World of Warships: Legends ship guide

Shigure

Also called: 时雨 Beta
Japan · Tier VII · Destroyer · Premium
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Work the flanks of a capture zone at 7 to 9 km, beyond her own detection range
  • Her 11.5 km torpedoes reach ships pushing a cap without her being spotted
  • Avoid: Trading gunfire with other destroyers
Key characteristics
Long, heavy torpedoes (11.5 km)Stealthy (6.6 km)Exhaust SmokeEngine BoostHeavy HE shellsFragile
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Community Data

Shigure Community Stats

Across 65 Standard battles from 8 players, Shigure averages a 71% win rate, 64,900 damage and 1.6 kills per battle, and survives 57% of them.

Community Data

Shigure Community Stats

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

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Playstyle

Overview

Shigure is a Japanese Tier VII premium destroyer built around her torpedoes. Two quadruple 610 mm launchers fire Type 90 torpedoes with about 19,567 maximum simulated damage each, reaching 11.5 km at 67 knots and reloading in 87 s. Her 6.58 km surface detectability is among the best of Tier VII destroyers, so she can usually choose when a fight starts. Sonar (3 charges, 60 s, 4.35 km) finds destroyers hiding in smoke and spots incoming torpedoes. Her four 127 mm guns are a backup weapon, not her damage source.

Positioning

Work the flanks of a capture zone at 7 to 9 km, beyond her own detection range, and launch along the lanes enemy battleships and cruisers will sail into. Her 11.5 km torpedoes reach ships pushing a cap without her being spotted, and at 1.6 km torpedo detectability a target gets about 8.9 s to react. Save Sonar for contesting a cap against another destroyer or for a smoke screen that may be hiding a target. Her Exhaust Smoke Generator lays smoke behind her as she moves instead of a standing cloud, so use it to break contact and reposition, not to hold a spot or cover teammates.

Potato Avoidance

Trading gunfire with other destroyers

Her 14,200 HP is among the lowest at Tier VII (only Kirisame and Yudachi carry less), and four guns reloading in 5.2 s lose most straight gun duels. At 34 knots she is slower than most destroyers at her tier, so once a gunboat or cruiser has her spotted she cannot simply run. Disengage early with the exhaust smoke and Engine Boost, and let the torpedoes win the trade.

Signature Traits

Engine Boost

+8% speed (about +2.7 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

Best-in-class stealth ↗

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

Heavy torpedoes ↗

19567 damage per torpedo, top quartile of T7 DDs.

Heavy HE shells ↗

2150 damage per HE shell, top quartile of T7 DDs. Punishes superstructure and modules harder than peers.

Low AP DPM ↗

97622 AP DPM, bottom decile of T7 DDs. Citadel windows matter more than spam.

Fragile HP pool ↗

14200 HP, bottom decile of T7 DDs. Trade hits sparingly.

Acquisition

How to get Shigure

Shigure is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and Store rental.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • November Update: Black Ships on Dark Seas Campaign Start: 2026-11-02 · End: 2026-12-07
    • The new campaign, running November 2 through December 7, will feature a variety of goodies, with the all-new Japanese destroyer Shigure at the top of the pile.
    • You get the new ship once you complete all 100 milestones of the campaign with Admiralty Backing active.

Builds

Invest in torpedo reload first, because the 87 s cycle is her main damage lever, then in concealment to widen the gap between her 6.58 km detectability and the enemy's spotting range. Skills that extend Sonar or shorten consumable reloads come next. Survivability skills that add HP or cut fire damage help her live through the gun fights she will sometimes be forced into. Choose inspirations for torpedo reload and concealment over main battery bonuses.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Shigure sits among Tier VII 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.

Top 10%Stealth profile6.58 km / 3.29 km (4/42 / 3/42) Top 10%Displacement1,980 t (2/42) Top 25%Smoke fire bloom2.46 km (9/42) Top 25%Main dispersion94.9 m (9/37) Top 25%AP velocity915 m/s (6/33) Top 25%HE velocity915 m/s (6/35) Top 25%Time to 90% speed15.2 s (7/42) Top 25%Torpedo range11.5 km (10/38) Top 25%Torpedo damage≈19,567 (7/38) Bottom 25%Max speed34 kt (34/42) Bottom 25%Rudder shift4.4 s (33/42) Bottom 25%Main battery range10.65 km (31/37) Bottom 25%HE DPM97,622 (29/35) Bottom 25%Engine power42,000 hp (35/42) Bottom 25%AP pen at 10 km50 mm (28/34) Bottom 25%Effective HE DPM (incl. fire)127,961 (30/35) Bottom 25%AA range3.1 km (33/42) Bottom 25%Torpedo reaction time8.9 s (32/38) Bottom 10%Hit points14,200 HP (40/42) Bottom 10%AP DPM97,622 (32/33) WorstNo secondaries (35 of 42 in cohort)
See 21 mid-pack stats

Not standouts for Shigure -- 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.

