World of Warships: Legends ship guide

Shenyang

Beta
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 7.3-km torpedoes for a perfect shot
Key characteristics
Long torps (7 km)Strong AASmokeEngine BoostLow fire chance
Community Data

Shenyang Community Stats

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Playstyle

Overview

Shenyang is a Tier III Pan-Asian torpedo destroyer reaching 7.3 km. The torpedoes travel at 60 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (50 AA DPS at 2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP shell velocity in T3 DDs (960) and best flat HE shells in T3 DDs (960).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7.3 km reach at 60 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 7.3-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, unique in T3 DDs.

Fast turret traverse

15.0°/s turret traverse, best of T3 DDs. Tracks fast-rotating targets peers can't keep up with.

Flat AP shells

960.0 m/s AP muzzle velocity, best of T3 DDs. Flatter trajectory, less lead, harder to dodge.

Flat HE shells

960.0 m/s HE muzzle velocity, best of T3 DDs. Flatter trajectory, easier to land at range.

Heavy torpedoes

12000.0 damage per torpedo, best of T3 DDs.

Low fire chance

4.0% fire chance per HE shell, bottom decile of T3 DDs. AP carries more weight.

Acquisition

How to get Shenyang

Shenyang is available in the Capital Ship Destroyers branch of the Pan-Asia Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

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

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

Builds Beta

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

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Cohort position

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Where Shenyang sits among Tier III DDs (11 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.

BestMax speed39 kt (1/11) BestTraverse-to-turn ratio7.18 × (1/11) BestAP velocity960 m/s (1/9) BestHE velocity960 m/s (1/10) BestTorpedo damage12,000 (1/11) BestTorpedo speed60 kt (1 of 2 tied) BestEnd plates14 mm (3/11 / 1 of 3 tied) Top 10%Main battery caliber127 mm (2/11) Top 10%HE shell damage1,800 (2/10) Top 10%Engine power38,500 hp (2/11) Top 10%Turn-speed retention70 hp/m (2/11) Top 10%AA DPS50 (2/11) Top 25%Main dispersion78 m (3/11) Top 25%Power-to-weight23.33 hp/t (3/11) Top 25%AA threat100 (3/11) Top 25%Max armor14 mm (3/11) Top 25%Citadel belt14 mm (3/11) Bottom 25%AP arming threshold21 mm (8/9) WorstHE fire chance4% (10/10)
See 17 mid-pack stats

