Yūbari
Beta- Hold 10-13 km with islands tight enough to break vision on demand
- Avoid: Open-water broadside trading
Yūbari Community Stats
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Yūbari Community Stats
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) and best torpedo speed in T3 CAs (63 kt).
Positioning
Hold 10-13 km with 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.
Potato Avoidance
Open-water broadside trading
Her 140mm shells citadel cruisers on the wrong frame, and her 18,700-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
2400.0 damage per HE shell, best of T3 CAs. Punishes superstructure and modules harder than peers.
2000.0 max HE alpha per secondary shell, best of T3 CAs. Bigger per-shell damage than peers.
8.0% best HE fire chance per secondary shell (before target resistance), best of T3 CAs. Stacks fires faster than peers in a brawl.
20.0 mm best HE pen across secondary families, best of T3 CAs. Pens hull plates peers' secondaries shatter on.
120.3 m max horizontal dispersion, worst of T3 CAs. Long-range salvos are noticeably wider than peers'.
1.6 km torpedo detect, worst of T3 CAs. Easy to dodge if targets are looking.
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.
Best listed chance for this ship
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Secret Santa '22
0.055833%
Premium Ship
Event containers · Secret Santa '22 · 1 of 12 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Secret Santa '22 0-0.055833% · Premium Ship
Builds Beta
Build for reload, accuracy, rudder, concealment, and survivability. Keep the ship mobile.
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 Yūbari sits among Tier III CAs (12 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 19 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.
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 = (12658/30·(8−1.1)/1000 + 1.1)·30 = 120.3 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 120.3 × 0.6 = 72.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 120.3 × 0.32 (σ=2) = 38.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 72.2 × 0.32 (σ=2) = 23.1 mƒ
180 degrees / 7.5 deg/s traverse speed = 24 s.ƒ
4 broadside guns x 60 / 5.5 s base reload = 43.6.HE shells
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23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).ƒ
2,400 HE damage x 4 broadside guns = 9,600.ƒ
9,600 HE full-salvo alpha x 60 / 5.5 s base reload = 104,727.ƒ
4 HE shells x 60 / 5.5 s reload x 10% fire chance = 4.36.AP shells
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floor(140 mm caliber / 14.3) = 9 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 × 1794 × 38^0.69 × 0.14^-1.07 × 850^1.38 = 199.6 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 272.2 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 272.2^1.38 = 41.5 mm.ƒ
2,700 AP damage x 4 broadside guns = 10,800.ƒ
10,800 AP full-salvo alpha x 60 / 5.5 s base reload = 117,818.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: (43×3.5×0.9) + (1×3.5×0.9) = 139. 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 1 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 1 + Medium 43 = 44ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
2 km × 57 + 30 = 144 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst 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 = (12658/30·(8−1.1)/1000 + 1.1)·30 = 120.3 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 120.3 × 0.6 = 72.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 120.3 × 0.32 (σ=2) = 38.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 72.2 × 0.32 (σ=2) = 23.1 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 × 1794 × 38^0.69 × 0.14^-1.07 × 850^1.38 = 199.6 mm. Matches the in-game spec card.Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 272.2 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 272.2^1.38 = 41.5 mm.23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).floor(140 mm caliber / 14.3) = 9 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 4 barrels bear on the broadside.180 degrees / 7.5 deg/s traverse speed = 24 s.2,400 HE damage x 4 broadside guns = 9,600.2,700 AP damage x 4 broadside guns = 10,800.9,600 HE full-salvo alpha x 60 / 5.5 s base reload = 104,727.10,800 AP full-salvo alpha x 60 / 5.5 s base reload = 117,818.4 broadside guns x 60 / 5.5 s base reload = 43.6.4 HE shells x 60 / 5.5 s reload x 10% fire chance = 4.36.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 2 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: (43×3.5×0.9) + (1×3.5×0.9) = 139. 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.2 km × 57 + 30 = 144 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: 1×1 120 mm (0.5/side) × 60/6 × 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 120 mm family.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.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.Armor
Hull HP 18,700, 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 | 15 mm primary (range 7–15 mm) | 2,900 (16% of HP) | Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 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 | 14,000 (75% of HP) | Overmatched by 203mm+ (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. |
| Stern | 15 mm primary (range 10–15 mm) | 1,500 (8% of HP) | Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 57 mm primary (range 10–57 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 6 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 HP | 9,400 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 (120 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 (25 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 | 5,600 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.
Balance History
Balance updates affecting Yūbari. Cards are condensed; use each source link for full context.
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.
Skins & permanent camouflages
Every custom exterior Yūbari 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.
