World of Warships: Legends ship guide

Tachibana

Also called: Beta
Japan · Tier II · Destroyer · Premium
Stealth destroyerStealth is the kit; hold cap edges unseen and disengage before the trade turns.
Playstyle
  • Hold concealment edges on the contested cap at 5.2 km detection
  • Avoid: Burning the 5.2 km concealment advantage on guns
Key characteristics
High fire chanceWide always-pen zoneStealthy (5.2 km)Lobs over islandsSlowFragile
On this page
Community Data

Tachibana Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Tachibana is a Tier II Japanese stealth-leaning destroyer with strong surface detection (5.2 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best AP always-pen window in T2 DDs (91°) and top-decile torpedo detection in T2 DDs (0.7 km).

Positioning

Hold concealment edges on the contested cap at 5.2 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes. Her high-arc gun shells lob over island cover, so you can rain HE on broadsides from positions where flat-trajectory DDs have no firing solution. 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.

Potato Avoidance

Burning the 5.2 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

LOBBING BATTERY
  • Wide always-pen zone · 91.0°
  • High-arc HE shells · 34.14°
Stealthy torps

0.7 km torpedo detect, top decile of T2 DDs. Harder to dodge.

Sharp rudder

1.9 s rudder shift, top decile of T2 DDs. Snappy weave.

Best-in-class stealth

5.25 km surface detect, top decile of T2 DDs. Stays dark longer.

WEAK MOBILITY
  • Slow for the class · 30.0 kt
  • Underpowered engine · 9500.0 hp
Acquisition

How to get Tachibana

Tachibana is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

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.

Cohort position

Hide

Where Tachibana sits among Tier II DDs (24 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.

BestRudder shift1.9 s (1/24) BestAP arming threshold13 mm (1 of 3 tied) BestAP ricochet start91° (1/22) BestDisplacement830 t (1/24) Top 10%Stealth profile5.25 km / 2.63 km (2/24 / 3/24) Top 10%Torpedo reload22 s (3/24) Top 25%Fires per minute2.88 (5/24) Top 25%HE DPM62,400 (7/24) Bottom 25%AP velocity690 m/s (20/22) Bottom 25%HE velocity680 m/s (22/24) Bottom 25%Acceleration17.5 s (21/24) Bottom 25%Turn-speed retention21.1 hp/m (22/24) Bottom 25%Power-to-weight11.45 hp/t (22/24) Bottom 25%Torpedo range5.01 km (21/24) Bottom 25%Torpedo damage≈5,533 (19/24) Bottom 10%Hit points7,000 HP (23/24) Bottom 10%Main battery range8.44 km (23/24) WorstMax speed30 kt (24/24) WorstMain battery caliber76 mm (1 of 3 tied) WorstAP shell damage1,000 (22/22) WorstEngine power9,500 hp (24/24) WorstNo AA (6 of 24 in cohort) WorstTorpedo speed44 kt (24/24) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 8 tied) WorstDeck armor6 mm (1 of 9 tied)
See 8 mid-pack stats

Not standouts for Tachibana -- 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.

