World of Warships: Legends ship guide

Tenryū

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit under 10 km on a lane that the torpedoes can reach without exposing the hull
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (7 km)2 sigma accuracyFragile
Community Data

Tenryū Community Stats

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Playstyle

Overview

Tenryu is a Tier II Japanese light cruiser with a long-range torpedo battery reaching 7 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Standout traits: best top speed in T2 CAs (32.5 kt) and best nimble for the tonnage in T2 CAs (10.6 HP).

Positioning

Sit under 10 km on a lane that the torpedoes can reach without exposing the hull. Drop on choke points and predictable rotations rather than direct lines; the torps are the threat tool, the guns are how you earn damage between waves.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Fast for the class

32.5 kt, best of T2 CAs. Lets you rotate flanks or escape disengagements.

Nimble for the tonnage

10.56 hp per ton, best of T2 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Heavy magazine armor

15.0 mm magazine protection, best of T2 CAs. Detonation-resistant.

Thick citadel floor

15.0 mm citadel bottom, best of T2 CAs. Deep-water torps and underwater pen do less.

Fragile HP pool

17700.0 HP, bottom decile of T2 CAs. Trade hits sparingly.

Thin deck

6.0 mm armor deck, bottom quartile of T2 CAs. Plunging fire and HE eat through.

Acquisition

How to get Tenryū

Tenryū is available in the Early Japanese Cruisers branch of the Japan Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Tenryū sits in the Early Japanese Cruisers branch. The highlighted path shows the local branch context inside the full Japan tree.

Builds Beta

Use a Japan cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.

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Cohort position

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Where Tenryū sits among Tier II CAs (19 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.

BestMax speed32.5 kt (1/19) BestPower-to-weight10.56 hp/t (1/19) Top 10%Rudder shift5.2 s (2/19) Top 25%Stealth profile8.54 km / 5.12 km (4/19 / 4/19) Top 25%Main battery reload5.4 s (4/19) Top 25%HE shell damage2,400 (3/18) Top 25%HE fire chance10% (5/18) Top 25%AP arming threshold23 mm (4/18) Top 25%Engine power51,000 hp (3/19) Top 25%Turn-speed retention91.1 hp/m (3/19) Top 25%Displacement4,828 t (3/19) Top 25%Bow armor25 mm (5/19) Bottom 25%Acceleration9.2 s (16/19) Bottom 25%Max armor63 mm (17/19) WorstHit points17,700 HP (19/19) WorstNo secondaries (8 of 19 in cohort) WorstDeck armor6 mm (1 of 3 tied)
See 23 mid-pack stats

Not standouts for Tenryū -- 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 ratio4.97 ×(10/19) Main battery caliber140 mm(15/19) Main battery range11.14 km(12/19) Sigma2(9/19) Fires per minute4.44(6/18) HE DPM106,667(6/18) AP shell damage2,700(11/18) AP DPM120,000(13/18) Main dispersion102.9 m(8/19) AP velocity850 m/s(9/18) HE velocity850 m/s(9/18) AA DPS15(10/19) AA range3 km(8/19) AA threat24(9/13) Torpedo range6.99 km(3/5) Torpedo reload58 s(4/5) Citadel belt63 mm(14/19) Stern armor15 mm(9/19) NormAP fuse timer0.03 s(11 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value) NormAP auto-bounce angle60°(17 of 18 tied at this value) NormTorpedo damage9,067(3 of 5 tied at this value) NormTorpedo speed57 kt(3 of 5 tied at this value)

