World of Warships: Legends ship guide

Yūdachi

Also called: 夕立 Beta
Japan · Tier VII · Destroyer · Premium
Torpedo destroyerLives on its torpedoes; deal damage from concealment rather than the gun duel.
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
Long, heavy torpedoes (7 km)Stealthy (6.6 km)SmokeTorp Reload BoosterFragileWeak AA
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Community Data

Yūdachi Community Stats

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Playstyle

Overview

Yūdachi is a Tier VII Japanese torpedo destroyer reaching 7 km. The torpedoes travel at 76 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: top-decile surface detection in T7 DDs (6.6 km) and top-decile flat HE shells in T7 DDs (915).

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 76 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. 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.

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

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Best-in-class stealth

6.56 km surface detect, top decile of T7 DDs. Stays dark longer.

ELITE MAIN BATTERY
  • Flat HE shells · 915.0 m
  • Flat AP shells · 915.0 m
ELITE TORPEDOES
  • Heavy torpedoes · 19867.0 damage
  • Fast torpedoes · 76.0 kt
Fragile HP pool

13200.0 HP, bottom decile of T7 DDs. Trade hits sparingly.

Weak AA

24.0 AA DPS, bottom decile of T7 DDs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Yūdachi

Yūdachi is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Global XP, and Campaign. 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

  • Super VII crate 4.166667% One of the Tier VII Premium ships Event · Super VII crate · 1 of 24 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 40 ships
Show all 13 containers (10 more)
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
  • "Sword of the Pacific" campaign breakdown Campaign Start: 2020-05-18 · End: 2020-06-21 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.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • April Update: Blossom in Gold 750,000 Global XP 2023-04-06 Tier VII default; exact price not in source
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 Fleet Members, pack math personalized to your port.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL AsashioAL Yukikaze

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 Yūdachi sits among Tier VII DDs (34 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.

BestConcealment6.56 km (1/34) BestDisplacement2,090 t (1/34) Top 10%Air detection3.28 km (2/34) Top 10%Torpedo damage≈19,867 (4/33) Top 25%Rudder shift3.2 s (5/34) Top 25%AP velocity915 m/s (5/32) Top 25%HE velocity915 m/s (5/34) Top 25%Torpedo speed76 kt (5/33) Bottom 25%Max speed35 kt (28/34) Bottom 25%Main battery range10.75 km (29/34) Bottom 25%Main battery reload6.1 s (31/34) Bottom 25%Fires per minute4.43 (27/34) Bottom 25%HE DPM105,738 (27/34) Bottom 25%Turn-speed retention73.7 hp/m (27/34) Bottom 25%AP pen at 10 km48 mm (27/32) Bottom 25%Effective HE DPM (incl. fire)138,599 (28/34) Bottom 10%Torpedo range6.99 km (31/33) WorstHit points13,200 HP (34/34) WorstAP DPM108,197 (32/32) WorstEngine power42,000 hp (34/34) WorstAA DPS24 (34/34) WorstAA range2 km (1 of 2 tied) WorstAA threat49 (34/34)
See 18 mid-pack stats

Not standouts for Yūdachi -- 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.

