World of Warships: Legends ship guide

Tokachi

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (12 km)2 sigma accuracyHigh HE / fire outputLobs over islandsWeak AA
Community Data

Tokachi Community Stats

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Playstyle

Overview

Tokachi is a Tier VI Japanese light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

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

Thick citadel floor

35.0 mm citadel bottom, best of T6 CAs. Deep-water torps and underwater pen do less.

High-arc AP shells

56.3° impact angle at max range, best of T6 CAs. Lobs over island cover.

High-arc HE shells

56.3° HE impact angle at max range, best of T6 CAs. Lobs over cover.

Fast turret traverse

25.0°/s turret traverse, top decile of T6 CAs. Tracks fast-rotating targets peers can't keep up with.

Slow acceleration

~11.5 s to max forward speed, worst of T6 CAs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Thin bow plate

13.0 mm bow, bottom decile of T6 CAs. Bow-on doesn't save you against same-tier guns.

Acquisition

How to get Tokachi

Tokachi is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Lunar New Year '25 Crate 1% Premium Ship Event containers · Lunar New Year '25 Crate
  • Chest of Rarities 0.5% Tier V or VI Premium ship Event containers · Chest of Rarities · 1 of 8 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
Show all 5 containers (2 more)
  • Piñata Chest 0.05% Tier V or VI Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Atago, AL Azuma, and Arpeggio Haguro are useful Japanese cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL AtagoAL AzumaArpeggio Haguro

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Tokachi sits among Tier VI CAs (32 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.

Top 10%Traverse-to-turn ratio18.44 × (2/32) Top 10%HE DPM245,714 (4/30) Top 10%Torpedo range12 km (3/24) Top 10%Torpedo speed70 kt (3/24) Top 25%Max speed34.5 kt (8/32) Top 25%Stealth profile11.45 km / 6.87 km (9/32 / 8/32) Top 25%Main battery reload6.3 s (7/32) Top 25%Fires per minute10.29 (6/30) Top 25%HE alpha2,000 (4/27) Top 25%Secondary fire chance8% (6/27) Top 25%AP velocity915 m/s (7/31) Top 25%AP arming threshold21 mm (5/31) Top 25%Torpedo damage17,233 (5/24) Top 25%Torpedo reload70 s (5/24) Bottom 25%Main battery range14.57 km (26/32) Bottom 25%AP shell damage2,200 (28/31) Bottom 25%AP fuse timer0.01 s (26/31) Bottom 25%AA threat573 (29/32) Bottom 25%Deck armor57 mm (28/32) Bottom 10%AA DPS144 (31/32) WorstMain battery caliber127 mm (1 of 4 tied) WorstSecondary DPM (per side)40,000 (27/27) WorstAcceleration11.5 s (32/32) WorstBow armor13 mm (32/32)
See 20 mid-pack stats

Not standouts for Tokachi -- 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.

Hit points32,000 HP(24/32) Rudder shift11.5 s(15/32) Sigma2(17/32) HE shell damage2,150(23/30) HE fire chance9%(23/30) AP DPM251,429(17/31) Main dispersion133.5 m(22/32) Secondary HE pen20 mm(10/27) HE velocity915 m/s(9/30) Engine power102,000 hp(14/32) Turn-speed retention136 hp/m(19/32) Displacement11,454 t(11/32) Power-to-weight8.91 hp/t(10/32) AA range5 km(10/32) Max armor105 mm(21/32) Citadel belt105 mm(18/32) Stern armor30 mm(15/32) NormAP ricochet start45°(26 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value) NormSecondary range4.5 km(18 of 27 tied at this value)

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

Sonar 4.44 kmTRBDef-AAFighter
Survivability
Hit Points32,000
Displacement11,454 t
Armor range5–105 mm
Plate armor thicknesses5, 6, 10, 13, 25, 30, 35, 48, 51, 57, 76, 105 mm
Armor material/layer entries62
Fire resistance30%
Fire duration30 s
Torp Reduction19%
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.
16,000
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.
9,600
Main Battery
ModuleArtillery: 127 mm/50 3rd Year Type
Mounts / barrels6 mounts / 12 barrels
Reload time7 s
Firing range14.6 km
Turret traverse25 °/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 = (14570/30·(8−1.1)/1000 + 1.1)·30 = 133.5 m
133.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.5 × 0.6 = 80.1 m
80.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.5 × 0.32 (σ=2) = 42.7 m
42.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 80.1 × 0.32 (σ=2) = 25.6 m
25.6 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ12 broadside guns x 60 / 7 s base reload = 102.9.
102.9
HE shells
HE Damage2,150
HE Velocity915 m/s
Fire Chance9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,150 HE damage x 12 broadside guns = 25,800.
25,800
Base HE DPM
ƒ25,800 HE full-salvo alpha x 60 / 7 s base reload = 221,143.
221,143
Base fires/min
ƒ12 HE shells x 60 / 7 s reload x 9% fire chance = 9.26.
9.26
AP shells
AP Damage2,200
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
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 × 2266 × 23^0.69 × 0.127^-1.07 × 915^1.38 = 219 mm. Matches the in-game spec card.
219 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17 km), where the shell has slowed to 257.8 m/s: 1e-7 × 2266 × 23^0.69 × 0.127^-1.07 × 257.8^1.38 = 38.1 mm.
38.1 mm
AP full-salvo alpha
ƒ2,200 AP damage x 12 broadside guns = 26,400.
26,400
Base AP DPM
ƒ26,400 AP full-salvo alpha x 60 / 7 s base reload = 226,286.
226,286
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.
12
Torpedoes
ModuleTorpedoes: 610 mm triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed70 kt
Range12 km
Maximum simulated damage15,933 (est.)
Alpha damage47,800
Torpedo detectability1.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming540 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
47,799
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (4×3.5×0.85) + (5×3.5×0.9) + (27×3.5×0.9) = 144. 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.
144
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Type912×2 40mm
13 mm Type932×1 13mm
120 mm/40 10th Year Type Model C (DP)4×1 120mm
Outer Far aura
DPS
ƒIncludes 27 continuous AA damage from dual-purpose main battery firing as AA in this range band.
27
Range5 km
Inner Far aura
DPS
ƒIncludes 5 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
5
Range4.5 km
Total DPS in Aura
ƒOuter Far 27 + Inner Far 5 = 32
32
Medium aura
DPS10
Range2 km
Total DPS in Aura
ƒOuter Far 27 + Inner Far 5 + Medium 10 = 42
42
Near aura
DPS4
Range1.2 km
Total DPS in Aura
ƒOuter Far 27 + Inner Far 5 + Medium 10 + Near 4 = 46
46
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
Caliber120 mm
Reload time6 s
HE Damage2,000
Muzzle Velocity825 m/s
Fire Chance8%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 102,000 hp
Engine power102,000 hp
Maximum speed34.5 kt
Turning circle radius750 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio18.4× snappy
Concealment
Detectability by sea11.45 km
Detectability by air6.87 km
Smoke firing penalty4.91 km
Detect after firing main guns11.45 km
Detect Fire Sea13.45 km
Detect Fire Air9.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4.44 km ship detect · 3.33 km torpedo detect
Torpedo Reload Booster3 charges · 180 s reload · 5 s active · Rapid torpedo reload
Choose one
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (1)

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

HullUpgrade
  • Turret traverse25 → 15 °/s

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 Disp133.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14570/30·(8−1.1)/1000 + 1.1)·30 = 133.5 m
Max Vert Disp80.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.5 × 0.6 = 80.1 m
Med Horiz Disp42.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.5 × 0.32 (σ=2) = 42.7 m
Med Vert Disp25.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 80.1 × 0.32 (σ=2) = 25.6 m
AP Pen Close219 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 × 2266 × 23^0.69 × 0.127^-1.07 × 915^1.38 = 219 mm. Matches the in-game spec card.
AP Pen Far38.1 mm
Same formula at the ship's max firing range (17 km), where the shell has slowed to 257.8 m/s: 1e-7 × 2266 × 23^0.69 × 0.127^-1.07 × 257.8^1.38 = 38.1 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha25,800
2,150 HE damage x 12 broadside guns = 25,800.
AP full-salvo alpha26,400
2,200 AP damage x 12 broadside guns = 26,400.
Base HE DPM221,143
25,800 HE full-salvo alpha x 60 / 7 s base reload = 221,143.
Base AP DPM226,286
26,400 AP full-salvo alpha x 60 / 7 s base reload = 226,286.
Base shells/min102.9
12 broadside guns x 60 / 7 s base reload = 102.9.
Base fires/min9.26
12 HE shells x 60 / 7 s reload x 9% fire chance = 9.26.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time8.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range65.9 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 damage95,598
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage47,799
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS144
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (4×3.5×0.85) + (5×3.5×0.9) + (27×3.5×0.9) = 144. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index573
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)40,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×1 120 mm (2/side) × 60/6 × 2000 = 40,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 120 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 20 mm from the 120 mm family.

Armor

Hull HP 32,000, 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.

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–57 mm)1,600 (5% of HP)
Overmatched by 203mm+ (Aoba, Baleares)Angle bounces 152mm13 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.
Hull (midship)13 mm primary (range 6–105 mm)24,000 (75% of HP)
Overmatched by 203mm+ (Aoba, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 5–57 mm)1,600 (5% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel105 mm primary (range 6–105 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 6–57 mm)2,000 (6% 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 HP16,000 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.
Secondary mount (120 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 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 HP9,600 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 Tokachi can equip, from in-game data.

  • Tokachi 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.