Tsurugi
Beta- Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to…
- Avoid: Using the 35-kn speed to push rather than to rotate
Tsurugi Community Stats
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Tsurugi Community Stats
Playstyle
Overview
Tsurugi is a Tier VII Japanese torpedo-equipped battleship: she carries deck torpedoes reaching 12 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. Standout traits: best HE alpha in T7 BBs (7,300) and best torpedo speed in T7 BBs (67 kt).
Positioning
Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.
Potato Avoidance
Using the 35-kn speed to push rather than to rotate
The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.
Signature Traits
Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, unique in T7 BBs.
926.7 mm AP pen at 1.5 km, best of T7 BBs. Citadels broadside cruisers up close.
546.1 mm AP pen at max range, best of T7 BBs. Threatens citadels even from range.
32.0 mm overmatch threshold, top decile of T7 BBs. Punishes bow-tanking ships peers can't crack.
7300.0 damage per HE shell, best of T7 BBs. Punishes superstructure and modules harder than peers.
76.0 mm AP arming threshold, worst of T7 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Tsurugi
Tsurugi is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.
Official WG availability sources
- Silver Tsurugi Campaign Breakdown Campaign Start: 2023-04-10 · End: 2023-05-14 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Through the Spy Glass: Iwami Ship feature / release Start: 2023-04-12 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Builds Beta
AL Fusou, Arpeggio Haruna, and Arpeggio Kirishima are useful Japanese battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Tsurugi sits among Tier VII BBs (39 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.
See 23 mid-pack stats
Not standouts for Tsurugi -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17080/30·(10−0.5)/1000 + 0.5)·30 = 177.3 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177.3 × 0.6 = 106.4 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177.3 × 0.319 (σ=2) = 56.6 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 106.4 × 0.32 (σ=2) = 34 mƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
6 broadside guns x 60 / 29 s base reload = 12.4.HE shells
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77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).ƒ
7,300 HE damage x 6 broadside guns = 43,800.ƒ
43,800 HE full-salvo alpha x 60 / 29 s base reload = 90,621.ƒ
43,800 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 100,690.ƒ
6 HE shells x 60 / 29 s reload x 35% fire chance = 4.34.AP shells
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floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2574 × 1360^0.69 × 0.457^-1.07 × 860^1.38 = 968.8 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 567.6 m/s: 1e-7 × 2574 × 1360^0.69 × 0.457^-1.07 × 567.6^1.38 = 546 mm.ƒ
14,000 AP damage x 6 broadside guns = 84,000.ƒ
84,000 AP full-salvo alpha x 60 / 29 s base reload = 173,793.ƒ
84,000 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 193,103.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (44×3.5×0.75) + (66×3.5×0.85) + (28×3.5×0.75) = 385. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 28 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 28 + Medium 44 = 72ƒ
Far 28 + Medium 44 + Near 66 = 138ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.Show 2 more gun families
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Torpedo Reload Booster2 charges · 240 s reload · 5 s active · Rapid torpedo reload
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17080/30·(10−0.5)/1000 + 0.5)·30 = 177.3 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177.3 × 0.6 = 106.4 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177.3 × 0.319 (σ=2) = 56.6 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 106.4 × 0.32 (σ=2) = 34 mCanonical 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 × 2574 × 1360^0.69 × 0.457^-1.07 × 860^1.38 = 968.8 mm. Matches the in-game spec card.Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 567.6 m/s: 1e-7 × 2574 × 1360^0.69 × 0.457^-1.07 × 567.6^1.38 = 546 mm.77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.7,300 HE damage x 6 broadside guns = 43,800.14,000 AP damage x 6 broadside guns = 84,000.43,800 HE full-salvo alpha x 60 / 29 s base reload = 90,621.84,000 AP full-salvo alpha x 60 / 29 s base reload = 173,793.43,800 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 100,690.84,000 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 193,103.6 broadside guns x 60 / 29 s base reload = 12.4.6 broadside guns x 60 / 26.1 s installed Artillery reload = 13.8.6 HE shells x 60 / 29 s reload x 35% fire chance = 4.34.6 HE shells x 60 / 26.1 s installed reload x 35% fire chance = 4.83.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (44×3.5×0.75) + (66×3.5×0.85) + (28×3.5×0.75) = 385. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 6×2 127 mm (6/side) × 60/7.5 × 2100 = 100,800 + 2×2 127 mm (2/side) × 60/6 × 2100 = 42,000 + 4×2 140 mm (4/side) × 60/8 × 2400 = 72,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.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: 23 mm from the 140 mm family.Armor
Hull HP 69,700, 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 |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–50 mm) | 4,600 (7% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle 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) | 32 mm primary (range 32–314 mm) | 52,300 (75% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–254 mm) | 4,200 (6% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 305 mm primary (range 19–305 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen). |
| Superstructure | 19 mm primary (range 19–305 mm) | 6,700 (10% 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 HP | 34,900 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (140 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 20,900 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Tsurugi can equip, from in-game data.
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.