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

Survivability
Hit PointsInitial: 15,100 → 17,700
Displacement4,828 t
Armor range6–63 mm
Plate armor thicknesses6, 7, 10, 15, 19, 25, 38, 51, 63 mm
Armor material/layer entries29
Fire resistanceInitial: 0% → 3.3%
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.
8,900
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.
5,300
Main Battery
ModuleArtillery: 140 mm/50 Type3
Mounts / barrels4 mounts / 4 barrels
Reload time6 s
Firing range (base)10.1 km
Firing range (top fire control)11.1 km
Turret traverse8.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10131/30·(8−1.1)/1000 + 1.1)·30 = 102.9 m
102.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.9 × 0.6 = 61.7 m
61.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.9 × 0.32 (σ=2) = 32.9 m
32.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.7 × 0.319 (σ=2) = 19.7 m
19.7 m
Turret turn time
ƒ180 degrees / 8.5 deg/s traverse speed = 21.2 s.
21.2 s
Base shells/min
ƒ4 broadside guns x 60 / 6 s base reload = 40.
40
HE shells
HE Damage2,400
HE Velocity850 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,400 HE damage x 4 broadside guns = 9,600.
9,600
Base HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 6 s base reload = 96,000.
96,000
Base fires/min
ƒ4 HE shells x 60 / 6 s reload x 10% fire chance = 4.
4
AP shells
AP Damage2,700
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 850^1.38 = 199.6 mm. Matches the in-game spec card.
199.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 283.3 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 283.3^1.38 = 43.8 mm.
43.8 mm
AP full-salvo alpha
ƒ2,700 AP damage x 4 broadside guns = 10,800.
10,800
Base AP DPM
ƒ10,800 AP full-salvo alpha x 60 / 6 s base reload = 108,000.
108,000
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.
8
Torpedoes
ModuleTorpedoes: Type44 mod. 2
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time58 s
Projectile speed57 kt
Range6.99 km
Maximum simulated damage8,267 (est.)
Alpha damage24,800
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming176 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
24,801
AA Defense
AA mount points3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.9) + (4×3.5×0.85) = 15. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
15
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm 3rd Year Type1×1 76mm
13 mm Type93 (upgraded hull only)2×1 13mm
6.5 mm 3rd Year Type (stock hull only)2×1 7mm
Far aura
DPS1
Range3 km
Near aura
DPS4
Range1.2 km
Total DPS in Aura
ƒFar 1 + Near 4 = 5
5
Maneuverability
Engine moduleEngine: 51,000 hp
Engine power51,000 hp
Maximum speed32.5 kt
Turning circle radius560 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.0× drags
Concealment
Detectability by sea8.54 km
Detectability by air5.12 km
Smoke firing penalty3.48 km
Detect after firing main guns8.54 km
Detect Fire Sea10.54 km
Detect Fire Air8.12 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (2)

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

HullTrade-off
  • Hit points15,100 → 17,700
  • Rudder shift6.8 → 5.2 s
  • Close-range AA DPS3 → 5
  • Turret traverse8.5 → 8 °/s
Fire controlUpgrade
  • Main battery range10,131 → 11144.1 m

See all derived stats

Show

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 Disp102.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10131/30·(8−1.1)/1000 + 1.1)·30 = 102.9 m
Max Vert Disp61.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.9 × 0.6 = 61.7 m
Med Horiz Disp32.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.9 × 0.32 (σ=2) = 32.9 m
Med Vert Disp19.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.7 × 0.319 (σ=2) = 19.7 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close199.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 850^1.38 = 199.6 mm. Matches the in-game spec card.
AP Pen Far43.8 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 283.3 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 283.3^1.38 = 43.8 mm.
HE penetration23 mm
23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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
All 4 barrels bear on the broadside.
Turret turn time21.2 s
180 degrees / 8.5 deg/s traverse speed = 21.2 s.
HE full-salvo alpha9,600
2,400 HE damage x 4 broadside guns = 9,600.
AP full-salvo alpha10,800
2,700 AP damage x 4 broadside guns = 10,800.
Base HE DPM96,000
9,600 HE full-salvo alpha x 60 / 6 s base reload = 96,000.
Base AP DPM108,000
10,800 AP full-salvo alpha x 60 / 6 s base reload = 108,000.
Base shells/min40
4 broadside guns x 60 / 6 s base reload = 40.
Base fires/min4
4 HE shells x 60 / 6 s reload x 10% fire chance = 4.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range47.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage49,602
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage24,801
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS15
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.9) + (4×3.5×0.85) = 15. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index24
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.
Near aura range1.2 km

Armor

Hull HP 15,10017,700 with hull upgrade, 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 6–25 mm)2,800 (16% of HP)
Overmatch not possible at T IIIAngle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)15 mm13,300 (75% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern15 mm primary (range 6–15 mm)1,700 (10% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel63 mm primary (range 6–63 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–51 mm)800 (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 HP8,900 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.
AA mount (76 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 HP5,300 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Tenryū default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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