Traverse-to-turn ratio5.6 ×(9/24) Main battery reload5 s(11/24) HE fire chance6%(11/24) AP DPM48,000(16/22) Main dispersion78.3 m(10/24) NormAP fuse timer0.01 s(19 of 22 tied at this value) NormTurn speed retained81%(22 of 24 tied at this value) NormStern armor6 mm(22 of 24 tied at this value)
Survivability
Hit Points7,000
Displacement830 t
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries21
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 76 mm Type41
Mounts / barrels5 mounts / 5 barrels
Reload time5 s
Firing range8.4 km
Turret traverse11 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(844330·80.51000+0.5)·30=78.3m
78.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =78.3·0.6=47m
47 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =78.3·0.319(σ=2)=25m
25 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =47·0.319(σ=2)=15m
15 m
Turret turn time
ƒ180 degrees / 11 deg/s traverse speed = 16.4 s.
16.4 s
Shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,300
HE Velocity680 m/s
Fire Chance6%
HE penetration
ƒ13 mm ≈ 76 mm caliber / 6 (standard HE penetration ratio).
13 mm
HE full-salvo alpha
ƒ1,300 HE damage x 4 broadside guns = 5,200.
5,200
HE DPM
ƒ5,200 HE full-salvo alpha x 60 / 5 s base reload = 62,400.
62,400
Fires/min
ƒ48 shells/min x 6% fire chance = 2.88.
2.88
AP shells
AP Damage1,000
AP Velocity690 m/s
Min Ricochet91 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold13 mm
AP overmatch
ƒfloor(76 mm caliber / 14.3) = 5 mm (AP auto-penetrates plating this thick or less).
5 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2150·6.50.69·0.07621.07·6901.38=101.7mm. Matches the in-game spec card.
101.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (10.6 km), where the shell has slowed to 209.1 m/s: P=107·2150·6.50.69·0.07621.07·209.11.38=19.6mm.
19.6 mm
AP full-salvo alpha
ƒ1,000 AP damage x 4 broadside guns = 4,000.
4,000
AP DPM
ƒ4,000 AP full-salvo alpha x 60 / 5 s base reload = 48,000.
48,000
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.
5
Torpedoes
ModuleTorpedoes: Ho Type42
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time22 s
Projectile speed44 kt
Range5.01 km
Maximum simulated damage
ƒEstimate 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: Dsim=α·c=16,600·0.333=5,533.
≈ 5,533
Maximum damage (ammunition)
ƒThe 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.
6,133
Torpedo detectability0.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.7 km44 kt×2.6=6.1 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
6.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 0.96 per hit, shown as 0.96×100=96%. 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.
96%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming136 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 5,533 = 22,132.
22,132
Maneuverability
Engine power9,500 hp
Maximum speed30 kt
Turning circle radius450 m
Rudder shift time1.9 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
17.53 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
30.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·30.0·0.5144450=1.96°/s, so ratio=ωturretωhull=111.96=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea5.25 km
Detectability by air2.63 km
Smoke firing penalty1.94 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.25 km
Detect Fire Sea7.25 km
Detect Fire Air5.63 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 65 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

Show

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

Shell Grouping (σ)2
Max Horiz Disp78.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(844330·80.51000+0.5)·30=78.3m
Shell scatter width @ 5 km52.5 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.
Max Vert Disp47 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =78.3·0.6=47m
Med Horiz Disp25 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =78.3·0.319(σ=2)=25m
Med Vert Disp15 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =47·0.319(σ=2)=15m
AP Pen Close101.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2150·6.50.69·0.07621.07·6901.38=101.7mm. Matches the in-game spec card.
AP Pen Far19.6 mm
Same formula at the ship's max firing range (10.6 km), where the shell has slowed to 209.1 m/s: P=107·2150·6.50.69·0.07621.07·209.11.38=19.6mm.
AP pen 5 km34 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration13 mm
13 mm ≈ 76 mm caliber / 6 (standard HE penetration ratio).
AP overmatch5 mm
floor(76 mm caliber / 14.3) = 5 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius5
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha4
Barrels that can bear on one beam (4 of 5); casemate/wing mounts only fire one side.
Turret turn time16.4 s
180 degrees / 11 deg/s traverse speed = 16.4 s.
HE full-salvo alpha5,200
1,300 HE damage x 4 broadside guns = 5,200.
AP full-salvo alpha4,000
1,000 AP damage x 4 broadside guns = 4,000.
HE DPM62,400
5,200 HE full-salvo alpha x 60 / 5 s base reload = 62,400.
AP DPM48,000
4,000 AP full-salvo alpha x 60 / 5 s base reload = 48,000.
Shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Fires/min2.88
48 shells/min x 6% fire chance = 2.88.

Torpedoes

Torpedo detectability0.7 km
Estimated torpedo reaction time6.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed44 kt
Travel time to max range43.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage22,132
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 5,533 = 22,132.
Per-side salvo damage22,132
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 5,533 = 22,132.

AA defense

Close-range AA DPS0
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.

Armor Beta

Hull HP 7,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern6 mm

Overmatched by 107+ 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 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,200 (17% of HP)
Overmatch not possible in its bracket6 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.
Stern6 mm600 (9% of HP)
Overmatch not possible in its bracket6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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 mm300 (4% 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 HP3,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Rudder (module)separate HP pool, does not drain ship HP2,100 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Tachibana default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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

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