World of Warships: Legends ship guide

Tachibana

Beta
Japan · Tier II · Destroyer · Premium
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
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
Stealthy (5.2 km)SmokeEngine BoostSlowFragile
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Community Data

Tachibana Community Stats

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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°).

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.

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.

Wide always-pen zone

91.0° AP min ricochet angle, best of T2 DDs. Larger impact-angle window where shells always penetrate.

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.

Low HE DPM

17333 HE DPM, bottom decile of T2 DDs. Don't bank on burn pressure.

Slow for the class

30.0 kt, bottom decile of T2 DDs. Hard to rotate flanks or disengage; commit positioning early.

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

Prioritize concealment, torpedo reliability, and destroyer survivability. Build around your best national destroyer commander, then add inspirations that improve concealment, torpedo reload/speed, or emergency disengage tools.

Open in Build Tool →

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Cohort position

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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) Bottom 25%AP velocity690 m/s (20/22) Bottom 25%HE velocity680 m/s (22/24) Bottom 25%Acceleration17.5 s (18/20) 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) WorstFires per minute0.8 (24/24) WorstHE DPM17,333 (24/24) WorstAP DPM13,333 (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 7 tied) WorstDeck armor6 mm (1 of 8 tied)
See 6 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 reload4.5 s(11/24) HE fire chance6%(11/24) Main dispersion78.3 m(10/24) NormAP fuse timer0.01 s(19 of 22 tied at this value) NormStern armor6 mm(18 of 20 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%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
3,500
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.
2,100
Main Battery
ModuleArtillery: 76 mm Type41
Mounts / barrels5 mounts / 5 barrels
Reload time5 s
Firing range8.4 km
Turret traverse11 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
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
Base shells/min
ƒ1 broadside guns x 60 / 5 s base reload = 12.
12
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 1 broadside guns = 1,300.
1,300
Base HE DPM
ƒ1,300 HE full-salvo alpha x 60 / 5 s base reload = 15,600.
15,600
Base fires/min
ƒ1 HE shells x 60 / 5 s reload x 6% fire chance = 0.72.
0.72
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 1 broadside guns = 1,000.
1,000
Base AP DPM
ƒ1,000 AP full-salvo alpha x 60 / 5 s base reload = 12,000.
12,000
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
Torpedo detectability0.7 km
Flooding chance96%
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 moduleEngine: 9,500 hp
Engine power9,500 hp
Maximum speed30 kt
Turning circle radius450 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (27.0 kt of 30). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(9,500830)0.42=2.7838; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=17.5s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
17.5 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (29.7 kt of 30). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=30.1s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, 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 · 15 s emit / 65 s cloud active
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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp78.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8443}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 78.3\,\text{m}$
Max Vert Disp47 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 78.3 \cdot 0.6 = 47\,\text{m}$
Med Horiz Disp25 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 78.3 \cdot 0.319\;(\sigma = 2) = 25\,\text{m}$
Med Vert Disp15 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 47 \cdot 0.319\;(\sigma = 2) = 15\,\text{m}$
AP Pen Close101.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2150 \cdot 6.5^{0.69} \cdot 0.0762^{-1.07} \cdot 690^{1.38} = 101.7\,\text{mm}$. 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: $P = 10^{-7}\cdot 2150 \cdot 6.5^{0.69} \cdot 0.0762^{-1.07} \cdot 209.1^{1.38} = 19.6\,\text{mm}$.
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 alpha1
Barrels that can bear on one beam (1 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 alpha1,300
1,300 HE damage x 1 broadside guns = 1,300.
AP full-salvo alpha1,000
1,000 AP damage x 1 broadside guns = 1,000.
Base HE DPM15,600
1,300 HE full-salvo alpha x 60 / 5 s base reload = 15,600.
Base AP DPM12,000
1,000 AP full-salvo alpha x 60 / 5 s base reload = 12,000.
Base shells/min12
1 broadside guns x 60 / 5 s base reload = 12.
Base fires/min0.72
1 HE shells x 60 / 5 s reload x 6% fire chance = 0.72.

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 104+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,200 (17% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 mm≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

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

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