World of Warships: Legends ship guide

Fubuki

Also called: 吹雪 Beta
Torpedo destroyerBuilt around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 10-km torpedoes for a perfect shot
Key characteristics
Long, heavy torpedoes (10 km)Stealthy (6.2 km)SmokeEngine BoostFlat HE shellsSlow reload
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Community Data

Fubuki Community Stats

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Playstyle

Overview

Fubuki is a Tier V 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 flat HE shells in T5 DDs (915) and top-decile nimble for the tonnage in T5 DDs (23.9 HP).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 10 km reach at 59 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 10-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 MAIN BATTERY
  • Flat HE shells · 915.0 m
  • Flat AP shells · 915.0 m
ELITE MOBILITY
  • Nimble for the tonnage · 23.92 hp
  • Sharp rudder · 2.5 s
Best-in-class stealth

6.24 km surface detect, top decile of T5 DDs. Stays dark longer.

Slow reload

9.0 s reload, worst of T5 DDs. Salvos punish more, but cycle is slower than peers.

Thin deck

6.0 mm armor deck, bottom decile of T5 DDs. Plunging fire and HE eat through.

Acquisition

How to get Fubuki

Fubuki is available in the Torpedo Destroyers branch of the Japan Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Fubuki sits in the Torpedo Destroyers branch. The highlighted path shows the local branch context inside the full Japan tree.

Builds Beta

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

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Cohort position

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Where Fubuki sits among Tier V DDs (25 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 profile6.24 km / 3.12 km (1 of 2 tied / 1 of 2 tied) Top 10%Rudder shift2.5 s (2/25) Top 10%Power-to-weight23.92 hp/t (3/25) Top 25%Traverse-to-turn ratio6.2 × (5/25) Top 25%Main dispersion85.4 m (4/25) Top 25%AP velocity915 m/s (4/23) Top 25%HE velocity915 m/s (4/25) Top 25%Acceleration15.8 s (5/25) Top 25%Torpedo range9.99 km (5/25) Top 25%Torpedo damage≈14,967 (5/25) Bottom 25%Max speed35 kt (21/25) Bottom 25%Main battery range10.33 km (20/25) Bottom 25%Fires per minute2.8 (23/25) Bottom 25%HE DPM72,000 (21/25) Bottom 25%AP DPM88,000 (21/23) Bottom 25%AA DPS42 (22/25) Bottom 25%AA threat130 (21/25) WorstMain battery reload9 s (1 of 2 tied) WorstDeck armor6 mm (19/19)
See 19 mid-pack stats

