Bottom 25%Main battery range10.64 km (30/33) Bottom 25%AA range3.1 km (29/33) Bottom 25%AA threat62 (30/33) Bottom 10%Hit points13,300 HP (32/33) WorstAA DPS20 (33/33) 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(22/33) Rudder shift4 s(21/33) Traverse-to-turn ratio7.34 ×(19/33) Main battery caliber127 mm(20/33) Main battery reload3.3 s(10/33) HE shell damage1,800(19/33) HE fire chance7%(21/33) AP shell damage2,200(19/31) AP DPM240,000(9/31) Main dispersion94.8 m(17/33) Acceleration16.8 s(12/32) AP arming threshold21 mm(14/31) Engine power52,000 hp(21/33) Turn-speed retention81.2 hp/m(25/33) Power-to-weight20.47 hp/t(13/33) Torpedo range9.99 km(13/32) Torpedo damage≈15,667(16/32) Torpedo speed62 kt(21/32) Torpedo reload101 s(21/32) Citadel belt20 mm(16/29) NormAP fuse timer0.01 s(25 of 31 tied at this value) NormAP ricochet start45°(25 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value) NormBow armor19 mm(25 of 29 tied at this value) NormStern armor19 mm(26 of 29 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%
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.
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
Main Battery
ModuleKirisame Artillery
Mounts / barrels3 mounts / 6 barrels
Reload time3.7 s
Firing range10.6 km
Turret traverseInitial: 12 °/s → 34 °/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 =(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 / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ6 broadside guns x 60 / 3.7 s base reload = 97.3.
97.3
HE shells
HE Damage1,800
HE Velocity915 m/s → 808 m/s
Fire Chance7% → 9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 6 broadside guns = 10,800.
10,800
Base HE DPM
ƒ10,800 HE full-salvo alpha x 60 / 3.7 s base reload = 175,135.
175,135
Installed HE DPM
ƒ10,800 HE full-salvo alpha x 60 / 3.3 s installed reload (Main Battery Mod. 3 = -10%) = 196,364.
196,364
Base fires/min
ƒ6 HE shells x 60 / 3.7 s reload x 9% fire chance = 8.76.
8.76
AP shells
AP Damage2,200 → 2,350
AP Velocity915 m/s → 808 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 =107·1987·31.750.69·0.1271.07·8081.38=202.1mm. Matches the in-game spec card.
202.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 255.5 m/s: P=107·1987·31.750.69·0.1271.07·255.51.38=41.3mm.
41.3 mm
AP full-salvo alpha
ƒ2,350 AP damage x 6 broadside guns = 14,100.
14,100
Base AP DPM
ƒ14,100 AP full-salvo alpha x 60 / 3.7 s base reload = 228,649.
228,649
Installed AP DPM
ƒ14,100 AP full-salvo alpha x 60 / 3.3 s installed reload (Main Battery Mod. 3 = -10%) = 256,364.
256,364
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.
10
Torpedoes
ModuleType90 mod. 1
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time101 s
Projectile speed62 kt
Range9.99 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=47,000·0.333=15,667.
≈ 15,667
Torpedo detectability1.3 km
Flooding chance282%
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
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,667 = 125,336.
125,336
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) = 20. 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.
20
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.1 km
25 mm/60 Type96 mod. 14×1 25mm
Near aura
DPS6
Range3.1 km
Maneuverability
Engine moduleEngine: 52,000 hp
Engine power52,000 hp
Maximum speed35.5 kt
Turning circle radius640 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (31.9 kt of 35.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(52,0002,540)0.42=3.5538; 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}=16.8s. 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.
16.8 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (35.1 kt of 35.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=28.5s. 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.
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=121.63=7.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.3× ok
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 · 15 s emit / 89 s cloud active
Torpedo Reload Booster1 charges · 360 s reload · 8 s active · Rapid torpedo reload
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse12 → 34 °/s

See all derived stats

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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 Disp94.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10645}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 94.8\,\text{m}$
Max Vert Disp56.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 94.8 \cdot 0.6 = 56.9\,\text{m}$
Med Horiz Disp30.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 94.8 \cdot 0.32\;(\sigma = 2) = 30.3\,\text{m}$
Med Vert Disp18.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 56.9 \cdot 0.32\;(\sigma = 2) = 18.2\,\text{m}$
AP Pen Close202.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1987 \cdot 31.75^{0.69} \cdot 0.127^{-1.07} \cdot 808^{1.38} = 202.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far41.3 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 255.5 m/s: $P = 10^{-7}\cdot 1987 \cdot 31.75^{0.69} \cdot 0.127^{-1.07} \cdot 255.5^{1.38} = 41.3\,\text{mm}$.
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 Radius10
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha10,800
1,800 HE damage x 6 broadside guns = 10,800.
AP full-salvo alpha14,100
2,350 AP damage x 6 broadside guns = 14,100.
Base HE DPM175,135
10,800 HE full-salvo alpha x 60 / 3.7 s base reload = 175,135.
Base AP DPM228,649
14,100 AP full-salvo alpha x 60 / 3.7 s base reload = 228,649.
Installed HE DPM196,364
10,800 HE full-salvo alpha x 60 / 3.3 s installed reload (Main Battery Mod. 3 = -10%) = 196,364.
Installed AP DPM256,364
14,100 AP full-salvo alpha x 60 / 3.3 s installed reload (Main Battery Mod. 3 = -10%) = 256,364.
Base shells/min97.3
6 broadside guns x 60 / 3.7 s base reload = 97.3.
Installed shells/min109.1
6 broadside guns x 60 / 3.3 s installed Artillery reload = 109.1.
Base fires/min8.76
6 HE shells x 60 / 3.7 s reload x 9% fire chance = 8.76.
Installed fires/min9.82
6 HE shells x 60 / 3.3 s installed reload x 9% fire chance = 9.82.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 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 damage125,336
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,667 = 125,336.
Per-side salvo damage125,336
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,667 = 125,336.

AA defense

Close-range AA DPS20
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) = 20. 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 range3.1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index62
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 129+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,000 (15% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst &#x27;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+ (Scharnhorst, Scharnhorst &#x27;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+ (Scharnhorst, Scharnhorst &#x27;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 ×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).
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.

Approximated side profile.
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3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

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.

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