World of Warships: Legends ship guide

Shenyang

Also called: 沈阳 Beta
Deep-water torpedo destroyerTorpedoes run under destroyers: aim every wave at cruisers and battleships.
Playstyle
  • 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
  • Avoid: Holding 7.3-km torpedoes for a perfect shot
Key characteristics
Long, heavy torpedoes (7.3 km)Strong AASmokeEngine BoostFast for the classLow fire chance
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Community Data

Shenyang Community Stats

Across 1,700+ Standard battles from 260+ players, Shenyang averages a 58% win rate, 29,100 damage and 1.2 kills per battle, and survives 37% of them.

Community Data

Shenyang Community Stats

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

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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) ranks 2 of 11 in T3 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best top speed in T3 DDs (39 kt, 1st of 11) and torpedo alpha in T3 DDs (11,000, 2nd of 11). The trade is HE fire chance in T3 DDs (4, 10th of 10).

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. 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 2.2 km, and a destroyer here is spotted at about 5.7 km, so you see it coming with roughly 3.5 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 3.5 km) reads straight in regardless. A 550 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Holding 7.3-km torpedoes for a perfect shot These torpedoes ignore the Destroyer class

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. 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.

Engine Boost

+8% speed (about +3.1 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

Fast for the class ↗

39 kt, best of T3 DDs. Lets you rotate flanks or escape disengagements.

Heavy torpedoes ↗

11000 damage per torpedo, top decile of T3 DDs.

Top-tier AA ↗

50 AA DPS, top decile of T3 DDs (median 21).

Low fire chance ↗

4% 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.

