World of Warships: Legends ship guide

Wakatake

Beta
Cap-control destroyerFast concealment carry: contest caps and rotate.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 7-km torpedoes for a perfect shot
Key characteristics
SmokeEngine BoostSlow reload
Community Data

Wakatake Community Stats

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Playstyle

Overview

Wakatake is a Tier II Japanese torpedo destroyer reaching 7 km. The torpedoes travel at 57 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best HE alpha in T2 DDs (1,700) and best HE fire chance in T2 DDs (7).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7 km reach at 57 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 7-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Heavy HE shells

1700.0 damage per HE shell, best of T2 DDs. Punishes superstructure and modules harder than peers.

High fire chance

7.0% fire chance per HE shell, best of T2 DDs.

Fast torpedoes

57.0 kt torpedo speed, best of T2 DDs. Less reaction time for targets to dodge.

Big-caliber overmatch

8.4 mm overmatch threshold, best of T2 DDs. Punishes bow-tanking ships peers can't crack.

Slow reload

9.0 s reload, worst of T2 DDs. Salvos punish more, but cycle is slower than peers.

Stiff AP fuse

20.0 mm AP arming threshold, worst of T2 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Wakatake

Wakatake is available in the Torpedo Destroyers branch of the Japan Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Wakatake sits in the Torpedo Destroyers branch. The highlighted path shows the local branch context inside the full Japan tree.

Builds Beta

AL Asashio, AL Yukikaze, and Abraham V. Hellsinger are useful Japanese destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, defensive gun comfort, or speed depending on whether you want safer scouting or harder cap fights. Guns are defensive tools: use HE mainly when you are already spotted, finishing a destroyer, or farming a battleship late only when it is safe and your spotting/torpedo job is secure.

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Commanders frequently paired with this ship AL AsashioAL YukikazeAbraham V. Hellsinger

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Cohort position

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Where Wakatake sits among Tier II DDs (20 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.

BestMain battery caliber120 mm (1 of 2 tied) BestTorpedo speed57 kt (1 of 4 tied) Top 25%Max speed35.5 kt (4/20) Top 25%Stealth profile5.35 km / 2.68 km (4/20 / 4/20) Top 25%Main dispersion73.9 m (4/20) Top 25%Max armor12 mm (6/20) Top 25%Citadel belt12 mm (5/20) Top 25%End plates12 mm (5/20 / 5/20) Top 25%Deck armor12 mm (5/20) Bottom 25%Traverse-to-turn ratio4.04 × (18/20) Bottom 25%Fires per minute1.4 (17/20) Bottom 25%HE DPM34,000 (17/20) Bottom 25%AP DPM40,000 (15/18) WorstMain battery reload9 s (20/20) WorstAP arming threshold20 mm (18/18)
See 18 mid-pack stats