Traverse-to-turn ratio6.63 ×(21/34) Main battery caliber127 mm(21/34) HE fire chance9%(11/34) AP shell damage2,200(21/32) Main dispersion95.6 m(19/34) Acceleration16.7 s(10/34) AP arming threshold21 mm(14/32) Power-to-weight20.1 hp/t(16/34) Torpedo reload100 s(21/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) Deck armor19 mm(11/28) NormAP fuse timer0.01 s(25 of 32 tied at this value) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormTurn speed retained81%(32 of 34 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit Points13,200
Displacement2,090 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries23
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 127 mm 3rd Year Type
Mounts / barrels3 mounts / 5 barrels
Reload time6.8 s
Firing range10.7 km
Turret traverse12 °/s
HE fire DPM vs T7 BB29453
Effective HE DPM vs T7 BB124306
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1074730·80.51000+0.5)·30=95.6m
95.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.6·0.6=57.4m
57.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95.6·0.32(σ=2)=30.6m
30.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.4·0.319(σ=2)=18.3m
18.3 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒZero upgrades: 5 broadside guns x 60 / 6.8 s base reload = 44.1. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 6.1 s all-upgrades reload = 49.2.
Initial: 44.1 → 49.2
HE shells
HE Damage2,150
HE Velocity915 m/s
Fire Chance9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,150 HE damage x 5 broadside guns = 10,750.
10,750
HE DPM
ƒZero upgrades: 10,750 HE full-salvo alpha x 60 / 6.8 s base reload = 94,853. All upgrades (Main Battery Mod. 3 = -10% reload): 10,750 HE full-salvo alpha x 60 / 6.1 s all-upgrades reload = 105,738.
Initial: 94,853 → 105,738
Fires/min
ƒZero upgrades: 44.1 shells/min x 9% fire chance = 3.97. All upgrades (Main Battery Mod. 3 = -10% reload): 49.2 shells/min x 9% fire chance = 4.43.
Initial: 3.97 → 4.43
AP shells
AP Damage2,200
AP Velocity915 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 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: P=107·K·m0.69·d1.07·v01.38 =107·2266·230.69·0.1271.07·9151.38=219mm. Matches the in-game spec card.
219 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 254.4 m/s: P=107·2266·230.69·0.1271.07·254.41.38=37.4mm.
37.4 mm
AP full-salvo alpha
ƒ2,200 AP damage x 5 broadside guns = 11,000.
11,000
AP DPM
ƒZero upgrades: 11,000 AP full-salvo alpha x 60 / 6.8 s base reload = 97,059. All upgrades (Main Battery Mod. 3 = -10% reload): 11,000 AP full-salvo alpha x 60 / 6.1 s all-upgrades reload = 108,197.
Initial: 97,059 → 108,197
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.
10
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time100 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 76 kt); the stock torpedo module runs 67 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
76 kt
Range6.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=59,600·0.333=19,867.
≈ 19,867
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
21,367
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km76 kt×2.6=8.6 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.61 per hit, shown as 3.61×100=361%. Torpedo flood 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. Not shown on the in-game port screen.
361%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming586 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,867 = 158,936.
158,936
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×1) = 24. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
24
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm Type912×1 40mm
Medium aura
Guns40 mm Type91
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 1 hit probability = 24 - the same in-game units as the Close-range AA DPS headline.
24
Range2 km
Maneuverability
Engine power42,000 hp
Maximum speed35 kt
Turning circle radius570 m
Rudder shift time3.2 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
16.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
28.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.0·0.5144570=1.81°/s, so ratio=ωturretωhull=121.81=6.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.6× slow
Concealment
Detectability by sea6.56 km
Detectability by air3.28 km
Smoke firing penalty2.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.56 km
Detect Fire Sea8.56 km
Detect Fire Air6.28 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 85 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Torpedo Reload Booster1 charges · 360 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Module options (1)

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

TorpedoesTrade-off
  • Range9.99 → 6.99 km
  • Alpha damage58,700 → 59,600
  • Display damage19,567 → 19,867
  • Speed67 → 76 kt

See all derived stats

Show

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

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
Max Horiz Disp95.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1074730·80.51000+0.5)·30=95.6m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 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.
Max Vert Disp57.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.6·0.6=57.4m
Shell scatter height @ 10 km52.7 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.
Med Horiz Disp30.6 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95.6·0.32(σ=2)=30.6m
Med Vert Disp18.3 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.4·0.319(σ=2)=18.3m
AP Pen Close219 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2266·230.69·0.1271.07·9151.38=219mm. Matches the in-game spec card.
AP Pen Far37.4 mm
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 254.4 m/s: P=107·2266·230.69·0.1271.07·254.41.38=37.4mm.
AP pen 5 km102 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km48 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha10,750
2,150 HE damage x 5 broadside guns = 10,750.
AP full-salvo alpha11,000
2,200 AP damage x 5 broadside guns = 11,000.
HE DPMInitial: 94,853 → 105,738
Zero upgrades: 10,750 HE full-salvo alpha x 60 / 6.8 s base reload = 94,853. All upgrades (Main Battery Mod. 3 = -10% reload): 10,750 HE full-salvo alpha x 60 / 6.1 s all-upgrades reload = 105,738.
AP DPMInitial: 97,059 → 108,197
Zero upgrades: 11,000 AP full-salvo alpha x 60 / 6.8 s base reload = 97,059. All upgrades (Main Battery Mod. 3 = -10% reload): 11,000 AP full-salvo alpha x 60 / 6.1 s all-upgrades reload = 108,197.
Shells/minInitial: 44.1 → 49.2
Zero upgrades: 5 broadside guns x 60 / 6.8 s base reload = 44.1. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 6.1 s all-upgrades reload = 49.2.
Fires/minInitial: 3.97 → 4.43
Zero upgrades: 44.1 shells/min x 9% fire chance = 3.97. All upgrades (Main Battery Mod. 3 = -10% reload): 49.2 shells/min x 9% fire chance = 4.43.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time8.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed76 kt
Travel time to max range35.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage158,936
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 19,867 = 158,936.
Per-side salvo damage158,936
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,867 = 158,936.

AA defense

Close-range AA DPS24
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×1) = 24. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index49
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.

Armor Beta

Hull HP 13,200, 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.

Bow & stern19 mm

Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)1,600 (12% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 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)19 mm primary (range 16–19 mm)9,900 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 16–20 mm)1,700 (13% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Superstructure19 mm600 (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 HP6,600 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 HP4,000 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.

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Exteriors

Skins & permanent camouflages

Every custom exterior Yūdachi can equip, from in-game data.

  • Yūdachi default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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