World of Warships: Legends ship guide

Tsurugi

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • 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
Key characteristics
Long torps (12 km)457 mm overmatchHeavy AP pen2 sigma accuracyStiff AP fuse
Community Data

Tsurugi Community Stats

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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

Deep-water torpedoes

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.

Close-range AP brick

926.7 mm AP pen at 1.5 km, best of T7 BBs. Citadels broadside cruisers up close.

Long-range AP brick

546.1 mm AP pen at max range, best of T7 BBs. Threatens citadels even from range.

Big-caliber overmatch

32.0 mm overmatch threshold, top decile of T7 BBs. Punishes bow-tanking ships peers can't crack.

Heavy HE shells

7300.0 damage per HE shell, best of T7 BBs. Punishes superstructure and modules harder than peers.

Stiff AP fuse

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.

Acquisition

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.

Open in Build Tool →

Commanders frequently paired with this ship AL FusouArpeggio HarunaArpeggio Kirishima

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.

BestMax speed35 kt (1/39) BestHE shell damage7,300 (1/38) BestEngine power241,940 hp (1/39) BestTurn-speed retention271.8 hp/m (1/39) BestTorpedo range12 km (1/12) BestTorpedo speed67 kt (1 of 2 tied) Top 10%Main battery caliber457 mm (2/39) Top 10%Main dispersion177.3 m (3/39) Top 10%Power-to-weight4.86 hp/t (2/39) Top 25%Hit points69,700 HP (9/39) Top 25%Air detection12.14 km (9/39) Top 25%Sigma2 (7/39) Top 25%HE alpha2,400 (5/37) Top 25%AP velocity860 m/s (5/39) Top 25%HE velocity860 m/s (9/38) Top 25%Torpedo damage20,967 (3/12) Bottom 25%Rudder shift20.9 s (31/39) Bottom 25%Fires per minute4.83 (33/38) Bottom 25%AP DPM193,103 (35/39) Bottom 25%Max armor314 mm (36/39) WorstAP arming threshold76 mm (1 of 2 tied) WorstTorpedo reload150 s (12/12) WorstEnd plates25 mm (1 of 4 tied / 1 of 4 tied)
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.

Concealment15.18 km(11/39) Traverse-to-turn ratio4.31 ×(25/39) Main battery range17.08 km(21/39) Main battery reload26.1 s(20/39) HE fire chance35%(23/38) HE DPM100,690(29/38) Secondary DPM (per side)214,800(20/39) Secondary fire chance10%(13/37) Secondary HE pen23 mm(25/37) Acceleration8.7 s(12/39) Displacement49,764 t(29/39) Secondary range5 km(27/39) AA DPS385(25/39) AA range5 km(15/39) AA threat1,380(25/39) Repair charges3(19/39) Citadel belt305 mm(19/37) Deck armor127 mm(14/36) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value)

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

Repair 3TRB
Survivability
Hit Points69,700
Displacement49,764 t
Armor range19–314 mm
Plate armor thicknesses19, 25, 32, 50, 76, 102, 127, 254, 305, 314 mm
Armor material/layer entries47
Fire resistance36.6%
Fire duration60 s
Torp Reduction41%
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.
34,900
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.
20,900
Main Battery
ModuleArtillery: 457 mm/50 5th Year Type
Mounts / barrels3 mounts / 6 barrels
Reload time29 s
Firing range17.1 km
Turret traverse5 °/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 = (17080/30·(10−0.5)/1000 + 0.5)·30 = 177.3 m
177.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177.3 × 0.6 = 106.4 m
106.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177.3 × 0.319 (σ=2) = 56.6 m
56.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 106.4 × 0.32 (σ=2) = 34 m
34 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ6 broadside guns x 60 / 29 s base reload = 12.4.
12.4
HE shells
HE Damage7,300
HE Velocity860 m/s
Fire Chance35%
HE penetration
ƒ77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
77 mm
HE full-salvo alpha
ƒ7,300 HE damage x 6 broadside guns = 43,800.
43,800
Base HE DPM
ƒ43,800 HE full-salvo alpha x 60 / 29 s base reload = 90,621.
90,621
Installed HE DPM
ƒ43,800 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 100,690.
100,690
Base fires/min
ƒ6 HE shells x 60 / 29 s reload x 35% fire chance = 4.34.
4.34
AP shells
AP Damage14,000
AP Velocity860 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 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 × 2574 × 1360^0.69 × 0.457^-1.07 × 860^1.38 = 968.8 mm. Matches the in-game spec card.
968.8 mm
AP Pen Far
ƒSame 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.
546 mm
AP full-salvo alpha
ƒ14,000 AP damage x 6 broadside guns = 84,000.
84,000
Base AP DPM
ƒ84,000 AP full-salvo alpha x 60 / 29 s base reload = 173,793.
173,793
Installed AP DPM
ƒ84,000 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 193,103.
193,103
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.
400
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time150 s
Projectile speed67 kt
Range12 km
Maximum simulated damage19,567 (est.)
Alpha damage58,700
Torpedo detectability0.9 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming207 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
78,268
AA Defense
AA mount points40
Close-range AA DPS
ƒSum 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.
385
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 58×2 40mm
25 mm/60 Type96 mod. 120×1 25mm
25 mm Type96 mod. 26×3 25mm
25 mm Type96 mod. 16×3 25mm
127 mm Type89 A1 mod. 2 (DP)6×2 127mm
127 mm Type89 mod. 3 (DP)2×2 127mm
Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
28
Range5 km
Medium aura
DPS44
Range3.5 km
Total DPS in Aura
ƒFar 28 + Medium 44 = 72
72
Near aura
DPS66
Range3.1 km
Total DPS in Aura
ƒFar 28 + Medium 44 + Near 66 = 138
138
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
127 mm Type89 A1 mod. 2 (×6)
Caliber127 mm
Reload time7.5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
127 mm Type89 mod. 3 (×2)
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
140 mm/50 3rd Year Type (×4)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 241,940 hp
Engine power241,940 hp
Maximum speed35 kt
Turning circle radius890 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.3× drags
Concealment
Detectability by sea15.18 km
Detectability by air12.14 km
Smoke firing penalty15.08 km
Detect after firing main guns15.18 km
Detect Fire Sea17.18 km
Detect Fire Air15.14 km
Guaranteed Detect2 km
Consumables
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
Choose one
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
Module options (1)

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

HullUpgrade
  • Turret traverse5 → 10 °/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 Disp177.3 m
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 m
Max Vert Disp106.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177.3 × 0.6 = 106.4 m
Med Horiz Disp56.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177.3 × 0.319 (σ=2) = 56.6 m
Med Vert Disp34 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 106.4 × 0.32 (σ=2) = 34 m
AP Pen Close968.8 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 × 2574 × 1360^0.69 × 0.457^-1.07 × 860^1.38 = 968.8 mm. Matches the in-game spec card.
AP Pen Far546 mm
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.
HE penetration77 mm
77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
AP overmatch31 mm
floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha43,800
7,300 HE damage x 6 broadside guns = 43,800.
AP full-salvo alpha84,000
14,000 AP damage x 6 broadside guns = 84,000.
Base HE DPM90,621
43,800 HE full-salvo alpha x 60 / 29 s base reload = 90,621.
Base AP DPM173,793
84,000 AP full-salvo alpha x 60 / 29 s base reload = 173,793.
Installed HE DPM100,690
43,800 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 100,690.
Installed AP DPM193,103
84,000 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 193,103.
Base shells/min12.4
6 broadside guns x 60 / 29 s base reload = 12.4.
Installed shells/min13.8
6 broadside guns x 60 / 26.1 s installed Artillery reload = 13.8.
Base fires/min4.34
6 HE shells x 60 / 29 s reload x 35% fire chance = 4.34.
Installed fires/min4.83
6 HE shells x 60 / 26.1 s installed reload x 35% fire chance = 4.83.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time5.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range68.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage156,536
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage78,268
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS385
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1380
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 range3.1 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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)214,800
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).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
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.
Max HE pen23 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: 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
Bow25 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.
Stern25 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.
Citadel305 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).
Superstructure19 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 HP34,900 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.
Secondary mount (140 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 HP20,900 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 Tsurugi can equip, from in-game data.

  • Tsurugi 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.