World of Warships: Legends ship guide

Shiratsuyu

Also called: 白露 Beta
Torpedo destroyerLives on its torpedoes; deal damage from concealment rather than the gun duel.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use
  • Avoid: Holding 10-km torpedoes for a perfect shot
Key characteristics
Long torps (10 km)SmokeTorp Reload BoosterEngine BoostSlowFragile
On this page
Community Data

Shiratsuyu Community Stats

Across 6,900+ Standard battles from 220+ players, Shiratsuyu averages a 56% win rate, 33,400 damage and 0.9 kills per battle, and survives 38% of them.

Community Data

Shiratsuyu Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Shiratsuyu is a Tier VI Japanese torpedo destroyer. The kit is torpedo spam rather than gun trades: put fish into lanes the enemy has to cross and let the guns fill the gaps between reloads. Smoke plus 10 km of reach on a 101 s reload lets her launch from a position the target cannot see. Standout traits: flat arc HE shells in T6 DDs (915, 5th of 41) and AP shell velocity in T6 DDs (915, 5th of 37). The trade is hit points in T6 DDs (12,800 HP, 41st of 41).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use. The 10 km reach lets you seed those lanes early, but these fish are spotted well out and give a target about 10.8 s of warning, so they earn their damage by denying space and forcing turns rather than by catching anyone unaware. Aim where a ship must go, not where it is, and stay unspotted between waves. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless. She is genuinely evasive in both phases of a turn, answering the helm in 3.1 s and carving a 590 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Holding 10-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.

Signature Traits

Engine Boost

+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.

ELITE MAIN BATTERY ↗
  • Flat arc HE shells · 915 m/s
  • Flat AP shells · 915 m/s
Fragile HP pool ↗

12800 HP, bottom decile of T6 DDs. Trade hits sparingly.

Slow for the class ↗

34 kt, bottom decile of T6 DDs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

How to get Shiratsuyu

Shiratsuyu is available in the Gunboat Destroyers branch of the Japan Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits.

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

Show Japan tech-tree branch diagram
Official WG availability sources
  • Might of Japan Tech tree line Start: 2020-11-05
    • Destroyers Minekaze, Hatsuharu, Shiratsuyu and Akizuki—Tiers IV to VII, respectively—join the Japanese fleet and are available to research at your will!

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

Hide ▾

Where Shiratsuyu sits among Tier VI DDs (40 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.

BestDisplacement1,980 t (1/41) Top 10%HE velocity915 m/s (5/41) Top 25%Stealth profile6.78 km / 3.39 km (9/41 / 9/41) Top 25%Rudder shift3.1 s (8/41) Top 25%Turning circle590 m (9/41) Top 25%AP velocity915 m/s (5/37) Top 25%Time to 90% speed15.2 s (6/41) Top 25%Torpedo damage≈15,600 (11/41) Bottom 25%Main dispersion95.7 m (33/41) Bottom 25%AA range3.1 km (33/41) Bottom 25%Torpedo reload101 s (33/41) Bottom 10%Max speed34 kt (40/41) Bottom 10%Engine power42,000 hp (40/41) Bottom 10%Power / turn radius71.2 hp/m (39/41) Bottom 10%Torpedo reaction time10.8 s (39/41) WorstHit points12,800 HP (41/41) WorstNo secondaries (37 of 41 in cohort)
See 27 mid-pack stats

Not standouts for Shiratsuyu -- 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.

Smoke fire bloom2.53 km(20/41) Main battery caliber127 mm(21/41) Main battery range10.76 km(12/41) Main battery reload5 s(23/41) HE shell damage1,800(20/41) HE fire chance7%(29/41) Fires per minute4.2(30/41) HE DPM108,000(29/41) AP shell damage2,200(21/37) AP DPM132,000(27/37) Acceleration (0-12 kt)5 s(22/41) AP arming threshold21 mm(20/37) Power-to-weight21.21 hp/t(13/41) AP pen at 10 km50 mm(25/35) Effective HE DPM (incl. fire)139,408(30/41) AA DPS151(14/41) AA threat468(17/41) Torpedo range9.99 km(13/41) Torpedo speed62 kt(27/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit PointsInitial: 11,600 → 12,800
Displacement1,980 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.
109.5 x 10.4 m (ship-model figure)
Armor range6–16 mm
Plate armor thicknesses6, 10, 13, 15, 16 mm
Armor material/layer entries24
Fire resistance
ƒstock hull: 1 − 0.7336 fire coefficient = 26.6%; top hull: 1 − 0.7003 fire coefficient = 30%. 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: 26.6% → 30%
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 × 12,800 HP = 1,152 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 × 12,800 HP = 1,280 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
6,400
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.
3,800
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 × 1,800 = 3,600), 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.
1,800
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 × 9,600 = 19,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
9,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,500 = 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
Main Battery
ModuleArtillery: 127 mm/50 Type3
Mounts / barrels3 mounts / 5 barrels
Reload time5 s
Firing range (base)9.8 km
Firing range (top fire control)10.8 km
Turret traverse6 °/s
Turret armor20 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.
3x ±150°
Guns to bear
ƒ180° − 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.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.8 km) shells land in an ellipse about 96 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(10756.930·8−0.51000+0.5)·30=95.7m
95.7 m at 10.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.7·0.6=57.4m
57.4 m at 10.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =95.7·0.62=28.7m
28.7 m at 10.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.4·0.62=17.2m
17.2 m at 10.8 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒ5 broadside guns x 60 / 5 s base reload = 60.
60
HE shells
HE alpha1,800
HE Velocity915 m/s
Fire Chance7%
HE fire DPM vs T6 BB31408
Effective HE DPM vs T6 BB139408
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 5 broadside guns = 9,000.
9,000
HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 5 s base reload = 108,000.
108,000
Fires/min
ƒ60 shells/min × 0.07 (7% fire chance) = 4.2.
4.2
AP shells
AP alpha2,200
AP Velocity915 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 =10−7·2266·230.69·0.127−1.07·9151.38=219mm.
219 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.8 km), where the shell has slowed to 295.3 m/s: P=10−7·2266·230.69·0.127−1.07·295.31.38=46mm.
46 mm at 10.8 km
AP full-salvo alpha
ƒ2,200 AP damage x 5 broadside guns = 11,000.
11,000
AP DPM
ƒ11,000 AP full-salvo alpha x 60 / 5 s base reload = 132,000.
132,000
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
ModuleTorpedoes: Type90 mod. 1
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 94 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 101×0.85=85.8 s.
Initial: 94 s → 101 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 62.0 kt); the stock torpedo module runs 59.0 kt.
Initial: 59 kt → 62 kt
Range9.99 km
Maximum simulated damage
ƒInitial: 44,900 × 0.333 = 14,967 → 46,800 × 0.333 = 15,600 (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=46,800·0.333=15,600. 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: ≈ 14,967 → ≈ 15,600
Maximum damage (ammunition)
ƒ46,800 warhead alpha / 3 + 1,300 blast = 16,900. 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.
16,900
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.
1,300
Torpedo detectability1.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.8 km62 kt×2.6855=10.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
10.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.87 per hit, shown as 2.87×100=287%. 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.
287%
Torpedo launcher traverse25 °/s
Launch arcscentreline 250°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,600 = 124,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
124,800
AA Defense
AA mount pointsInitial: 4 → 14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
3.1 km
25 mm Type96 mod. 1 (upgraded hull only)2×3 25mm
25 mm/60 Type96 mod. 14×1 25mm
25 mm Type96 mod. 1 (upgraded hull only)8×2 25mm
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒInitial: 3 × 3.5 × 1 = 10 → 43 × 3.5 × 1 = 150. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 10 → 150
Range3.1 km
Maneuverability
Engine power42,000 hp
Maximum speed34.0 kt
Turning circle radius590 m
Rudder shift timeInitial: 4.4 s → 3.1 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 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 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.
13.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
15.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 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.
25.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 7.5 = -1.5°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 1.5°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.78 km x 0.955 = 6.47 km. Camouflage does not change detectability by air.
6.78 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.78 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.47 km.
6.47 km
Detectability by air3.39 km
Smoke firing penalty2.53 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.78 km) = 10.76 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.76 km
Detect when firing (air)
ƒAir detectability 3.39 km + gun-firing bloom 2.54 km = 5.93 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
5.93 km
Detect when on fire (sea)
ƒSea detectability 6.78 km + 2.0 km while burning = 8.78 km.
8.78 km
Detect when on fire (air)
ƒAir detectability 3.39 km + 3.0 km while burning = 6.39 km.
6.39 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 81 s cloud active · 450 m radius
Torpedo Reload Booster2 charges · 240 s reload · 1 s active · 5 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points11,600 → 12,800
  • Rudder shift4.4 → 3.1 s
  • AA mounts4 → 14
  • Close-range AA DPS3 → 43
Fire controlUpgrade
  • Main battery range9,779 → 10756.9 m
TorpedoesTrade-off
  • Reload94 → 101 s
  • Alpha damage44,900 → 46,800
  • Display damage14,967 → 15,600
  • Speed59 → 62 kt