Not standouts for Fubuki -- 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 points12,900 HP(19/25) Main battery caliber127 mm(15/25) HE shell damage1,800(13/25) HE fire chance7%(16/25) AP shell damage2,200(15/23) AP arming threshold21 mm(11/23) Engine power50,000 hp(8/25) Turn-speed retention78.1 hp/m(13/25) Displacement2,090 t(9/25) AA range3.1 km(15/25) Torpedo speed59 kt(17/25) Torpedo reload76 s(11/25) Max armor16 mm(15/25) NormAP fuse timer0.01 s(19 of 23 tied at this value) NormAP ricochet start45°(22 of 23 tied at this value) NormAP auto-bounce angle60°(22 of 23 tied at this value) NormCitadel belt16 mm(22 of 23 tied at this value) NormBow armor16 mm(22 of 23 tied at this value) NormStern armor16 mm(22 of 23 tied at this value)
Survivability
Hit PointsInitial: 11,500 → 12,900
Displacement2,090 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 15, 16 mm
Armor material/layer entries25
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 127 mm/50 Type3
Mounts / barrels3 mounts / 6 barrels
Reload time9 s
Firing range (base)9.4 km
Firing range (top fire control)10.3 km
Turret traverse10 °/s
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 =(938830·80.51000+0.5)·30=85.4m
85.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =85.4·0.6=51.2m
51.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =85.4·0.32(σ=2)=27.3m
27.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =51.2·0.32(σ=2)=16.4m
16.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 9 s base reload = 40.
40
HE shells
HE Damage1,800
HE Velocity915 m/s
Fire Chance7%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 6 broadside guns = 10,800.
10,800
Base HE DPM
ƒ10,800 HE full-salvo alpha x 60 / 9 s base reload = 72,000.
72,000
Base fires/min
ƒ40 shells/min x 7% fire chance = 2.8.
2.8
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 (12.9 km), where the shell has slowed to 259.3 m/s: P=107·2266·230.69·0.1271.07·259.31.38=38.4mm.
38.4 mm
AP full-salvo alpha
ƒ2,200 AP damage x 6 broadside guns = 13,200.
13,200
Base AP DPM
ƒ13,200 AP full-salvo alpha x 60 / 9 s base reload = 88,000.
88,000
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: Type8 mod. 2
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time76 s
Projectile speed59 kt
Range9.99 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=44,900·0.333=14,967.
≈ 14,967
Torpedo detectability1.5 km
Flooding chance269%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming455 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 14,967 = 134,703.
134,703
AA Defense
AA mount pointsInitial: 3 → 4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) = 42. 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.
42
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.1 km
25 mm Type96 mod. 1Initial: 1×3 → 2×3 25mm
25 mm/60 Type96 mod. 12×1 25mm
Medium aura
DPSInitial: 4 → 12
Range3.1 km
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed35 kt
Turning circle radius640 m
Rudder shift time2.5 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.
15.8 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.
26.7 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=101.61=6.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.2× slow
Concealment
Detectability by sea6.24 km
Detectability by air3.12 km
Smoke firing penalty2.35 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.24 km
Detect Fire Sea8.24 km
Detect Fire Air6.12 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 81 s cloud active
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 points11,500 → 12,900
  • Rudder shift4.9 → 3.3 s
  • AA mounts3 → 4
  • Close-range AA DPS4 → 12
Fire controlUpgrade
  • Main battery range9,388 → 10326.8 m
TorpedoesTrade-off
  • Range6 → 9.99 km
  • Reload73 → 76 s
  • Alpha damage40,200 → 44,900
  • Display damage13,400 → 14,967
  • Speed63 → 59 kt

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 Disp85.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9388}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 85.4\,\text{m}$
Max Vert Disp51.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 85.4 \cdot 0.6 = 51.2\,\text{m}$
Med Horiz Disp27.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 85.4 \cdot 0.32\;(\sigma = 2) = 27.3\,\text{m}$
Med Vert Disp16.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 51.2 \cdot 0.32\;(\sigma = 2) = 16.4\,\text{m}$
AP Pen Close219 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2266 \cdot 23^{0.69} \cdot 0.127^{-1.07} \cdot 915^{1.38} = 219\,\text{mm}$. Matches the in-game spec card.
AP Pen Far38.4 mm
Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 259.3 m/s: $P = 10^{-7}\cdot 2266 \cdot 23^{0.69} \cdot 0.127^{-1.07} \cdot 259.3^{1.38} = 38.4\,\text{mm}$.
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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha10,800
1,800 HE damage x 6 broadside guns = 10,800.
AP full-salvo alpha13,200
2,200 AP damage x 6 broadside guns = 13,200.
Base HE DPM72,000
10,800 HE full-salvo alpha x 60 / 9 s base reload = 72,000.
Base AP DPM88,000
13,200 AP full-salvo alpha x 60 / 9 s base reload = 88,000.
Base shells/min40
6 broadside guns x 60 / 9 s base reload = 40.
Base fires/min2.8
40 shells/min x 7% fire chance = 2.8.

Torpedoes

Torpedo detectability1.5 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range65.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage134,703
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 14,967 = 134,703.
Per-side salvo damage134,703
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 14,967 = 134,703.

AA defense

Close-range AA DPS42
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) = 42. 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.
Maximum AA range3.1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index130
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 11,50012,900 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 & stern16 mm

Overmatched by 92+ 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 23%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)1,900 (15% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 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)16 mm primary (range 15–16 mm)9,700 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–16 mm)1,400 (11% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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 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 HP6,500 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 HP3,900 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.

Approximated side profile.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

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.