Not standouts for Wakatake -- 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 points8,200 HP(12/20) Rudder shift3.5 s(15/20) Main battery range8.63 km(13/20) AP velocity825 m/s(6/18) HE velocity825 m/s(8/20) Acceleration9.7 s(7/20) Engine power21,500 hp(14/20) Turn-speed retention45.7 hp/m(14/20) Displacement1,100 t(10/20) Power-to-weight19.55 hp/t(9/20) AA DPS17(9/20) AA range2 km(11/20) AA threat28(9/16) Torpedo range6.99 km(10/20) Torpedo damage9,733(8/20) Torpedo reload39 s(11/20) NormAP fuse timer0.01 s(16 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 7,300 → 8,200
Displacement1,100 t
Armor range6–12 mm
Plate armor thicknesses6, 9, 10, 12 mm
Armor material/layer entries25
Fire resistanceInitial: 0% → 3.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
4,100
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.
2,500
Main Battery
ModuleArtillery: 120 mm/45 Type3
Mounts / barrels3 mounts / 3 barrels
Reload time10 s
Firing range (base)7.8 km
Firing range (top fire control)8.6 km
Turret traverse9 °/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 = (7850/30·(8−0.5)/1000 + 0.5)·30 = 73.9 m
73.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 73.9 × 0.6 = 44.3 m
44.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 73.9 × 0.319 (σ=2) = 23.6 m
23.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 44.3 × 0.321 (σ=2) = 14.2 m
14.2 m
Turret turn time
ƒ180 degrees / 9 deg/s traverse speed = 20 s.
20 s
Base shells/min
ƒ3 broadside guns x 60 / 10 s base reload = 18.
18
HE shells
HE Damage1,700
HE Velocity825 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 3 broadside guns = 5,100.
5,100
Base HE DPM
ƒ5,100 HE full-salvo alpha x 60 / 10 s base reload = 30,600.
30,600
Base fires/min
ƒ3 HE shells x 60 / 10 s reload x 7% fire chance = 1.26.
1.26
AP shells
AP Damage2,000
AP Velocity825 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 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 × 1750 × 20.3^0.69 × 0.12^-1.07 × 825^1.38 = 143 mm. Matches the in-game spec card.
143 mm
AP Pen Far
ƒSame formula at the ship's max firing range (10.8 km), where the shell has slowed to 271.9 m/s: 1e-7 × 1750 × 20.3^0.69 × 0.12^-1.07 × 271.9^1.38 = 30.9 mm.
30.9 mm
AP full-salvo alpha
ƒ2,000 AP damage x 3 broadside guns = 6,000.
6,000
Base AP DPM
ƒ6,000 AP full-salvo alpha x 60 / 10 s base reload = 36,000.
36,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
7
Torpedoes
ModuleTorpedoes: Type44 mod. 3
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time39 s
Projectile speed57 kt
Range6.99 km
Maximum simulated damage8,933 (est.)
Alpha damage26,800
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming176 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
35,732
AA Defense
AA mount pointsInitial: 2 → 3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (2×3.5×0.95) = 17. 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.
17
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm Type91 (upgraded hull only)1×1 40mm
7.7 mm Type92 (upgraded hull only)2×1 8mm
6.5 mm 3rd Year Type (stock hull only)2×1 7mm
Medium aura
DPS3
Range2 km
Near aura
DPSInitial: 3 → 2
Range1 km
Total DPS in Aura
ƒMedium 3 + Near 2 = 5
5
Maneuverability
Engine moduleEngine: 21,500 hp
Engine power21,500 hp
Maximum speed35.5 kt
Turning circle radius470 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.0× drags
Concealment
Detectability by sea5.35 km
Detectability by air2.68 km
Smoke firing penalty2 km
Detect after firing main guns5.35 km
Detect Fire Sea7.35 km
Detect Fire Air5.68 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 69 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points7,300 → 8,200
  • Rudder shift5.2 → 3.5 s
  • AA mounts2 → 3
  • Close-range AA DPS3 → 5
  • Maximum AA range1 → 2 km
  • Turret traverse9 → 5 °/s
Fire controlUpgrade
  • Main battery range7,850 → 8,635 m
TorpedoesUpgrade
  • Alpha damage24,800 → 26,800
  • Display damage8,267 → 8,933

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 Disp73.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (7850/30·(8−0.5)/1000 + 0.5)·30 = 73.9 m
Max Vert Disp44.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 73.9 × 0.6 = 44.3 m
Med Horiz Disp23.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 73.9 × 0.319 (σ=2) = 23.6 m
Med Vert Disp14.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 44.3 × 0.321 (σ=2) = 14.2 m
AP Pen Close143 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 × 1750 × 20.3^0.69 × 0.12^-1.07 × 825^1.38 = 143 mm. Matches the in-game spec card.
AP Pen Far30.9 mm
Same formula at the ship's max firing range (10.8 km), where the shell has slowed to 271.9 m/s: 1e-7 × 1750 × 20.3^0.69 × 0.12^-1.07 × 271.9^1.38 = 30.9 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time20 s
180 degrees / 9 deg/s traverse speed = 20 s.
HE full-salvo alpha5,100
1,700 HE damage x 3 broadside guns = 5,100.
AP full-salvo alpha6,000
2,000 AP damage x 3 broadside guns = 6,000.
Base HE DPM30,600
5,100 HE full-salvo alpha x 60 / 10 s base reload = 30,600.
Base AP DPM36,000
6,000 AP full-salvo alpha x 60 / 10 s base reload = 36,000.
Base shells/min18
3 broadside guns x 60 / 10 s base reload = 18.
Base fires/min1.26
3 HE shells x 60 / 10 s reload x 7% fire chance = 1.26.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range47.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage35,732
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage35,732
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS17
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (2×3.5×0.95) = 17. 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 range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index28
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 km

Armor

Hull HP 7,3008,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow12 mm primary (range 6–12 mm)1,300 (16% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm12 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.
Stern12 mm primary (range 6–12 mm)800 (10% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm12 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel12 mm primary (range 6–12 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–9 mm)400 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP4,100 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (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 HP2,500 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 Wakatake can equip, from in-game data.

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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