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

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

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Shenyang sits among Tier III DDs (10 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) BestAP velocity960 m/s (1/9) BestHE velocity960 m/s (1/10) BestTorpedo speed60 kt (1 of 2 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%Power / turn radius70 hp/m (2/11) Top 10%AA DPS50 (2/11) Top 10%Torpedo damage≈11,000 (2/11) Top 10%Torpedo reaction time6.2 s (2/11) Top 25%Acceleration (0-12 kt)4.8 s (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%Smoke fire bloom2.19 km (10/11) Bottom 25%AP arming threshold21 mm (8/9) WorstFires per minute1.46 (10/10)
See 19 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 shift2.8 s(7/11) Turning circle550 m(9/11) Main battery range9.24 km(7/11) Main battery reload6.5 s(7/11) HE DPM65,739(7/10) AP shell damage2,200(5/9) AP DPM80,348(6/9) Main dispersion84.3 m(5/11) Time to 90% speed16.5 s(9/11) Displacement1,650 t(6/11) Effective HE DPM (incl. fire)75,318(7/10) AA range2 km(9/11) Torpedo range7.32 km(4/11) Torpedo reload65 s(6/11) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormTurn speed retained81%(10 of 11 tied at this value)
Survivability
Hit PointsInitial: 9,400 → 10,600
Displacement1,650 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.
100.3 x 9 m
Armor range6–14 mm
Plate armor thicknesses6, 10, 12, 14 mm
Armor material/layer entries23
Fire resistance
ƒstock hull: 1 − 0.9334 fire coefficient = 6.7%; top hull: 1 − 0.9001 fire coefficient = 10%. 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.
Initial: 6.7% → 10%
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 × 10,600 HP = 954 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 × 10,600 HP = 1,060 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.
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
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 × 1,500 = 3,000), 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.
1,500
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 × 8,000 = 16,000), 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.
8,000
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 × 500 = 1,000), 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 ×. 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.
500
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 × 1,200 = 2,400), 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.
1,200
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
Turret armor6 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°, ±141.5°, ±153°, ±147°
Guns to bear
ƒ180° − 141.5° (the most restricted aft-facing mount's arc) = 38.5° off bow; 180° − 151° (the most restricted forward-facing mount's arc) = 29° 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.
38.5° off bow / 29° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.2 km) shells land in an ellipse about 84 m wide and 51 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 =(9236.730·8−0.51000+0.5)·30=84.3m
84.3 m at 9.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =84.3·0.6=50.6m
50.6 m at 9.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =84.3·0.62=25.3m
25.3 m at 9.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =50.6·0.62=15.2m
15.2 m at 9.2 km
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Shells/min
ƒ4 broadside guns x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 36.5.
36.5
HE shells
HE alpha1,800
HE Velocity960 m/s
Fire Chance4%
HE fire DPM vs T3 BB9585
Effective HE DPM vs T3 BB75324
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
HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 65,739.
65,739
Fires/min
ƒ36.5 shells/min × 0.04 (4% fire chance) = 1.46.
1.46
AP shells
AP alpha2,200
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1400·22.70.69·0.127−1.07·9601.38=143.3mm.
143.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.2 km), where the shell has slowed to 322.1 m/s: P=10−7·1400·22.70.69·0.127−1.07·322.11.38=31.7mm.
31.7 mm at 9.2 km
AP full-salvo alpha
ƒ2,200 AP damage x 4 broadside guns = 8,800.
8,800
AP DPM
ƒ8,800 AP full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 80,348.
80,348
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 speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 60.0 kt); the stock torpedo module runs 50.0 kt.
Initial: 50 kt → 60 kt
Range7.32 km
Maximum simulated damage
ƒInitial: 27,300 × 0.333 = 9,100 → 33,000 × 0.333 = 11,000 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most 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=33,000·0.333=11,000. 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.
Initial: ≈ 9,100 → ≈ 11,000
Maximum damage (ammunition)
ƒ33,000 warhead alpha / 3 + 1,000 blast = 12,000. 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.
12,000
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.
1,000
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km60 kt×2.6855=6.2 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
6.2 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.3 per hit, shown as 2.3×100=230%. 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.
230%
Torpedo launcher traverse25 °/s
Launch arcscentreline 222°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,000 = 66,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
66,000
AA Defense
AA mount points4
Maximum AA range
ƒInitial: 1.2 km → 2 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
Initial: 1.2 km → 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
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 0.95 hit probability = 50 - the same in-game units as the Close-range AA DPS headline.
50
Range2 km
Maneuverability
Engine power38,500 hp
Maximum speed39.0 kt
Turning circle radius550 m
Rudder shift timeInitial: 3.9 s → 2.8 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 = 39 / 4 + 4.9 = 14.7 kt. Base value; speed modifiers scale it.
14.7 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.
15.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (35.1 kt of 39.0 kt).
16.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.6 kt of 39.0 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.
27.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 9.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 15 − 9.2 = +5.8°/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 (+5.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.7 km x 0.955 = 5.44 km. Camouflage does not change detectability by air.
5.7 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.7 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.44 km.
5.44 km
Detectability by air2.87 km
Smoke firing penalty2.19 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.7 km) = 9.24 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
9.24 km
Detect when firing (air)
ƒAir detectability 2.87 km + gun-firing bloom 2.54 km = 5.41 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
5.41 km
Detect when on fire (sea)
ƒSea detectability 5.7 km + 2.0 km while burning = 7.7 km.
7.7 km
Detect when on fire (air)
ƒAir detectability 2.87 km + 3.0 km while burning = 5.87 km.
5.87 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 30 s emit / 70 s cloud active · 450 m radius
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 shift3.9 → 2.8 s
  • Close-range AA DPS23 → 15
  • Maximum AA range1.2 → 2 km
Fire controlUpgrade
  • Main battery range8,397 → 9236.7 m
TorpedoesUpgrade
  • Alpha damage27,300 → 33,000
  • Display damage9,100 → 11,000
  • Speed50 → 60 kt

Under the hood

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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.
AP pen 5 km61 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 =10−7·1400·22.70.69·0.127−1.07·519.91.38=61mm, where 519.9 m/s is the shell's speed when it arrives at 5 km (from 960 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,400
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 mass22.7 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 coefficient0.36
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity960 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity960 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 time6.2 s
1000 m / (60.0 kt × 2.6855) = 6.2 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed60.0 kt
Travel time to max range45.4 s
7320 m / (60.0 kt × 2.6855) = 45.4 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage66,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 11,000 = 66,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range50
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 20mm Oerlikon MK4 4x1 -> 50 DPS @ 2 km.
AA DPS layered by range50 DPS @ 2 km
@ 2 km: 50 from one family. 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-blank50
50 = 50 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index100
50 × 2 = 100. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km
Open in Charting Tool

Ship Charts

Background

This former Japanese Minekaze-class destroyer had some distinctions from the lead ship of the series. All of her Japanese armaments were demounted when she changed hands as a result of World War II.

Armor Beta

Hull HP 9,400 → 10,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 96+ 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 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–14 mm)1,500 (14% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm primary (range 10–14 mm)1,200 (11% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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: 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 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 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 (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.

Exteriors

Skins & permanent camouflages

Every custom exterior Shenyang can equip.

  • 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 balance history and community data where available.

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