Shigure
Also called: 时雨 Beta- 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
On this page
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.
Shigure Community Stats
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Shigure Community Stats
Record History
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
+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.
6.6 km surface detect, top decile of T7 DDs. Stays dark longer.
19567 damage per torpedo, top quartile of T7 DDs.
2150 damage per HE shell, top quartile of T7 DDs. Punishes superstructure and modules harder than peers.
97622 AP DPM, bottom decile of T7 DDs. Citadel windows matter more than spam.
14200 HP, bottom decile of T7 DDs. Trade hits sparingly.
How to get Shigure
Shigure is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and Store rental.
- CampaignEarned in the campaign “Cold Rain, Gray Steel” (Nov 2026) by completing all 100 milestones with the Admiralty Backing; campaign ships can later return through other limited methods.
- Store rentalRental in the Legends Store (October 2026).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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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.
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.
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.
Peers in this cohort
Compare Tier VII DestroyersShow all 41 peers
Stats & specs
Customize in the Build Tool →patched
- baseline5.2In-game data
- 2026-10-294.2MINISTRY OF BALANCE: BLACK FRIDAY REFIT Main battery reload time reduced from 5.2 to 4.2 s.
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How 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.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 12 deg/s traverse speed = 15 s.ƒ
Zero 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.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
2,150 HE damage x 4 broadside guns = 8,600.ƒ
Zero 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.ƒ
Zero 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.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (10.7 km), where the shell has slowed to 297.7 m/s: .ƒ
2,150 AP damage x 4 broadside guns = 8,600.ƒ
Zero 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.ƒ
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.ƒ
Most 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: . 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.ƒ
58,700 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.87 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One 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 %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 37 raw aura damage × 3.5 × 0.95 hit probability = 123 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.ƒ
Outer Near 123 + Inner Near 17 = 140ƒ
top speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (30.6 kt of 34.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 6.58 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.28 km.ƒ
Larger 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.ƒ
Air 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.ƒ
Sea detectability 6.58 km + 2.0 km while burning = 8.58 km.ƒ
Air detectability 3.29 km + 3.0 km while burning = 6.29 km.
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 ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
The standard destroyer dispersion curve.(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.(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.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: at 0 m, at m, and at 10650 m. Below the kink: , so .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: at 0 m, at m, and at 10650 m. Above the kink: , so .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 , 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 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 , 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.2 mounts × 2 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1600 m / (67.0 kt × 2.6855) = 8.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).11500 m / (67.0 kt × 2.6855) = 63.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 4 tubes.2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).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
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.@ 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.17 + 19 + 97 + 6 = 139 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).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.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.
Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 19 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. |
| Stern | 19 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. |
| Citadel | 20 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. |
| Superstructure | 6 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.
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.
Skins & permanent camouflages
Every custom exterior Shigure can equip.
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.