Turning circle590 m(13/42) Main battery caliber127 mm(23/37) Main battery reload5.2 s(26/37) HE fire chance9%(11/35) Fires per minute4.09(25/35) Acceleration (0-12 kt)5 s(18/42) AP arming threshold21 mm(15/33) Power / turn radius71.2 hp/m(32/42) Power-to-weight21.21 hp/t(12/42) AA DPS139(27/42) AA threat399(27/42) Torpedo speed67 kt(15/38) Torpedo reload87 s(13/38) Max armor20 mm(27/42) Citadel belt20 mm(25/42) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormAP fuse timer0.01 s(25 of 33 tied at this value) NormAP ricochet start45°(25 of 33 tied at this value) NormAP auto-bounce angle60°(25 of 33 tied at this value) NormTurn speed retained81%(40 of 42 tied at this value)
Survivability
Hit Points14,200
Displacement1,980 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
109.5 x 9.9 m
Armor range6–20 mm
Plate armor thicknesses6, 10, 13, 19, 20 mm
Armor material/layer entries22
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 14,200 HP = 1,278 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 14,200 HP = 1,420 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
4,300
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,900 = 3,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,900
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,700 = 21,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,700 = 3,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,700
Main Battery
ModuleArtillery: 127 mm 3rd Year Type
Mounts / barrels2 mounts / 4 barrels
Reload time
patched
  1. baseline5.2
    In-game data
  2. 2026-10-294.2
    MINISTRY OF BALANCE: BLACK FRIDAY REFIT Main battery reload time reduced from 5.2 to 4.2 s.
4.2 s
Firing range10.7 km
Turret traverse12 °/s
Turret armor20 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.7 km) shells land in an ellipse about 95 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1065030·8−0.51000+0.5)·30=94.9m
94.9 m at 10.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.9·0.6=56.9m
56.9 m at 10.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =94.9·0.62=28.5m
28.5 m at 10.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.9·0.62=17.1m
17.1 m at 10.7 km
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 4.286 s (4.2 s = 30 ticks) base reload = 56. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 3.857 s (3.8 s = 27 ticks) all-upgrades reload (4.2 s × 0.9 Main Battery Mod. 3 = 3.8 s) = 62.2.
Initial: 56 → 62.2
HE shells
HE alpha2,150
HE Velocity915 m/s
Fire Chance9%
HE fire DPM vs T7 BB37386
Effective HE DPM vs T7 BB157786
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,150 HE damage x 4 broadside guns = 8,600.
8,600
HE DPM
ƒZero upgrades: 8,600 HE full-salvo alpha x 60 / 4.286 s (4.2 s = 30 ticks) base reload = 120,400. All upgrades (Main Battery Mod. 3 = -10% reload): 8,600 HE full-salvo alpha x 60 / 3.857 s (3.8 s = 27 ticks) all-upgrades reload (4.2 s × 0.9 Main Battery Mod. 3 = 3.8 s) = 133,778.
Initial: 120,400 → 133,778
Fires/min
ƒZero upgrades: 56 shells/min × 0.09 (9% fire chance) = 5.04. All upgrades (Main Battery Mod. 3 = -10% reload): 62.2 shells/min × 0.09 (9% fire chance) = 5.6.
Initial: 5.04 → 5.6
AP shells
AP alpha2,150
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2266·230.69·0.127−1.07·9151.38=219mm.
219 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.7 km), where the shell has slowed to 297.7 m/s: P=10−7·2266·230.69·0.127−1.07·297.71.38=46.5mm.
46.5 mm at 10.7 km
AP full-salvo alpha
ƒ2,150 AP damage x 4 broadside guns = 8,600.
8,600
AP DPM
ƒZero upgrades: 8,600 AP full-salvo alpha x 60 / 4.286 s (4.2 s = 30 ticks) base reload = 120,400. All upgrades (Main Battery Mod. 3 = -10% reload): 8,600 AP full-salvo alpha x 60 / 3.857 s (3.8 s = 27 ticks) all-upgrades reload (4.2 s × 0.9 Main Battery Mod. 3 = 3.8 s) = 133,778.
Initial: 120,400 → 133,778
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.
13
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time105 s
Projectile speed67.0 kt
Range11.5 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=58,700·0.333=19,567. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 19,567
Maximum damage (ammunition)
ƒ58,700 warhead alpha / 3 + 1,400 blast = 20,967. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
20,967
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,400
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km67 kt×2.6855=8.9 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.9 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.87 per hit, shown as 2.87×100=287%. 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.
287%
Torpedo launcher traverse25 °/s
Launch arcscentreline 250°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming210 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
156,536
AA Defense
AA mount points23
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
3.1 km
25 mm Type96 mod. 13×3 25mm
25 mm/60 Type96 mod. 115×1 25mm
25 mm Type96 mod. 11×2 25mm
13 mm Type934×1 13mm
Outer Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 0.95 hit probability = 123 - the same in-game units as the Close-range AA DPS headline.
123
Range3.1 km
Inner Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.
17
Range1.2 km
Total DPS in Aura
ƒOuter Near 123 + Inner Near 17 = 140
140
Maneuverability
Engine power42,000 hp
Maximum speed34.0 kt
Turning circle radius590 m
Rudder shift time4.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
13.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
15.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 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.
25.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 12 − 7.5 = +4.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+4.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.58 km x 0.955 = 6.28 km. Camouflage does not change detectability by air.
6.58 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.58 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.28 km.
6.28 km
Detectability by air3.29 km
Smoke firing penalty2.46 km
Detect when firing (sea)
ƒLarger of 10.65 km range and 2.46 km smoke firing penalty = 10.65 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
10.65 km
Detect when firing (air)
ƒAir detectability 3.29 km + gun-firing bloom 2.54 km = 5.83 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
5.83 km
Detect when on fire (sea)
ƒSea detectability 6.58 km + 2.0 km while burning = 8.58 km.
8.58 km
Detect when on fire (air)
ƒAir detectability 3.29 km + 3.0 km while burning = 6.29 km.
6.29 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator2 charges · 240 s reload · 90 s emit / 10 s cloud active · 600 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar3 charges · 110 s reload · 60 s active · 4.35 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 145×301000=4.35 km
· 4.35 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 145×301000=4.35 km

