World of Warships: Legends ship guide

Yukikaze

Also called: 雪风 Beta
Japan · Tier VI · Destroyer · Premium
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 8-km torpedoes for a perfect shot
Key characteristics
Long, heavy torpedoes (8 km)Stealthy (6.6 km)SmokeEngine BoostFlat HE shellsSlow reload
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Community Data

Yukikaze Community Stats

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Playstyle

Overview

Yukikaze is a Tier VI Japanese torpedo destroyer reaching 8 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 flat HE shells in T6 DDs (915) and top-decile AP shell velocity in T6 DDs (915).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 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 8-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.

Fast torpedoes

76.0 kt torpedo speed, top decile of T6 DDs. Less reaction time for targets to dodge.

ELITE MAIN BATTERY
  • Flat HE shells · 915.0 m
  • Flat AP shells · 915.0 m
  • Heavy HE shells · 2150.0 damage
  • High fire chance · 9.0%
Slow reload

7.5 s reload, bottom decile of T6 DDs. Salvos punish more, but cycle is slower than peers.

Visible torps

1.8 km torpedo detect, bottom decile of T6 DDs. Easy to dodge if targets are looking.

Acquisition

How to get Yukikaze

Yukikaze is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Global XP. 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 VI crate 4% One of the Tier VI Premium ships Event · Super VI crate · 1 of 25 ships
  • Chest of Rarities 0.5% Tier V or VI Premium ship Event · Chest of Rarities · 1 of 8 ships
  • Piñata Chest 0.05% Tier V or VI Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 8 ships
Show all 6 containers (3 more)
  • Mega Santa '23 0.01% Superprize: Premium Ship Archived · Mega Santa '23 · 1 of 10 ships
  • Super Santa '23 0.0013% Superprize: Premium Ship Archived · Super Santa '23 · 1 of 10 ships
  • Ultimate Crate 0.00013% Superprize: Premium Ship Archived · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
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

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Cohort position

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Where Yukikaze sits among Tier VI DDs (41 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 shift2.7 s (1 of 6 tied) Top 10%Stealth profile6.6 km / 3.3 km (3/41 / 3/41) Top 10%HE velocity915 m/s (5/41) Top 10%Torpedo damage≈19,867 (5/41) Top 10%Torpedo speed76 kt (3/41) Top 25%HE fire chance9% (9/41) Top 25%AP velocity915 m/s (5/37) Top 25%Acceleration16.6 s (9/41) Bottom 25%Max speed35 kt (36/41) Bottom 25%Traverse-to-turn ratio4.28 × (37/41) Bottom 25%Main battery range10.45 km (33/41) Bottom 25%HE DPM103,200 (32/41) Bottom 25%AA DPS103 (37/41) Bottom 25%AA range3.1 km (33/41) Bottom 25%Torpedo reload104 s (35/41) Bottom 10%Main battery reload7.5 s (38/41) Bottom 10%AP DPM105,600 (35/37) WorstNo secondaries (37 of 41 in cohort)
See 19 mid-pack stats

Not standouts for Yukikaze -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points15,100 HP(25/41) Main battery caliber127 mm(21/41) Fires per minute4.32(28/41) AP shell damage2,200(21/37) Main dispersion93.3 m(21/41) AP arming threshold21 mm(20/37) Engine power52,000 hp(21/41) Turn-speed retention81.2 hp/m(29/41) Displacement2,540 t(15/41) Power-to-weight20.47 hp/t(17/41) AP pen at 10 km48 mm(25/35) Effective HE DPM (incl. fire)135,505(31/41) AA threat320(31/41) Torpedo range8.01 km(27/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormMax armor16 mm(26 of 41 tied at this value)
Survivability
Hit Points15,100
Displacement2,540 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 15, 16 mm
Armor material/layer entries23
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 127 mm 3rd Year Type
Mounts / barrels3 mounts / 6 barrels
Reload time7.5 s
Firing range10.4 km
Turret traverse6.9 °/s
HE fire DPM vs T6 BB32305
Effective HE DPM vs T6 BB135505
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 =(1044530·80.51000+0.5)·30=93.3m
93.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.3·0.6=56m
56 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =93.3·0.319(σ=2)=29.8m
29.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56·0.32(σ=2)=17.9m
17.9 m
Turret turn time
ƒ180 degrees / 6.9 deg/s traverse speed = 26.1 s.
26.1 s
Shells/min
ƒ6 broadside guns x 60 / 7.5 s base reload = 48.
48
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
ƒ12,900 HE full-salvo alpha x 60 / 7.5 s base reload = 103,200.
103,200
Fires/min
ƒ48 shells/min x 9% fire chance = 4.32.
4.32
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 (13.1 km), where the shell has slowed to 257.8 m/s: P=107·2266·230.69·0.1271.07·257.81.38=38.1mm.
38.1 mm
AP full-salvo alpha
ƒ2,200 AP damage x 6 broadside guns = 13,200.
13,200
AP DPM
ƒ13,200 AP full-salvo alpha x 60 / 7.5 s base reload = 105,600.
105,600
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 time104 s
Projectile speed76 kt
Range8.01 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=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 detectability1.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.8 km76 kt×2.6=9.1 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.
9.1 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 points13
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.95) = 103. 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.
103
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.1 km
25 mm Type96 mod. 13×3 25mm
25 mm/60 Type96 mod. 110×1 25mm
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 0.95 hit probability = 103 - the same in-game units as the Close-range AA DPS headline.
103
Range3.1 km
Maneuverability
Engine power52,000 hp
Maximum speed35 kt
Turning circle radius640 m
Rudder shift time2.7 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.
16.6 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.
28.2 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·35.0·0.5144640=1.61°/s, so ratio=ωturretωhull=6.91.61=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea6.6 km
Detectability by air3.3 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.
6.6 km
Detect Fire Sea8.6 km
Detect Fire Air6.3 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 89 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

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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 Disp93.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1044530·80.51000+0.5)·30=93.3m
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 Disp56 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.3·0.6=56m
Shell scatter height @ 10 km53.2 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 Disp29.8 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =93.3·0.319(σ=2)=29.8m
Med Vert Disp17.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56·0.32(σ=2)=17.9m
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 Far38.1 mm
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 257.8 m/s: P=107·2266·230.69·0.1271.07·257.81.38=38.1mm.
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 time26.1 s
180 degrees / 6.9 deg/s traverse speed = 26.1 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 DPM103,200
12,900 HE full-salvo alpha x 60 / 7.5 s base reload = 103,200.
AP DPM105,600
13,200 AP full-salvo alpha x 60 / 7.5 s base reload = 105,600.
Shells/min48
6 broadside guns x 60 / 7.5 s base reload = 48.
Fires/min4.32
48 shells/min x 9% fire chance = 4.32.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time9.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed76 kt
Travel time to max range40.5 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 DPS103
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.95) = 103. 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 range3.1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index320
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
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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Yukikaze 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.