Not standouts for Shenyang -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points10,600 HP(6/11) Concealment5.7 km(5/11) Air detection2.87 km(5/11) Rudder shift3.7 s(9/11) Main battery range9.24 km(7/11) Main battery reload5.9 s(7/11) Fires per minute1.63(8/10) HE DPM73,220(7/10) AP shell damage2,200(4/9) AP DPM89,492(6/9) Acceleration10.4 s(8/11) Displacement1,650 t(6/11) AA range2 km(9/11) Torpedo range7.32 km(4/11) Torpedo reload65 s(6/11) Deck armor12 mm(7/11) NormAP fuse timer0.01 s(8 of 9 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 9,400 → 10,600
Displacement1,650 t
Armor range6–14 mm
Plate armor thicknesses6, 10, 12, 14 mm
Armor material/layer entries23
Fire resistanceInitial: 6.7% → 10%
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.
5,300
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.
3,200
Main Battery
ModuleArtillery: 127 mm/51 Mark 7
Mounts / barrels4 mounts / 4 barrels
Reload time6.5 s
Firing range (base)8.4 km
Firing range (top fire control)9.2 km
Turret traverse15 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8397/30·(8−0.5)/1000 + 0.5)·30 = 78 m
78 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 78 × 0.6 = 46.8 m
46.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 78 × 0.319 (σ=2) = 24.9 m
24.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 46.8 × 0.321 (σ=2) = 15 m
15 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Base shells/min
ƒ4 broadside guns x 60 / 6.5 s base reload = 36.9.
36.9
HE shells
HE Damage1,800
HE Velocity960 m/s
Fire Chance4%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 4 broadside guns = 7,200.
7,200
Base HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 6.5 s base reload = 66,462.
66,462
Base fires/min
ƒ4 HE shells x 60 / 6.5 s reload x 4% fire chance = 1.48.
1.48
AP shells
AP Damage2,200
AP Velocity960 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1400 × 22.7^0.69 × 0.127^-1.07 × 960^1.38 = 143.3 mm. Matches the in-game spec card.
143.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (11.5 km), where the shell has slowed to 264.5 m/s: 1e-7 × 1400 × 22.7^0.69 × 0.127^-1.07 × 264.5^1.38 = 24.2 mm.
24.2 mm
AP full-salvo alpha
ƒ2,200 AP damage x 4 broadside guns = 8,800.
8,800
Base AP DPM
ƒ8,800 AP full-salvo alpha x 60 / 6.5 s base reload = 81,231.
81,231
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.
8
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time65 s
Projectile speed60 kt
Range7.32 km
Maximum simulated damage11,000 (est.)
Alpha damage33,000
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming185 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
66,000
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.95) = 50. 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.
50
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
20 mm Oerlikon Mk4 (upgraded hull only)4×1 20mm
12.7 mm Browning M2 mod. 2 (stock hull only)4×1 13mm
Near aura
DPS15
Range2 km
Maneuverability
Engine moduleEngine: 38,500 hp
Engine power38,500 hp
Maximum speed39 kt
Turning circle radius550 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.2× ok
Concealment
Detectability by sea5.7 km
Detectability by air2.87 km
Smoke firing penalty2.19 km
Detect after firing main guns5.7 km
Detect Fire Sea7.7 km
Detect Fire Air5.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 15 s emit / 70 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points9,400 → 10,600
  • Rudder shift5.1 → 3.7 s
  • Close-range AA DPS23 → 15
  • Maximum AA range1.2 → 2 km
  • Turret traverse15 → 5 °/s
Fire controlUpgrade
  • Main battery range8,397 → 9236.7 m
TorpedoesUpgrade
  • Alpha damage27,300 → 33,000
  • Display damage9,100 → 11,000
  • Speed50 → 60 kt

See all derived stats

Show

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

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp78 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8397/30·(8−0.5)/1000 + 0.5)·30 = 78 m
Max Vert Disp46.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 78 × 0.6 = 46.8 m
Med Horiz Disp24.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 78 × 0.319 (σ=2) = 24.9 m
Med Vert Disp15 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 46.8 × 0.321 (σ=2) = 15 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close143.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1400 × 22.7^0.69 × 0.127^-1.07 × 960^1.38 = 143.3 mm. Matches the in-game spec card.
AP Pen Far24.2 mm
Same formula at the ship's max firing range (11.5 km), where the shell has slowed to 264.5 m/s: 1e-7 × 1400 × 22.7^0.69 × 0.127^-1.07 × 264.5^1.38 = 24.2 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 Radius8
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha7,200
1,800 HE damage x 4 broadside guns = 7,200.
AP full-salvo alpha8,800
2,200 AP damage x 4 broadside guns = 8,800.
Base HE DPM66,462
7,200 HE full-salvo alpha x 60 / 6.5 s base reload = 66,462.
Base AP DPM81,231
8,800 AP full-salvo alpha x 60 / 6.5 s base reload = 81,231.
Base shells/min36.9
4 broadside guns x 60 / 6.5 s base reload = 36.9.
Base fires/min1.48
4 HE shells x 60 / 6.5 s reload x 4% fire chance = 1.48.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time6.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range46.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage66,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage66,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS50
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.95) = 50. 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 range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index100
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Armor

Hull HP 9,40010,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow14 mm primary (range 10–14 mm)1,500 (14% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm14 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.
Stern14 mm primary (range 10–14 mm)1,200 (11% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm14 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel14 mm primary (range 10–14 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 mm primary (range 6–12 mm)500 (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 HP5,300 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 (20 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 HP3,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

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

Skins & permanent camouflages

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

  • Shenyang default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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