World of Warships: Legends ship guide

Shinonome

Beta
Japan · Tier V · Destroyer · Premium
Torpedo destroyerFast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 8-km torpedoes for a perfect shot
Key characteristics
Torpedoes (8 km)Stealthy (6.2 km)SmokeEngine BoostFlat HE shellsSlow reload
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Community Data

Shinonome Community Stats

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Playstyle

Overview

Shinonome 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 - 8 km reach at 63 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Holding 8-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Flat HE shells · 915.0 m
  • Flat AP shells · 915.0 m
Nimble for the tonnage

23.92 hp per ton, top decile of T5 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

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.

Visible torps

1.6 km torpedo detect, worst of T5 DDs. Easy to dodge if targets are looking.

Acquisition

How to get Shinonome

Shinonome is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Super V Crate 4.166667% One of the Tier V Premium ships Event containers · Super V Crate · 1 of 24 ships
  • Chest of Rarities 0.5% Tier V or VI Premium ship Event containers · Chest of Rarities · 1 of 8 ships
  • Piñata Chest 0.05% Tier V or VI Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Treasure Hunt Event/store source Start: 2021-08-09 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • The Return of Treasure Hunt Event/store source Start: 2022-08-05 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • Treasure Hunt: Better Than Ever! Event/store source Start: 2023-07-25 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
Show direct source rows

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Cohort position

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Where Shinonome 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%Power-to-weight23.92 hp/t (3/25) 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 reload73 s (7/25) Bottom 25%Max speed35 kt (21/25) Bottom 25%Traverse-to-turn ratio3.72 × (22/25) Bottom 25%Main battery range10.33 km (21/25) Bottom 25%Fires per minute2.8 (23/25) Bottom 25%HE DPM72,000 (21/25) Bottom 25%AP DPM88,000 (21/23) WorstMain battery reload9 s (1 of 2 tied) WorstAA DPS10 (1 of 3 tied) WorstAA range1.2 km (1 of 3 tied) WorstAA threat12 (1 of 3 tied)
See 18 mid-pack stats

Not standouts for Shinonome -- 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) Rudder shift3.2 s(10/25) Main battery caliber127 mm(15/25) HE shell damage1,800(13/25) HE fire chance7%(16/25) AP shell damage2,200(15/23) Main dispersion92.4 m(16/25) 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) Torpedo range8.01 km(13/25) Torpedo damage≈13,400(14/25) Torpedo speed63 kt(12/25) 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)
Survivability
Hit Points12,900
Displacement2,090 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 15, 16 mm
Armor material/layer entries25
Fire resistance23.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 127 mm Type3
Mounts / barrels3 mounts / 6 barrels
Reload time9 s
Firing range10.3 km
Turret traverse6 °/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 =(1032630·80.51000+0.5)·30=92.4m
92.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =92.4·0.6=55.5m
55.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =92.4·0.319(σ=2)=29.5m
29.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =55.5·0.319(σ=2)=17.7m
17.7 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 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. 1
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time73 s
Projectile speed63 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=40,200·0.333=13,400.
≈ 13,400
Torpedo detectability1.6 km
Flooding chance240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming486 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 13,400 = 120,600.
120,600
AA Defense
AA mount points1
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1.2 km
13 mm Type931×2 13mm
Near aura
DPS3
Range1.2 km
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed35 kt
Turning circle radius640 m
Rudder shift time3.2 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=61.61=3.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.7× drags
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

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 Disp92.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10326}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 92.4\,\text{m}$
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 Disp55.5 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 92.4 \cdot 0.6 = 55.5\,\text{m}$
Shell scatter height @ 10 km53.4 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp29.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 92.4 \cdot 0.319\;(\sigma = 2) = 29.5\,\text{m}$
Med Vert Disp17.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 55.5 \cdot 0.319\;(\sigma = 2) = 17.7\,\text{m}$
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 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 detectability1.6 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed63 kt
Travel time to max range48.9 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 damage120,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 13,400 = 120,600.
Per-side salvo damage120,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 13,400 = 120,600.

AA defense

Close-range AA DPS10
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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 range1.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index12
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 range1.2 km
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Shinonome 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.