World of Warships: Legends ship guide

Kitakaze

Beta
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long, heavy torpedoes (8 km)Stealthy (6.7 km)SmokeTorp Reload BoosterEngine BoostVisible torps
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Community Data

Kitakaze Community Stats

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Playstyle

Overview

Kitakaze is a Tier VIII Japanese gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: best AP shell velocity in T8 DDs (1,000) and best flat HE shells in T8 DDs (1,000).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/27 T8 DDs.

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 AP shells · 1000.0 m
  • Flat HE shells · 1000.0 m
  • AP DPM machine · 326400 AP
  • High fire pressure · 9.6 fires
WEAK TORPEDOES
  • Visible torps · 1.8 km
  • Slow torp reload · 157.0 s
Acquisition

How to get Kitakaze

Kitakaze is available in the Gunboat Destroyers branch of the Japan Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Kitakaze sits in the Gunboat 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.

Open in Build Tool →

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Cohort position

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Where Kitakaze 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.

BestAP DPM326,400 (1/25) BestAP velocity1,000 m/s (1/25) BestHE velocity1,000 m/s (1/26) Top 10%Stealth profile6.7 km / 3.35 km (2/27 / 2/27) Top 10%Fires per minute9.6 (2/26) Top 10%AP arming threshold17 mm (2/25) Top 10%Torpedo speed76 kt (3/26) Top 25%Main battery reload2.5 s (6/27) Top 25%HE DPM230,400 (5/26) Top 25%AA DPS308 (5/27) Top 25%AA threat1,223 (4/27) Top 25%Torpedo damage≈19,867 (4/26) Bottom 25%Engine power52,000 hp (23/27) Bottom 10%Power-to-weight13.37 hp/t (26/27) Bottom 10%Deck armor13 mm (20/21) WorstMain battery caliber100 mm (27/27) WorstAcceleration19.6 s (27/27) WorstTurn-speed retention71.2 hp/m (27/27) WorstTorpedo reload157 s (26/26)
See 15 mid-pack stats

Not standouts for Kitakaze -- 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 points20,700 HP(9/27) Max speed36 kt(17/27) Rudder shift4.7 s(18/27) Traverse-to-turn ratio11.01 ×(16/27) Main battery range11.05 km(10/27) Main dispersion90.3 m(14/27) AP fuse timer0.01 s(14/25) Displacement3,888 t(17/27) AA range5 km(15/27) Torpedo range8.01 km(20/26) NormAP ricochet start45°(19 of 25 tied at this value) NormAP auto-bounce angle60°(19 of 25 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: 16,200 → 20,700
Displacement3,888 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 8×100 mm
Mounts / barrels4 mounts / 8 barrels
Reload time2.8 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverse16 °/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 =(1004230·80.51000+0.5)·30=90.3m
90.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.3·0.6=54.2m
54.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =90.3·0.32(σ=2)=28.9m
28.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =54.2·0.319(σ=2)=17.3m
17.3 m
Turret turn time
ƒ180 degrees / 16 deg/s traverse speed = 11.2 s.
11.2 s
Base shells/min
ƒ8 broadside guns x 60 / 2.8 s base reload = 171.4.
171.4
HE shells
HE Damage1,200
HE Velocity1000 m/s
Fire Chance5%
HE penetration
ƒIn-game data: 30 mm = 100 mm caliber / 3.33 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ1,200 HE damage x 8 broadside guns = 9,600.
9,600
Base HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 2.8 s base reload = 205,714.
205,714
Installed HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 230,400.
230,400
Base fires/min
ƒ171.4 shells/min x 5% fire chance = 8.57.
8.57
AP shells
AP Damage1,700
AP Velocity1000 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
6 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2154·130.69·0.11.07·10001.38=205.1mm. Matches the in-game spec card.
205.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.8 km), where the shell has slowed to 254.9 m/s: P=107·2154·130.69·0.11.07·254.91.38=31.1mm.
31.1 mm
AP full-salvo alpha
ƒ1,700 AP damage x 8 broadside guns = 13,600.
13,600
Base AP DPM
ƒ13,600 AP full-salvo alpha x 60 / 2.8 s base reload = 291,429.
291,429
Installed AP DPM
ƒ13,600 AP full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 326,400.
326,400
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.
7
Torpedoes
ModuleTorpedoes: 610 mm Type93
Launchers / tubes1 launchers × 6 tubes = 6 tubes
Reload time157 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
Torpedo detectability1.8 km
Flooding chance361%
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 = 6 x 19,867 = 119,202.
119,202
AA Defense
AA mount points24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×1) + (21×3.5×0.95) + (33×3.5×1) = 308. 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.
308
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 5 (upgraded hull only)6×2 40mm
25 mm/60 Type96 mod. 118×1 25mm
25 mm Type96 mod. 1 (stock hull only)6×3 25mm
Far aura
DPS
ƒIncludes 33 continuous AA damage from dual-purpose main battery firing as AA in this range band.
33
Range5 km
Medium aura
DPS35
Range3.5 km
Total DPS in Aura
ƒFar 33 + Medium 35 = 68
68
Near aura
DPSInitial: 35 → 21
Range3.1 km
Total DPS in Aura
ƒFar 33 + Medium 35 + Near 21 = 89
89
Maneuverability
Engine moduleEngine: 52,000 hp
Engine power52,000 hp
Maximum speed36 kt
Turning circle radius730 m
Rudder shift time4.7 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 (32.4 kt of 36 kt), from our in-house acceleration model.
19.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
33.8 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·36.0·0.5144730=1.45°/s, so ratio=ωturretωhull=161.45=11.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
11.0× ok
Concealment
Detectability by sea6.7 km
Detectability by air3.35 km
Smoke firing penalty2.07 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.7 km
Detect Fire Sea8.7 km
Detect Fire Air6.35 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
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Torpedo Reload Booster2 charges · 240 s reload · 1 s active · 5 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 (3)

