World of Warships: Legends ship guide

Yūgumo

Also called: 夕云 Beta
Japan · Tier VIII · Destroyer · Tech Tree
Torpedo destroyerFast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 11-km torpedoes for a perfect shot
Key characteristics
Long, heavy torpedoes (11 km)Stealthy (6.6 km)SmokeTorp Reload BoosterEngine BoostFragile
On this page
Community Data

Yūgumo Community Stats

Log in to GamingDiver and upload your data to see Community Data for Yūgumo: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Yūgumo is a Tier VIII Japanese torpedo destroyer. The torpedoes travel, 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 T8 DDs (6.6 km) and top-decile torpedo alpha in T8 DDs (22,267).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 11 km reach at 67 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 11-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.

ELITE CONCEALMENT
  • Best-in-class stealth · 6.62 km
  • Stealth torpedo DD
Heavy torpedoes

22267.0 damage per torpedo, top decile of T8 DDs.

Heavy HE shells

2150.0 damage per HE shell, top decile of T8 DDs. Punishes superstructure and modules harder than peers.

Fragile HP pool

15700.0 HP, bottom decile of T8 DDs. Trade hits sparingly.

Low AP DPM

155294 AP DPM, bottom decile of T8 DDs. Citadel windows matter more than spam.

Acquisition

How to get Yūgumo

Yūgumo is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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.

Cohort position

Hide

Where Yūgumo sits among Tier VIII DDs (27 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.

BestStealth profile6.62 km / 3.31 km (1/27 / 1/27) Top 10%Rudder shift3.6 s (3/27) Top 10%HE shell damage2,150 (3/26) Top 10%Displacement2,520 t (2/27) Top 10%Torpedo damage≈22,267 (3/26) Top 25%HE fire chance9% (6/26) Top 25%Main dispersion87.8 m (6/27) Top 25%Acceleration16.8 s (7/27) Bottom 25%Main battery range10.67 km (25/27) Bottom 25%Engine power52,000 hp (23/27) Bottom 25%Turn-speed retention81.2 hp/m (25/27) Bottom 25%AP pen at 10 km48 mm (20/25) Bottom 25%AA threat706 (22/27) WorstHit points15,700 HP (27/27) WorstTraverse-to-turn ratio4.83 × (27/27) WorstAP DPM155,294 (25/25) WorstFlak per wave (expected)460 (1 of 2 tied) WorstDeck armor6 mm (21/21)
See 23 mid-pack stats

Not standouts for Yūgumo -- 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 speed35.5 kt(19/27) Main battery caliber127 mm(18/27) Main battery reload5.1 s(21/27) Fires per minute6.35(16/26) HE DPM151,765(17/26) AP shell damage2,200(17/25) AP velocity915 m/s(11/25) HE velocity915 m/s(9/26) AP fuse timer0.01 s(14/25) AP arming threshold21 mm(11/25) Power-to-weight20.63 hp/t(8/27) Effective HE DPM (incl. fire)203,817(18/26) AA DPS195(20/27) AA range5 km(15/27) Torpedo range11.01 km(9/26) Torpedo speed67 kt(9/26) Torpedo reload93 s(10/26) NormAP ricochet start45°(19 of 25 tied at this value) NormAP auto-bounce angle60°(19 of 25 tied at this value) NormTurn speed retained81%(23 of 27 tied at this value) NormMax armor20 mm(23 of 27 tied at this value) NormCitadel belt20 mm(23 of 27 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit PointsInitial: 14,200 → 15,700
Displacement2,520 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 15, 19, 20 mm
Armor material/layer entries24
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm Type3
Mounts / barrels3 mounts / 6 barrels
Reload time5.7 s
Firing range (base)9.7 km
Firing range (top fire control)10.7 km
Turret traverse7.9 °/s
HE fire DPM vs T8 BB46595
Effective HE DPM vs T8 BB182384
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 =(970230·80.51000+0.5)·30=87.8m
87.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.8·0.6=52.7m
52.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.8·0.319(σ=2)=28m
28 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.7·0.319(σ=2)=16.8m
16.8 m
Turret turn time
ƒ180 degrees / 7.9 deg/s traverse speed = 22.8 s.
22.8 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 5.7 s base reload = 63.2. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 5.1 s all-upgrades reload = 70.6.
Initial: 63.2 → 70.6
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 6 broadside guns = 12,900.
12,900
HE DPM
ƒZero upgrades: 12,900 HE full-salvo alpha x 60 / 5.7 s base reload = 135,789. All upgrades (Main Battery Mod. 3 = -10% reload): 12,900 HE full-salvo alpha x 60 / 5.1 s all-upgrades reload = 151,765.
Initial: 135,789 → 151,765
Fires/min
ƒZero upgrades: 63.2 shells/min x 9% fire chance = 5.68. All upgrades (Main Battery Mod. 3 = -10% reload): 70.6 shells/min x 9% fire chance = 6.35.
Initial: 5.68 → 6.35
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 (13.3 km), where the shell has slowed to 255.2 m/s: P=107·2266·230.69·0.1271.07·255.21.38=37.6mm.
37.6 mm
AP full-salvo alpha
ƒ2,200 AP damage x 6 broadside guns = 13,200.
13,200
AP DPM
ƒZero upgrades: 13,200 AP full-salvo alpha x 60 / 5.7 s base reload = 138,947. All upgrades (Main Battery Mod. 3 = -10% reload): 13,200 AP full-salvo alpha x 60 / 5.1 s all-upgrades reload = 155,294.
Initial: 138,947 → 155,294
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
ModuleType93 mod. 2
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 100 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 93×0.85=79 s.
93 s
Projectile speed67 kt
Range11.01 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=66,800·0.333=22,267.
≈ 22,267
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.
23,767
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 km67 kt×2.6=9.8 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.
9.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 4.06 per hit, shown as 4.06×100=406%. 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.
406%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming517 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 22,267 = 178,136.
178,136
AA Defense
AA mount pointsInitial: 7 → 13
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×0.95) + (15×3.5×1) = 195. 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.
195
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 1Initial: 3×3 → 5×3 25mm
25 mm/60 Type96 mod. 14×1 25mm
25 mm Type96 mod. 1Initial: 3×2 → 4×2 25mm
Far aura
Gunsmain battery (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 52 from dual-purpose main battery firing as AA in this range band.
52
Range5 km
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 43 raw aura damage × 3.5 × 0.95 hit probability = 143 - the same in-game units as the Close-range AA DPS headline.
Initial: 60 → 143
Range3.1 km
Total DPS in Aura
ƒFar 52 + Near 143 = 195
195
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
Maneuverability
Engine power52,000 hp
Maximum speed35.5 kt
Turning circle radius640 m
Rudder shift time3.6 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 (31.9 kt of 35.5 kt), from our in-house acceleration model.
16.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
28.5 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·35.5·0.5144640=1.63°/s, so ratio=ωturretωhull=7.91.63=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea6.62 km
Detectability by air3.31 km
Smoke firing penalty2.47 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.62 km
Detect Fire Sea8.62 km
Detect Fire Air6.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 89 s cloud active · 450 m radius
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.
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.

