World of Warships: Legends ship guide

Tsurugi

Beta
Japan · Tier VII · Battleship · Premium
Fast battleshipMobility rotates flanks battleship-fast and picks fights with the first salvo.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to…
  • Avoid: Using the 35-kn speed to push rather than to rotate
Key characteristics
Long, heavy torpedoes (12 km)457 mm overmatchHeavy AP pen2 sigma accuracyHeavy HE shellsStiff AP fuse
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Playstyle

Overview

Tsurugi is a Tier VII Japanese fast battleship at 35 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best AP overmatch threshold in T7 BBs (31.9 mm) and best close-range AP pen in T7 BBs (926.7 mm).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 35-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, unique in T7 BBs.

ELITE MAIN BATTERY
  • Big-caliber overmatch · 31.9 mm
  • Close-range AP brick · 926.7 mm
  • Long-range AP brick · 546.1 mm
  • Heavy HE shells · 7300.0 damage
Long-range torps

12.0 km torpedo range, best of T7 BBs.

Stiff AP fuse

76.0 mm AP arming threshold, worst of T7 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Slow torp reload

150.0 s torpedo reload, worst of T7 BBs. Long wait between drops.

Acquisition

How to get Tsurugi

Tsurugi is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Silver Tsurugi Campaign Breakdown Campaign Start: 2023-04-10 · End: 2023-05-14 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Through the Spy Glass: Iwami Ship feature / release Start: 2023-04-12 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

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 Tsurugi sits among Tier VII BBs (48 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 speed35 kt (1/48) BestMain battery caliber457 mm (1 of 3 tied) BestHE shell damage7,300 (1/47) BestEngine power241,940 hp (1/48) BestTurn-speed retention271.8 hp/m (1/48) BestTorpedo range12 km (1/16) Top 10%Main dispersion177.3 m (3/48) Top 10%HE alpha2,400 (5/45) Top 10%Power-to-weight4.86 hp/t (2/48) Top 25%Hit points69,700 HP (10/48) Top 25%Stealth profile15.18 km / 12.14 km (13/48 / 11/48) Top 25%Sigma2 (7/48) