Shiratsuyu
Also called: 白露 Beta- 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
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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.
Shiratsuyu Community Stats
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Shiratsuyu Community Stats
Record History
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
+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.
- Flat arc HE shells · 915 m/s
- Flat AP shells · 915 m/s
12800 HP, bottom decile of T6 DDs. Trade hits sparingly.
34 kt, bottom decile of T6 DDs. Hard to rotate flanks or disengage; commit positioning early.
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
Shiratsuyu sits in the Gunboat Destroyers branch. The highlighted path shows the local branch context inside the full Japan tree.
Official WG availability sources
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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.
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 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.
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.
Peers in this cohort
Compare Tier VI DestroyersShow all 40 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
5 broadside guns x 60 / 5 s base reload = 60.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
1,800 HE damage x 5 broadside guns = 9,000.ƒ
9,000 HE full-salvo alpha x 60 / 5 s base reload = 108,000.ƒ
60 shells/min × 0.07 (7% fire chance) = 4.2.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (10.8 km), where the shell has slowed to 295.3 m/s: .ƒ
2,200 AP damage x 5 broadside guns = 11,000.ƒ
11,000 AP full-salvo alpha x 60 / 5 s base reload = 132,000.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
Base 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: s.ƒ
Speed of the top torpedo module (all-upgrades configuration, 62.0 kt); the stock torpedo module runs 59.0 kt.ƒ
Initial: 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: . 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.ƒ
46,800 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.ƒ
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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.87 per hit, shown as . 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.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 15,600 = 124,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.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
Initial: 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.ƒ
top speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.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, 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (30.6 kt of 34.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 6.78 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.47 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 6.78 km + 2.0 km while burning = 8.78 km.ƒ
Air detectability 3.39 km + 3.0 km while burning = 6.39 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
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 ƒ
While 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
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
The standard destroyer dispersion curve.(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.(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.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: at 0 m, at m, and at 10756.9 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 10756.9 m. Above the kink: , so .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 , 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 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 , 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.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 because the game clock runs faster than real time. 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.3 mounts × 1.67 barrels = 5; all 5 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1800 m / (62.0 kt × 2.6855) = 10.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).9990 m / (62.0 kt × 2.6855) = 60 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 4 tubes.2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).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
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.@ 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.22 + 43 + 86 = 151 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).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.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.
Overmatched by 126+ 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 30%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 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. |
| Stern | 16 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. |
| Citadel | 16 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. |
| Superstructure | 6 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 HP | 6,400 magazine HP | Turret knocked out | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 3,800 module HP | Incapacitated at 0 HP | When 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.
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.
Skins & permanent camouflages
Every custom exterior Shiratsuyu can equip.
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.
