World of Warships: Legends ship guide

Tenryū

Also called: 天龙 Beta
All-rounder cruiserCompetent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long, fast torpedoes (7 km)Heavy HE shellsFast for the classHeavy magazine armorFragile
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Community Data

Tenryū Community Stats

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Playstyle

Overview

Tenryū is a Tier II Japanese all-rounder light cruiser with 140mm guns at 11.1 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best top speed in T2 CAs (32.5 kt) and best nimble for the tonnage in T2 CAs (10.6 HP).

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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

Open-water broadside trading

Her 140mm shells citadel cruisers on the wrong frame, and her 17,700-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

ELITE MOBILITY
  • Fast for the class · 32.5 kt
  • Nimble for the tonnage · 10.56 hp
  • Heavy powerplant · 51000.0 hp
  • Holds speed in turns · 91.1 hp
ELITE ARMOR
  • Heavy magazine · 15.0 mm
  • Thick citadel floor · 15.0 mm
Fragile HP pool

17700.0 HP, bottom decile of T2 CAs. Trade hits sparingly.

Thin deck

6.0 mm armor deck, bottom quartile of T2 CAs. Plunging fire and HE eat through.

Acquisition

How to get Tenryū

Tenryū is available in the Early Japanese Cruisers branch of the Japan Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Tenryū sits in the Early Japanese Cruisers 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 Tenryū sits among Tier II CAs (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.

BestMax speed32.5 kt (1/25) BestPower-to-weight10.56 hp/t (1/25) Top 10%Rudder shift4 s (2/25) Top 10%Engine power51,000 hp (3/25) Top 10%Turn-speed retention91.1 hp/m (3/25) Top 10%Displacement4,828 t (3/25) Top 25%Stealth profile8.54 km / 5.12 km (4/25 / 4/25) Top 25%Main battery reload6 s (5/25) Top 25%HE shell damage2,400 (4/24) Top 25%HE fire chance10% (6/24) Top 25%Acceleration23.6 s (5/25) Top 25%AP arming threshold23 mm (5/24) Bottom 25%Main battery caliber140 mm (20/25) Bottom 25%Max armor63 mm (22/25) WorstHit points17,700 HP (25/25) WorstNo secondaries (10 of 25 in cohort) WorstDeck armor6 mm (1 of 3 tied)
See 23 mid-pack stats

Not standouts for Tenryū -- 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.