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter height @ 5 km25.1 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10756.9=5378 m, and radiusOnMax=0.6 at 10756.9 m. Below the kink: k=0.2+(0.5−0.2)·50005378=0.4789, so σV=σH·k=52.5·0.4789=25.1m.
Shell scatter height @ 10 km52.7 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10756.9=5378 m, and radiusOnMax=0.6 at 10756.9 m. Above the kink: k=0.5+(0.6−0.5)·10000−537810756.9−5378=0.5859, so σV=σH·k=90·0.5859=52.7m.
AP pen 5 km101 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 =10−7·2266·230.69·0.127−1.07·5221.38=101mm, where 522 m/s is the shell's speed when it arrives at 5 km (from 915 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km50 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2266·230.69·0.127−1.07·314.21.38=50mm, where 314.2 m/s is the shell's speed when it arrives at 10 km (from 915 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km7.25 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×10−5. 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km7.25 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×10−5. 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)5
3 mounts × 1.67 barrels = 5; all 5 bear on the broadside.

Model inputs

Krupp (AP)2,266
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 mass23 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 coefficient0.334
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity915 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity915 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 time10.8 s
1800 m / (62.0 kt × 2.6855) = 10.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range60 s
9990 m / (62.0 kt × 2.6855) = 60 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage124,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,600 = 124,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range151
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 2x3 -> 22 DPS @ 3.1 km; 25mm Type96 single 4x1 -> 43 DPS @ 3.1 km; 25mm Type96 double 8x2 -> 86 DPS @ 3.1 km.
AA DPS layered by range151 DPS @ 3.1 km
@ 3.1 km: 22 + 43 + 86 = 151. 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-blank151
22 + 43 + 86 = 151 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index468
22 × 3.1 + 43 × 3.1 + 86 × 3.1 = 468. 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.
Open in Charting Tool

Ship Charts

Background

Developed from the Hatsuharu-class destroyers but was equipped with more powerful torpedo armament. However the ship was slightly slower than her predecessors. She was the first of the Japanese fleet destroyers to be equipped with quadruple torpedo tubes.

Armor Beta

Hull HP 11,600 → 12,800 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 126+ 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 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)1,800 (14% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 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.
Stern16 mm primary (range 13–16 mm)1,500 (12% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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 6–13 mm)600 (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 HP6,400 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (25 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP3,800 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.

Balance History

Balance updates affecting Shiratsuyu. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×1Torpedo ×1
2021-12-16

Holiday Update: Chilling With the Beasts

  • Main battery reload time decreased from 7.2s to 5s.
  • We found that Shiratsuyu does suffer in destroyer duels that don't end in torpedo carnage, but the main concern was that her ability to set fires was a little lower than we would have liked it to be, hence this buff.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Shiratsuyu can equip.

  • Shiratsuyu 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.