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

HullUpgrade
  • Hit points16,200 → 20,700
  • Rudder shift8.5 → 6.1 s
  • Close-range AA DPS35 → 56
  • Maximum AA range3.1 → 3.5 km
Fire controlUpgrade
  • Main battery range10,042 → 11046.2 m
TorpedoesTrade-off
  • Range11.01 → 8.01 km
  • Reload171 → 157 s
  • Alpha damage66,800 → 59,600
  • Display damage22,267 → 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 Disp90.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10042}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 90.3\,\text{m}$
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 Disp54.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 90.3 \cdot 0.6 = 54.2\,\text{m}$
Shell scatter height @ 10 km53.9 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 Disp28.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 90.3 \cdot 0.32\;(\sigma = 2) = 28.9\,\text{m}$
Med Vert Disp17.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 54.2 \cdot 0.319\;(\sigma = 2) = 17.3\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close205.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2154 \cdot 13^{0.69} \cdot 0.1^{-1.07} \cdot 1000^{1.38} = 205.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far31.1 mm
Same formula at the ship's max firing range (13.8 km), where the shell has slowed to 254.9 m/s: $P = 10^{-7}\cdot 2154 \cdot 13^{0.69} \cdot 0.1^{-1.07} \cdot 254.9^{1.38} = 31.1\,\text{mm}$.
HE penetration30 mm
In-game data: 30 mm = 100 mm caliber / 3.33 (non-standard HE penetration ratio).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.3 in this case. Lets HE pen ~25mm armor instead of ~16mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch6 mm
floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time11.2 s
180 degrees / 16 deg/s traverse speed = 11.2 s.
HE full-salvo alpha9,600
1,200 HE damage x 8 broadside guns = 9,600.
AP full-salvo alpha13,600
1,700 AP damage x 8 broadside guns = 13,600.
Base HE DPM205,714
9,600 HE full-salvo alpha x 60 / 2.8 s base reload = 205,714.
Base AP DPM291,429
13,600 AP full-salvo alpha x 60 / 2.8 s base reload = 291,429.
Installed HE DPM230,400
9,600 HE full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 230,400.
Installed AP DPM326,400
13,600 AP full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 326,400.
Base shells/min171.4
8 broadside guns x 60 / 2.8 s base reload = 171.4.
Installed shells/min192
8 broadside guns x 60 / 2.5 s installed Artillery reload = 192.
Base fires/min8.57
171.4 shells/min x 5% fire chance = 8.57.
Installed fires/min9.6
192 shells/min x 5% fire chance = 9.6.

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 count6
1 launchers x 6 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage119,202
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 19,867 = 119,202.
Per-side salvo damage119,202
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 19,867 = 119,202.

AA defense

Close-range AA DPS308
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×1) + (21×3.5×0.95) + (33×3.5×1) = 308. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1223
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 16,20020,700 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 129+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,900 (14% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle 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 mm15,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle 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 19–20 mm)2,100 (10% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle 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.
Superstructure13 mm1,200 (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 HP10,400 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 HP6,200 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.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Buff ×3Main Battery ×2
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • By popular request and to improve the upgrade of this ship over Akizuki, Kitakaze is getting a big buff to her main guns in both damage output and HE penetration.
  • Main battery reload time reduced from 3.3 to 2.8 s.
  • Main battery HE shell penetration increased from 20 to 30 mm.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Kitakaze 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.