Shigure
Also called: 时雨 Beta- Work the flanks of a capture zone at 7 to 9 km, beyond her own detection range
- Her 11.5 km torpedoes reach ships pushing a cap without her being spotted
- Avoid: Trading gunfire with other destroyers
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Shigure Community Stats
Shigure has 8 Standard battles from 3 players so far, too few for stable community averages.
Shigure Community Stats
Log in to GamingDiver and upload your data to see Community Data for Shigure: community win rate, damage, survival, spotting, and your own comparison.
Shigure Community Stats
Record History
Playstyle
Overview
Shigure is a Japanese Tier VII premium destroyer built around her torpedoes. Two quadruple 610 mm launchers fire Type 90 torpedoes with about 19,567 maximum simulated damage each, reaching 11.5 km at 67 knots and reloading in 87 s. Her 6.58 km surface detectability is among the best of Tier VII destroyers, so she can usually choose when a fight starts. Sonar (3 charges, 60 s, 4.35 km) finds destroyers hiding in smoke and spots incoming torpedoes. Her four 127 mm guns are a backup weapon, not her damage source.
Positioning
Work the flanks of a capture zone at 7 to 9 km, beyond her own detection range, and launch along the lanes enemy battleships and cruisers will sail into. Her 11.5 km torpedoes reach ships pushing a cap without her being spotted, and at 1.6 km torpedo detectability a target gets about 8.9 s to react. Save Sonar for contesting a cap against another destroyer or for a smoke screen that may be hiding a target. Her Exhaust Smoke Generator lays smoke behind her as she moves instead of a standing cloud, so use it to break contact and reposition, not to hold a spot or cover teammates.
Potato Avoidance
Trading gunfire with other destroyers
Her 14,200 HP is among the lowest at Tier VII (only Kirisame and Yudachi carry less), and four guns reloading in 5.2 s lose most straight gun duels. At 34 knots she is slower than most destroyers at her tier, so once a gunboat or cruiser has her spotted she cannot simply run. Disengage early with the exhaust smoke and Engine Boost, and let the torpedoes win the trade.
Signature Traits
+8% speed (about +2.7 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.
6.6 km surface detect, top decile of T7 DDs. Stays dark longer.
19567 damage per torpedo, top quartile of T7 DDs.
2150 damage per HE shell, top quartile of T7 DDs. Punishes superstructure and modules harder than peers.
99231 AP DPM, bottom decile of T7 DDs. Citadel windows matter more than spam.
14200 HP, bottom decile of T7 DDs. Trade hits sparingly.
How to get Shigure
Shigure is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Store rental.
- Store rentalRental in the Legends Store (October 2026).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Builds
Invest in torpedo reload first, because the 87 s cycle is her main damage lever, then in concealment to widen the gap between her 6.58 km detectability and the enemy's spotting range. Skills that extend Sonar or shorten consumable reloads come next. Survivability skills that add HP or cut fire damage help her live through the gun fights she will sometimes be forced into. Choose inspirations for torpedo reload and concealment over main battery bonuses.
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 Shigure 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.
See 22 mid-pack stats
Not standouts for Shigure -- 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.