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.
Shell scatter height @ 5 km25.3 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10650=5325 m, and radiusOnMax=0.6 at 10650 m. Below the kink: k=0.2+(0.5−0.2)·50005325=0.4817, so σV=σH·k=52.5·0.4817=25.3m.
Shell scatter height @ 10 km52.9 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10650=5325 m, and radiusOnMax=0.6 at 10650 m. Above the kink: k=0.5+(0.6−0.5)·10000−532510650−5325=0.5878, so σV=σH·k=90·0.5878=52.9m.
AP pen 5 km101 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2266·230.69·0.127−1.07·5221.38=101mm, where 522 m/s is the shell's speed when it arrives at 5 km (from 915 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km50 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2266·230.69·0.127−1.07·314.21.38=50mm, where 314.2 m/s is the shell's speed when it arrives at 10 km (from 915 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km7.25 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×10−5. That runs from a 915 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km7.25 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×10−5. That runs from a 915 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)2,266
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass23 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.334
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity915 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity915 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time8.9 s
1600 m / (67.0 kt × 2.6855) = 8.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed67.0 kt
Travel time to max range63.9 s
11500 m / (67.0 kt × 2.6855) = 63.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage156,536
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range122
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 13mm76 Type93 single 4x1 -> 17 DPS @ 1.2 km; 25mm Type96 3x3 -> 19 DPS @ 3.1 km; 25mm Type96 single 15x1 -> 97 DPS @ 3.1 km; 25mm Type96 double 1x2 -> 6 DPS @ 3.1 km.
AA DPS layered by range122 DPS @ 3.1 km, 139 DPS @ 1.2 km
@ 3.1 km: 19 + 97 + 6 = 122; @ 1.2 km: 17 + 19 + 97 + 6 = 139. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank139
17 + 19 + 97 + 6 = 139 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index399
17 × 1.2 + 19 × 3.1 + 97 × 3.1 + 6 × 3.1 = 399. 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

Background

Shigure, one of ten Shiratsuyu-class destroyers built for the Imperial Japanese Navy, had built up a distinguished service record by the time she was sunk by an American submarine in January 1945. During the Pacific War, she earned a reputation for being "lucky" or "unsinkable" after emerging from several battles with no damage and twice surviving as the sole ship of a Japanese force.

Armor Beta

Hull HP 14,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern19 mm

Overmatched by 137+ AP 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 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 710 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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.
Stern19 mm primary (range 6–20 mm)≈ 710 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 10–20 mm)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 mm primary (range 6–13 mm)no cap
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).

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.

Balance History

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

Nerf ×2Buff ×11Main Battery ×3Consumable ×4
2026-10-29

MINISTRY OF BALANCE: BLACK FRIDAY REFIT

  • Main battery reload time reduced from 5.2 to 4.2 s.
  • Main battery traverse speed increased from 12 to 22°/s (180° turn time reduced from 15 to ~8.2 s).
  • Torpedo reload time increased from 87 to 105 s.
  • Hit points increased from 14,200 to 15,800:
  • Engine 14,200 → 15,800.
  • Bow HP increased from 1,900 to 2,200.
  • Stern HP increased from 1,700 to 1,900.
  • Hull HP increased from 10,700 to 11,900.
  • Steering gear HP increased from 4,300 to 4,700.
  • Superstructure HP increased from 600 to 700.
  • Exhaust Smoke Generator:
  • Number of charges increased from 2 to 3.
  • Cooldown time reduced from 240 to 180 s.
  • Duration reduced from 90 to 60 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Shigure can equip.

  • Shigure 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.