HullUpgrade
  • Hit points14,200 → 15,700
  • Rudder shift6.6 → 4.7 s
  • AA mounts7 → 13
  • Close-range AA DPS18 → 43
Fire controlUpgrade
  • Main battery range9,702 → 10672.2 m
TorpedoesUpgrade
  • Range9.99 → 11.01 km
  • Reload100 → 93 s
  • Alpha damage58,700 → 66,800
  • Display damage19,567 → 22,267

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 Disp87.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(970230·80.51000+0.5)·30=87.8m
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.
Max Vert Disp52.7 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.8·0.6=52.7m
Med Horiz Disp28 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.8·0.319(σ=2)=28m
Med Vert Disp16.8 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.7·0.319(σ=2)=16.8m
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 Far37.6 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 255.2 m/s: P=107·2266·230.69·0.1271.07·255.21.38=37.6mm.
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time22.8 s
180 degrees / 7.9 deg/s traverse speed = 22.8 s.
HE full-salvo alpha12,900
2,150 HE damage x 6 broadside guns = 12,900.
AP full-salvo alpha13,200
2,200 AP damage x 6 broadside guns = 13,200.
HE DPMInitial: 135,789 → 151,765
Zero upgrades: 12,900 HE full-salvo alpha x 60 / 5.7 s base reload = 135,789. All upgrades (Main Battery Mod. 3 = -10% reload): 12,900 HE full-salvo alpha x 60 / 5.1 s all-upgrades reload = 151,765.
AP DPMInitial: 138,947 → 155,294
Zero upgrades: 13,200 AP full-salvo alpha x 60 / 5.7 s base reload = 138,947. All upgrades (Main Battery Mod. 3 = -10% reload): 13,200 AP full-salvo alpha x 60 / 5.1 s all-upgrades reload = 155,294.
Shells/minInitial: 63.2 → 70.6
Zero upgrades: 6 broadside guns x 60 / 5.7 s base reload = 63.2. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 5.1 s all-upgrades reload = 70.6.
Fires/minInitial: 5.68 → 6.35
Zero upgrades: 63.2 shells/min x 9% fire chance = 5.68. All upgrades (Main Battery Mod. 3 = -10% reload): 70.6 shells/min x 9% fire chance = 6.35.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range63.2 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 damage178,136
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 22,267 = 178,136.
Per-side salvo damage178,136
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 22,267 = 178,136.

AA defense

Close-range AA DPS195
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×0.95) + (15×3.5×1) = 195. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index706
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range3.1 km

Armor Beta

Hull HP 14,20015,700 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.

Bow & stern19 mm

Overmatched by 130+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,400 (15% 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)15 mm11,800 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm15 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 15–20 mm)1,600 (10% 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.
Superstructure6 mm700 (4% 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 HP7,900 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
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 HP4,700 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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×2Main Battery ×1
2022-11-03

November Update: Under the Black Flag

  • Yūgumo is simply not far enough from Kagerō, hence some basic damage improvements.
  • Torpedo launcher reload time for upgraded torpedoes reduced from 100 to 93 s.
  • HP for stock hull increased from 13,900 to 14,200; for upgraded hull— 15,200 to 15,700.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Yūgumo 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.