Traverse-to-turn ratio4.97 ×(13/25) Main battery range11.14 km(15/25) Sigma2(11/25) Fires per minute4(10/24) HE DPM96,000(9/24) AP shell damage2,700(13/24) AP DPM108,000(17/24) Main dispersion102.9 m(10/25) AP velocity850 m/s(11/24) HE velocity850 m/s(11/24) AA DPS15(12/25) AA range3 km(9/25) AA threat24(11/16) Torpedo range6.99 km(3/6) Torpedo reload58 s(5/6) Citadel belt63 mm(19/25) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormTorpedo damage≈8,267(4 of 6 tied at this value) NormTorpedo speed57 kt(4 of 6 tied at this value) NormBow armor6 mm(23 of 25 tied at this value) NormStern armor6 mm(22 of 25 tied at this value)
Survivability
Hit PointsInitial: 15,100 → 17,700
Displacement4,828 t
Armor range6–63 mm
Plate armor thicknesses6, 7, 10, 15, 19, 25, 38, 51, 63 mm
Armor material/layer entries29
Fire resistanceInitial: 0% → 3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 140 mm/50 Type3
Mounts / barrels4 mounts / 4 barrels
Reload time6 s
Firing range (base)10.1 km
Firing range (top fire control)11.1 km
Turret traverse8.5 °/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 =(1013130·81.11000+1.1)·30=102.9m
102.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =102.9·0.6=61.7m
61.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =102.9·0.32(σ=2)=32.9m
32.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =61.7·0.319(σ=2)=19.7m
19.7 m
Turret turn time
ƒ180 degrees / 8.5 deg/s traverse speed = 21.2 s.
21.2 s
Base shells/min
ƒ4 broadside guns x 60 / 6 s base reload = 40.
40
HE shells
HE Damage2,400
HE Velocity850 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,400 HE damage x 4 broadside guns = 9,600.
9,600
Base HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 6 s base reload = 96,000.
96,000
Base fires/min
ƒ40 shells/min x 10% fire chance = 4.
4
AP shells
AP Damage2,700
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1794·380.69·0.141.07·8501.38=199.6mm. Matches the in-game spec card.
199.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 283.3 m/s: P=107·1794·380.69·0.141.07·283.31.38=43.8mm.
43.8 mm
AP full-salvo alpha
ƒ2,700 AP damage x 4 broadside guns = 10,800.
10,800
Base AP DPM
ƒ10,800 AP full-salvo alpha x 60 / 6 s base reload = 108,000.
108,000
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.
8
Torpedoes
ModuleTorpedoes: Type44 mod. 2
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time58 s
Projectile speed57 kt
Range6.99 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=24,800·0.333=8,267.
≈ 8,267
Torpedo detectability1.2 km
Flooding chance145%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming176 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 8,267 = 24,801.
24,801
AA Defense
AA mount points3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.9) + (4×3.5×0.85) = 15. 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.
15
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm 3rd Year Type1×1 76mm
13 mm Type93 (upgraded hull only)2×1 13mm
6.5 mm 3rd Year Type (stock hull only)2×1 7mm
Far aura
DPS1
Range3 km
Near aura
DPS4
Range1.2 km
Total DPS in Aura
ƒFar 1 + Near 4 = 5
5
Maneuverability
Engine moduleEngine: 51,000 hp
Engine power51,000 hp
Maximum speed32.5 kt
Turning circle radius560 m
Rudder shift time4 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
23.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
37.8 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·32.5·0.5144560=1.71°/s, so ratio=ωturretωhull=8.51.71=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× drags
Concealment
Detectability by sea8.54 km
Detectability by air5.12 km
Smoke firing penalty3.48 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
8.54 km
Detect Fire Sea10.54 km
Detect Fire Air8.12 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (2)

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

HullUpgrade
  • Hit points15,100 → 17,700
  • Rudder shift6.8 → 5.2 s
  • Close-range AA DPS3 → 5
Fire controlUpgrade
  • Main battery range10,131 → 11144.1 m

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 Disp102.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10131}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 102.9\,\text{m}$
Shell scatter width @ 10 km102 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 Disp61.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 102.9 \cdot 0.6 = 61.7\,\text{m}$
Shell scatter height @ 10 km60.9 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 Disp32.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 102.9 \cdot 0.32\;(\sigma = 2) = 32.9\,\text{m}$
Med Vert Disp19.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 61.7 \cdot 0.319\;(\sigma = 2) = 19.7\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close199.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1794 \cdot 38^{0.69} \cdot 0.14^{-1.07} \cdot 850^{1.38} = 199.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far43.8 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 283.3 m/s: $P = 10^{-7}\cdot 1794 \cdot 38^{0.69} \cdot 0.14^{-1.07} \cdot 283.3^{1.38} = 43.8\,\text{mm}$.
HE penetration23 mm
23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time21.2 s
180 degrees / 8.5 deg/s traverse speed = 21.2 s.
HE full-salvo alpha9,600
2,400 HE damage x 4 broadside guns = 9,600.
AP full-salvo alpha10,800
2,700 AP damage x 4 broadside guns = 10,800.
Base HE DPM96,000
9,600 HE full-salvo alpha x 60 / 6 s base reload = 96,000.
Base AP DPM108,000
10,800 AP full-salvo alpha x 60 / 6 s base reload = 108,000.
Base shells/min40
4 broadside guns x 60 / 6 s base reload = 40.
Base fires/min4
40 shells/min x 10% fire chance = 4.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range47.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage49,602
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 8,267 = 49,602.
Per-side salvo damage24,801
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 8,267 = 24,801.

AA defense

Close-range AA DPS15
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.9) + (4×3.5×0.85) = 15. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index24
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

Armor Beta

Hull HP 15,10017,700 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 & stern6 mm

Overmatched by 106+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel63 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–25 mm)2,800 (16% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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)15 mm13,300 (75% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–15 mm)1,700 (10% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel63 mm primary (range 6–63 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 mm primary (range 6–51 mm)800 (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 HP8,900 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 (76 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 HP5,300 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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Tenryū default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision