World of Warships: Legends ship guide

Yūbari

Also called: 夕张 Beta
Japan · Tier III · CL Cruiser · Premium
All-rounder cruiserA flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Playstyle
  • Hold islands tight enough to break vision on demand
  • Avoid: Shooting on sight and learning where you are the hard way
Key characteristics
Heavy, fast torpedoesHeavy HE shellsDefensive AABurny secondariesVisible torps
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Community Data

Yūbari Community Stats

Across 2,600+ Standard battles from 210+ players, Yūbari averages a 60% win rate, 30,900 damage and 1.1 kills per battle, and survives 32% of them.

Community Data

Yūbari Community Stats

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Playstyle

Overview

Yūbari is a Tier III Japanese all-rounder light cruiser with 140mm guns at 12.7 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best HE alpha in T3 CAs (2,400, 2nd of 11) and torpedo alpha in T3 CAs (13,400, 2nd of 11). The trade is worst torpedo detection in T3 CAs (1.6 km, 11th of 11).

Positioning

Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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. She is genuinely evasive in both phases of a turn, answering the helm in 3.8 s and carving a 560 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Shooting on sight and learning where you are the hard way

Guns are what reveal you, not the enemy's luck: the first salvo lights you up at 9.7 km and hands every ship with a firing angle a stationary target worth 18,700 HP. Decide which island or angle you will shoot from before anything spots you, then turn out and let the reload run behind cover rather than trading in the open because you fired first.

Signature Traits

Heavy HE shells ↗

2400 damage per HE shell, best of T3 CAs. Punishes superstructure and modules harder than peers.

ELITE TORPEDOES ↗
  • Heavy torpedoes · 13400 damage
  • Fast torpedoes · 63 kt
ELITE SECONDARIES ↗
  • Burny secondaries · 8%
  • Punchy HE · 2000 max
  • Punch-through secondaries · 20 mm
Long-reach AA ↗

4.5 km AA reach, best of T3 CAs.

Visible torps ↗

1.6 km torpedo detect, worst of T3 CAs. Spotted early, so targets get a long look and room to turn out.

Light secondaries ↗

10000 secondary DPM (theoretical), bottom quartile of T3 CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Yūbari

Yūbari 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

  • Secret Santa '22 0.055833% Premium Ship Archived · Secret Santa '22 · 1 of 12 ships
Official WG availability sources
  • December 2019 Update Patchnotes Crates Start: 2020-01-27
    • Secret Santa Container (not purchasable directly) offers tier III and IV premium ships and other various goods.
    • Yubari, Arkansas, G-101, Iwaki, Texas, Marblehead
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 →

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

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Where Yūbari sits among Tier III CAs (11 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.

BestRudder shift3.8 s (1 of 2 tied) BestMain battery reload5.5 s (1/12) BestHE shell damage2,400 (1 of 3 tied) BestSecondary HE alpha2,000 (1/4) BestSecondary fire chance8% (1/4) BestSecondary HE pen20 mm (1/4) BestAA range4.5 km (1 of 2 tied) BestAA threat432 (1/12) BestFlak damage per salvo (expected)252 (1 of 2 tied) BestTorpedo speed63 kt (1/11) Top 10%Smoke fire bloom4.06 km (2/12) Top 10%Displacement4,869 t (2/12) Top 10%Torpedo damage≈13,400 (2/11) Top 25%Stealth profile9.68 km / 5.81 km (4/12 / 4/12) Top 25%Turning circle560 m (3/12) Top 25%Time to 90% speed22.7 s (4/12) Top 25%AP arming threshold23 mm (4/12) Top 25%Power-to-weight11.89 hp/t (3/12) Top 25%AA DPS138 (4/12) Bottom 25%Hit points18,700 HP (11/12) Bottom 25%Main battery caliber140 mm (10/12) WorstSecondary DPM (per side)10,000 (4/4) WorstSecondary range2 km (4/4) WorstTorpedo reaction time9.5 s (1 of 2 tied) WorstEnd plates10 mm (1 of 6 tied / 1 of 6 tied)
See 24 mid-pack stats

Not standouts for Yūbari -- 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.

Max speed34.5 kt(5/12) Main battery range12.66 km(7/12) HE fire chance10%(7/11) Fires per minute4.31(8/11) HE DPM103,385(5/11) AP shell damage2,700(8/12) AP DPM116,308(9/12) Main dispersion120.3 m(5/12) AP velocity850 m/s(9/12) HE velocity850 m/s(9/11) Acceleration (0-12 kt)8.1 s(5/12) Engine power57,900 hp(8/12) Power / turn radius103.4 hp/m(8/12) AP pen at 10 km60 mm(9/12) Effective HE DPM (incl. fire)131,663(5/11) Torpedo range6 km(7/11) Torpedo reload49 s(4/11) Max armor57 mm(9/12) Citadel belt57 mm(9/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.025 s(9 of 12 tied at this value) NormAP ricochet start45°(11 of 12 tied at this value) NormAP auto-bounce angle60°(11 of 12 tied at this value) NormTurn speed retained81%(11 of 12 tied at this value)
Survivability
Hit Points18,700
Displacement4,869 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.
138.7 x 12.2 m (ship-model figure)
Armor range6–57 mm
Plate armor thicknesses6, 7, 10, 13, 15, 20, 25, 38, 51, 57 mm
Armor material/layer entries29
Fire resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. 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.
10%
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 × 18,700 HP = 1,683 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 × 18,700 HP = 1,870 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
9,400
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.
5,600
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 × 2,900 = 5,800), 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.
2,900
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 × 14,000 = 28,000), 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.
14,000
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 × 1,200 = 2,400), 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.
1,200
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 × 1,500 = 3,000), 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.
1,500
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
ModuleArtillery: 140 mm Type3
Mounts / barrels2 mounts / 4 barrels
Reload time5.5 s
Firing range12.7 km
Turret traverse7.5 °/s
Turret armor13 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±149°, ±148°
Guns to bear
ƒ180° − 149° (the most restricted aft-facing mount's arc) = 31° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° 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 / 32° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (12.7 km) shells land in an ellipse about 120 m wide and 72 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 =(1265830·8−1.11000+1.1)·30=120.3m
120.3 m at 12.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =120.3·0.6=72.2m
72.2 m at 12.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =120.3·0.62=36.1m
36.1 m at 12.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =72.2·0.62=21.7m
21.7 m at 12.7 km
Turret turn time
ƒ180 degrees / 7.5 deg/s traverse speed = 24 s.
24 s
Shells/min
ƒ4 broadside guns x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 43.1.
43.1
HE shells
HE alpha2,400
HE Velocity850 m/s
Fire Chance10%
HE fire DPM vs T3 BB28263
Effective HE DPM vs T3 BB131647
HE penetration
ƒ23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,400 HE damage x 4 broadside guns = 9,600.
9,600
HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 103,385.
103,385
Fires/min
ƒ43.1 shells/min × 0.1 (10% fire chance) = 4.31.
4.31
AP shells
AP alpha2,700
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1794·380.69·0.14−1.07·8501.38=199.6mm.
199.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (12.7 km), where the shell has slowed to 299.2 m/s: P=10−7·1794·380.69·0.14−1.07·299.21.38=47.2mm.
47.2 mm at 12.7 km
AP full-salvo alpha
ƒ2,700 AP damage x 4 broadside guns = 10,800.
10,800
AP DPM
ƒ10,800 AP full-salvo alpha x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 116,308.
116,308
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.
8
Torpedoes
ModuleType8
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time49 s
Projectile speed63.0 kt
Range6 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=40,200·0.333=13,400. 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.
≈ 13,400
Maximum damage (ammunition)
ƒ40,200 warhead alpha / 3 + 1,200 blast = 14,600. 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.
14,600
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.
1,200
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 km63 kt×2.6855=9.5 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
9.5 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.4 per hit, shown as 2.4×100=240%. 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.
240%
Torpedo launcher traverse25 °/s
Launch arcscentreline 200°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming199 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 13,400 = 53,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
53,600
AA Defense
AA mount points15
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
4.5 km
25 mm Type96 mod. 13×3 25mm
25 mm/60 Type96 mod. 18×1 25mm
25 mm Type96 mod. 14×2 25mm
120 mm 10th Year Type mod. B2 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
1×1 120mm
Far aura
Guns120 mm 10th Year Type mod. B2 (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 3 from dual-purpose secondaries firing as AA in this range band.
3
Range4.5 km
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 43 raw aura damage × 3.5 × 0.9 hit probability = 135 - the same in-game units as the Close-range AA DPS headline.
135
Range3.1 km
Total DPS in Aura
ƒFar 3 + Medium 135 = 138
138
Flak
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 × 140 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.
140
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
Mounts1
Firing range2.0 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: 1×1 120 mm (0.5/side) × 60/6 s × 2000 = 10,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
10,000
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 0.4 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 2,624. 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.
2,624
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 10,000 + secondary fire DPM 2,624 = 12,624: shell damage plus fire damage against one T3 battleship, every shell hitting.
12,624
120 mm 10th Year Type mod. B2 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
1×1 120mm
Caliber120 mm
Reload time6 s
HE alpha2,000
Muzzle Velocity825 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ1×1 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 0.4. 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.
0.4
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 @ 2 km
ƒ2 km × 57 + 30 = 144 m.
144 m
Maneuverability
Engine power57,900 hp
Maximum speed34.5 kt
Turning circle radius560 m
Rudder shift time3.8 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.
24.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt).
22.7 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.
35.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7.5 − 7.5 = +0.0°/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 (+0.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 9.68 km x 0.955 = 9.24 km. Camouflage does not change detectability by air.
9.68 km
With Grade IV camouflage (sea)
ƒDetectability by sea 9.68 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.24 km.
9.24 km
Detectability by air5.81 km
Smoke firing penalty4.06 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 9.68 km) = 12.66 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
12.66 km
Detect when firing (air)
ƒAir detectability 5.81 km + gun-firing bloom 2.8 km = 8.61 km. The bloom tracks main-battery caliber 140 mm × 0.020 = 2.8 km.
8.61 km
Detect when on fire (sea)
ƒSea detectability 9.68 km + 2.0 km while burning = 11.68 km.
11.68 km
Detect when on fire (air)
ƒAir detectability 5.81 km + 3.0 km while burning = 8.81 km.
8.81 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
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

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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 km29.5 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=0.5·12658=6329 m, and radiusOnMax=0.6 at 12658 m. Below the kink: k=0.2+(0.5−0.2)·50006329=0.437, so σV=σH·k=67.5·0.437=29.5m.
Shell scatter height @ 10 km56.9 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=0.5·12658=6329 m, and radiusOnMax=0.6 at 12658 m. Above the kink: k=0.5+(0.6−0.5)·10000−632912658−6329=0.558, so σV=σH·k=102·0.558=56.9m.
AP pen 5 km106 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 =10−7·1794·380.69·0.14−1.07·5381.38=106mm, where 538 m/s is the shell's speed when it arrives at 5 km (from 850 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 km60 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 =10−7·1794·380.69·0.14−1.07·354.21.38=60mm, where 354.2 m/s is the shell's speed when it arrives at 10 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.93 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·0.3696·0.1428·38=7.49×10−5. That runs from a 850 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.
HE flight time @ 10 km6.65 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·0.34·0.1428·38=6.89×10−5. That runs from a 850 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)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,794
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 mass38 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 coefficient0.3696
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 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 time9.5 s
1600 m / (63.0 kt × 2.6855) = 9.5 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed63.0 kt
Travel time to max range35.5 s
6000 m / (63.0 kt × 2.6855) = 35.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
2 launchers × 2 tubes.
Per-side salvo4 torpedoes
2 launchers × 2 tubes = 4, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage53,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 13,400 = 53,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range3
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 3x3 -> 27 DPS @ 3.1 km; 25mm Type96 single 8x1 -> 72 DPS @ 3.1 km; 25mm Type96 double 4x2 -> 36 DPS @ 3.1 km; 120mm45 Type HaGun 10 1x1 -> 3 DPS @ 4.5 km.
AA DPS layered by range3 DPS @ 4.5 km, 138 DPS @ 3.1 km
@ 4.5 km: 3 from one family; @ 3.1 km: 27 + 72 + 36 + 3 = 138. 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-blank138
27 + 72 + 36 + 3 = 138 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index432
27 × 3.1 + 72 × 3.1 + 36 × 3.1 + 3 × 4.5 = 432. 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 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

An experimental light cruiser based on the idea of creating a fast warship which could carry the most powerful armament of the time, while having minimum displacement. She was the first in the Imperial Japanese Navy to be equipped with 610 mm torpedo tubes and, by the end of her time in service, Yūbari was reinforced with numerous AA guns.

Armor Beta

Hull HP 18,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 96+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel57 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 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 7–15 mm)2,900 (16% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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 mm14,000 (75% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–15 mm)1,500 (8% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel57 mm primary (range 10–57 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 6–51 mm)1,200 (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 HP9,400 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 (25 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 HP5,600 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.

Balance History

Balance updates affecting Yūbari. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×1
2024-12-12

Ministry of Balance: Breaking the Ice

  • We're improving Yūbari by making her reload faster to better compliment her low number of guns.
  • Main battery gun reload time reduced from 6.5 to 5.5 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Yūbari can equip.

  • Yūbari 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.