Peers in this cohort
Compare Tier VII DestroyersShow all 41 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (10.7 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.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 12 deg/s traverse speed = 15 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 5.2 s base reload = 46.2. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 4.7 s all-upgrades reload = 51.1.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
2,150 HE damage x 4 broadside guns = 8,600.ƒ
Zero upgrades: 8,600 HE full-salvo alpha x 60 / 5.2 s base reload = 99,231. All upgrades (Main Battery Mod. 3 = -10% reload): 8,600 HE full-salvo alpha x 60 / 4.7 s all-upgrades reload = 109,787.ƒ
Zero upgrades: 46.2 shells/min x 9% fire chance = 4.15. All upgrades (Main Battery Mod. 3 = -10% reload): 51.1 shells/min x 9% fire chance = 4.6.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (10.7 km), where the shell has slowed to 297.7 m/s: .ƒ
2,150 AP damage x 4 broadside guns = 8,600.ƒ
Zero upgrades: 8,600 AP full-salvo alpha x 60 / 5.2 s base reload = 99,231. All upgrades (Main Battery Mod. 3 = -10% reload): 8,600 AP full-salvo alpha x 60 / 4.7 s all-upgrades reload = 109,787.ƒ
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.ƒ
Estimate 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: .ƒ
58,700 warhead alpha / 3 + 1,400 blast = 20,967. The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 2.87 per hit, shown as . Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 37 raw aura damage × 3.5 × 0.95 hit probability = 123 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.ƒ
Outer Near 123 + Inner Near 17 = 140ƒ
top speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.ƒ
Seconds 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.ƒ
Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).ƒ
Time to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (33.7 kt of 34 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(main battery range, sea detectability 6.58 km) = 10.65 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.ƒ
Air detectability 3.29 km + gun-firing bloom 2.54 km = 5.83 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Sea detectability 6.58 km + 2.0 km while burning = 8.58 km; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Air detectability 3.29 km + 3.0 km while burning = 6.29 km; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator2 charges · 240 s reload · 90 s emit / 10 s cloud active · 600 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar3 charges · 110 s reload · 60 s active · 4.35 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
In practice: the baseline curve for a standard destroyer -- at max range (10.7 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.The standard destroyer dispersion curve.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: (166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(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.Vertical dispersion ellipse height at max range: How tall the scatter ellipse is at a fixed 5 km, from the same verified 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: at 0 m, at m, and at 10650 m. Below the kink: , so .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: at 0 m, at m, and at 10650 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (10.7 km), where the shell has slowed to 297.7 m/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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 915 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 915 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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.2 mounts × 2 barrels = 4; all 4 bear on the broadside.180 degrees / 12 deg/s traverse speed = 15 s.2,150 HE damage x 4 broadside guns = 8,600.2,150 AP damage x 4 broadside guns = 8,600.Zero upgrades: 8,600 HE full-salvo alpha x 60 / 5.2 s base reload = 99,231. All upgrades (Main Battery Mod. 3 = -10% reload): 8,600 HE full-salvo alpha x 60 / 4.7 s all-upgrades reload = 109,787.Zero upgrades: 8,600 AP full-salvo alpha x 60 / 5.2 s base reload = 99,231. All upgrades (Main Battery Mod. 3 = -10% reload): 8,600 AP full-salvo alpha x 60 / 4.7 s all-upgrades reload = 109,787.Zero upgrades: 4 broadside guns x 60 / 5.2 s base reload = 46.2. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 4.7 s all-upgrades reload = 51.1.Zero upgrades: 46.2 shells/min x 9% fire chance = 4.15. All upgrades (Main Battery Mod. 3 = -10% reload): 51.1 shells/min x 9% fire chance = 4.6.Torpedoes
1600 m / (67 kt × 2.6855) = 8.9 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).11500 m / (67 kt × 2.6855) = 63.9 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).Per-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; the exact module-HP conversion is not published.2 launchers x 4 tubes.2 launchers × 4 tubes = 8, all to either side (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.AA defense
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 13mm76 Type93 single 4x1 -> 17 DPS @ 1.2 km; 25mm Type96 3x3 -> 19 DPS @ 3.1 km; 25mm Type96 single 15x1 -> 97 DPS @ 3.1 km; 25mm Type96 double 1x2 -> 6 DPS @ 3.1 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.@ 3.1 km: 19 + 97 + 6 = 122; @ 1.2 km: 17 + 19 + 97 + 6 = 139. 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.17 + 19 + 97 + 6 = 139 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).17 × 1.2 + 19 × 3.1 + 97 × 3.1 + 6 × 3.1 = 399. 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.Ship Charts
Background
Shigure, one of ten Shiratsuyu-class destroyers built for the Imperial Japanese Navy, had built up a distinguished service record by the time she was sunk by an American submarine in January 1945. During the Pacific War, she earned a reputation for being "lucky" or "unsinkable" after emerging from several battles with no damage and twice surviving as the sole ship of a Japanese force.
Armor Beta
Hull HP 14,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | ≈ 710 (~5% 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. |
| Stern | 19 mm primary (range 6–20 mm) | ≈ 710 (~5% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 10–20 mm) | 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. |
| Superstructure | 6 mm primary (range 6–13 mm) | no cap | 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). |
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.
Skins & permanent camouflages
Every custom exterior Shigure can equip.
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.
