World of Warships: Legends ship guide

Tokachi

Also called: 十胜 Beta
Japan · Tier VI · CL Cruiser · Premium
HE fire-spam cruiserGuns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Sitting on Torpedo Reload Booster waiting for a perfect target
Key characteristics
Long, fast torpedoes (12 km)High HE DPMLobs over islandsSonarTorp Reload BoosterWeak AA
On this page
Community Data

Tokachi Community Stats

Across 430+ Standard battles from 91 players, Tokachi averages a 60% win rate, 50,100 damage and 1.0 kills per battle, and survives 36% of them.

Community Data

Tokachi Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Tokachi is a Tier VI Japanese light cruiser whose 127mm guns bring 221,143 HE DPM (4th of 37), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. Her sonar reaches 4 km, which is the range at which she can commit to a contest without guessing. Standout traits: turret traverse rate in T6 CAs (25, 3rd of 44) and torpedo range in T6 CAs (12 km, 3rd of 34). The trade is AA DPS in T6 CAs (145, 43rd of 44).

Positioning

Work the islands rather than a firing line. Sonar (4 km on ships, 3 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 4.9 km, so pick the salvo rather than holding the trigger. 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

Sitting on Torpedo Reload Booster waiting for a perfect target

With 3 charges it is a cycle, not a finisher: every minute it spends full is a torpedo salvo you never fired. It comes back every 180 s, so press it early, press it often, and treat a charge bar that is never empty as damage you have not collected.

Signature Traits

ELITE MAIN BATTERY ↗
  • HE DPM machine · 221143 HE
  • Fast turret traverse · 25°/s
ELITE TORPEDOES ↗
  • Long-range torps · 12 km
  • Fast torpedoes · 70 kt
  • Module-wrecking torpedoes · 1300 torpedo
ELITE ARMOR ↗
  • Strong torpedo belt · 19%
  • Thick citadel floor · 35 mm
Weak AA ↗

145 AA DPS, bottom decile of T6 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Light secondaries ↗

40000 secondary DPM (theoretical), bottom decile of T6 CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

Show all 5 containers (2 more)
  • Piñata Chest 0.05% Tier V or VI Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
Official WG availability sources
  • February Update: Legendary Pilgrimage Crates Start: 2025-01-23
    • Moreover, the new crate has a chance to drop a completely new ship: Japanese Tier VI Premium cruiser Tokachi.
  • Lunar New Year: Legendary Journey to the West Crates Start: 2025-01-24
    • It also contains items from previous Lunar New Year events and provides a chance to obtain new Japanese Tier VI cruiser Tokachi—a stealthy and agile light cruiser armed with powerful torpedoes.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Tokachi sits among Tier VI CAs (43 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%Smoke fire bloom4.91 km (3/44) Top 10%HE DPM221,143 (4/37) Top 10%AP arming threshold21 mm (5/43) Top 10%Torpedo range12 km (3/34) Top 10%Torpedo speed70 kt (3/34) Top 25%Max speed34.5 kt (12/44) Top 25%Stealth profile11.45 km / 6.87 km (10/44 / 8/44) Top 25%Main battery reload7 s (8/44) Top 25%Fires per minute9.26 (6/37) Top 25%Secondary HE alpha2,000 (8/39) Top 25%Secondary fire chance8% (9/39) Top 25%AP velocity915 m/s (8/43) Top 25%HE velocity915 m/s (9/37) Top 25%Power-to-weight8.91 hp/t (10/44) Top 25%Effective HE DPM (incl. fire)290,390 (5/37) Top 25%Torpedo damage≈15,933 (9/34) Top 25%Torpedo reload70 s (5/34) Bottom 25%Hit points32,000 HP (34/44) Bottom 25%Main battery range14.57 km (35/44) ShorterAP fuse timer0.01 s (37/43) Bottom 25%Torpedo reaction time8.5 s (27/34) Bottom 10%AP shell damage2,200 (40/43) Bottom 10%AA DPS145 (43/44) Bottom 10%AA threat575 (41/44) WorstMain battery caliber127 mm (1 of 4 tied) WorstSecondary DPM (per side)40,000 (39/39) WorstAP pen at 10 km50 mm (43/43) WorstEnd plates13 mm (1 of 5 tied / 1 of 6 tied)
See 21 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.

Rudder shift8.8 s(22/44) Turning circle750 m(33/44) Sigma2(24/44) HE shell damage2,150(28/37) AP DPM226,286(19/43) Main dispersion133.5 m(13/44) Secondary HE pen20 mm(17/39) Time to 90% speed24.5 s(24/44) Acceleration (0-12 kt)8.6 s(13/44) Engine power102,000 hp(21/44) Power / turn radius136 hp/m(28/44) Displacement11,454 t(13/44) AA range5 km(15/44) Flak damage per salvo (expected)855(22/43) Max armor105 mm(28/44) Citadel belt105 mm(24/44) NormSecondary dispersion bracket57(38 of 39 tied at this value) NormAP ricochet start45°(33 of 43 tied at this value) NormAP auto-bounce angle60°(32 of 43 tied at this value) NormTurn speed retained81%(39 of 44 tied at this value) NormSecondary range4.5 km(26 of 39 tied at this value)
Survivability
Hit Points32,000
Displacement11,454 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
185.2 x 16.5 m
Armor range5–105 mm
Plate armor thicknesses5, 6, 10, 13, 25, 30, 35, 48, 51, 57, 76, 105 mm
Armor material/layer entries62
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
30%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 32,000 HP = 2,880 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 32,000 HP = 3,200 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,400 = 8,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,400
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 24,000 = 48,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
24,000
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,000 = 4,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,000
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm/50 3rd Year Type
Mounts / barrels6 mounts / 12 barrels
Reload time7 s
Firing range14.6 km
Turret traverse25 °/s
Turret armor16 mm
Guns to bear
ƒ180° − 149° (the most restricted aft-facing mount's arc) = 31° off bow; 180° − 143° (the most restricted forward-facing mount's arc) = 37° 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.
31° off bow / 37° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.6 km) shells land in an ellipse about 134 m wide and 80 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1457030·8−1.11000+1.1)·30=133.5m
133.5 m at 14.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.5·0.6=80.1m
80.1 m at 14.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =133.5·0.62=40.1m
40.1 m at 14.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =80.1·0.62=24m
24 m at 14.6 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒ12 broadside guns x 60 / 7 s base reload = 102.9.
102.9
HE shells
HE alpha2,150
HE Velocity915 m/s
Fire Chance9%
HE fire DPM vs T6 BB69226
Effective HE DPM vs T6 BB290369
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
HE DPM
ƒ25,800 HE full-salvo alpha x 60 / 7 s base reload = 221,143.
221,143
Fires/min
ƒ102.9 shells/min × 0.09 (9% fire chance) = 9.26.
9.26
AP shells
AP alpha2,200
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2266·230.69·0.127−1.07·9151.38=219mm.
219 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.6 km), where the shell has slowed to 248.8 m/s: P=10−7·2266·230.69·0.127−1.07·248.81.38=36.3mm.
36.3 mm at 14.6 km
AP full-salvo alpha
ƒ2,200 AP damage x 12 broadside guns = 26,400.
26,400
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 speed70.0 kt
Range12 km
Maximum simulated damage
ƒMost 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: Dsim=α·c=47,800·0.333=15,933. 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.
≈ 15,933
Maximum damage (ammunition)
ƒ47,800 warhead alpha / 3 + 1,300 blast = 17,233. 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.
17,233
Torpedo module damage
ƒPer-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.
1,300
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km70 kt×2.6855=8.5 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.5 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.87 per hit, shown as 2.87×100=287%. 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.
287%
Torpedo launcher traverse25 °/s
Launch arcswing 142° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming218 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,933 = 47,799. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
47,799
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
5 km
40 mm Type912×2 40mm
13 mm Type932×1 13mm
120 mm/40 10th Year Type Model C (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 120mm
Outer Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 85 from dual-purpose main battery firing as AA in this range band.
85
Range5 km
Inner Far aura
Guns120 mm/40 10th Year Type Model C (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 16 from dual-purpose secondaries firing as AA in this range band.
16
Range4.5 km
Total DPS in Aura
ƒOuter Far 85 + Inner Far 16 = 101
101
Medium aura
Guns40 mm Type91
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.9 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range2 km
Total DPS in Aura
ƒOuter Far 85 + Inner Far 16 + Medium 32 = 133
133
Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.85 hit probability = 12 - the same in-game units as the Close-range AA DPS headline.
12
Range1.2 km
Total DPS in Aura
ƒOuter Far 85 + Inner Far 16 + Medium 32 + Near 12 = 145
145
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.5 km
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 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).
40,000
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 1.6 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 11,965. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
11,965
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 40,000 + secondary fire DPM 11,965 = 51,965: shell damage plus fire damage against one T6 battleship, every shell hitting.
51,965
120 mm/40 10th Year Type Model C (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×1 120mm
Caliber120 mm
Reload time6 s
HE alpha2,000
Muzzle Velocity825 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 1.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
1.6
HE Pen20 mm
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 power102,000 hp
Maximum speed34.5 kt
Turning circle radius750 m
Rudder shift time8.8 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34.5 / 4 + 4.9 = 13.5 kt. Base value; speed modifiers scale it.
13.5 kt
Crash stop
ƒSeconds 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.
27.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt).
24.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
38.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 5.7 = +19.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+19.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.45 km x 0.955 = 10.93 km. Camouflage does not change detectability by air.
11.45 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.45 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.93 km.
10.93 km
Detectability by air6.87 km
Smoke firing penalty4.91 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.45 km) = 14.57 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.57 km
Detect when firing (air)
ƒAir detectability 6.87 km + gun-firing bloom 2.46 km = 9.33 km. The bloom tracks main-battery caliber x 0.020.
9.33 km
Detect when on fire (sea)
ƒSea detectability 11.45 km + 2.0 km while burning = 13.45 km.
13.45 km
Detect when on fire (air)
ƒAir detectability 6.87 km + 3.0 km while burning = 9.87 km.
9.87 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Torpedo Reload Booster3 charges · 180 s reload · 1 s active · 5 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Choose one
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.

Under the hood

Show ▾

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

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter height @ 5 km27.4 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14570=7285 m, and radiusOnMax=0.6 at 14570 m. Below the kink: k=0.2+(0.5−0.2)·50007285=0.4059, so σV=σH·k=67.5·0.4059=27.4m.
Shell scatter height @ 10 km54.8 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14570=7285 m, and radiusOnMax=0.6 at 14570 m. Above the kink: k=0.5+(0.6−0.5)·10000−728514570−7285=0.5373, so σV=σH·k=102·0.5373=54.8m.
AP pen 5 km101 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2266·230.69·0.127−1.07·5221.38=101mm, 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 pen 10 km50 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2266·230.69·0.127−1.07·314.21.38=50mm, 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.
HE flight time @ 10 km7.25 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×10−5. 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.
AP flight time @ 10 km7.25 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×10−5. 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.
Guns per full salvo (alpha, DPM)12
6 mounts × 2 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,266
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass23 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.334
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity915 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity915 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time8.5 s
1600 m / (70.0 kt × 2.6855) = 8.5 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed70.0 kt
Travel time to max range63.8 s
12000 m / (70.0 kt × 2.6855) = 63.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage95,598
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 15,933 = 95,598. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range85
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers double 2x2 -> 32 DPS @ 2 km; 13mm76 Type93 single 2x1 -> 12 DPS @ 1.2 km; 120mm45 Type HaGun 4x1 -> 16 DPS @ 4.5 km; Far AA (?) -> 85 DPS @ 5 km.
AA DPS layered by range85 DPS @ 5 km, 101 DPS @ 4.5 km, 133 DPS @ 2 km, 145 DPS @ 1.2 km
@ 5 km: 85 from one family; @ 4.5 km: 16 + 85 = 101; @ 2 km: 32 + 16 + 85 = 133; @ 1.2 km: 32 + 12 + 16 + 85 = 145. 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.
AA DPS at point-blank145
32 + 12 + 16 + 85 = 145 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index575
32 × 2 + 12 × 1.2 + 16 × 4.5 + 85 × 5 = 575. 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 firepower

Max HE alpha2000
The only family (120 mm): 2000. Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 120 mm family.
Max HE fire chance8%
The only family (120 mm): 8%. 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
The only family (120 mm): 20 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.
Open in Charting Tool

Ship Charts

Background

In the 1930s, the Furutaka-class cruisers were rebuilt following the pattern of the Aoba class, receiving three twin-gun turrets, similar to a revised scout cruiser project. Tokachi represents an alternative version of that project, designed as an anti-aircraft defense ship featuring 5-inch (127 mm) dual-purpose guns in twin-gun mounts.

Armor Beta

Hull HP 32,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern13 mm

Overmatched by 181+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel105 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

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
Bow13 mm primary (range 13–57 mm)1,600 (5% of HP)
Overmatched by 203mm+ AP (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+ AP (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.
Stern13 mm primary (range 5–57 mm)1,600 (5% of HP)
Overmatched by 203mm+ AP (Aoba, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel105 mm primary (range 6–105 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 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 HPTurret knocked outPer-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.
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.

Exteriors

Skins & permanent camouflages

Every custom exterior Tokachi can equip.

  • 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.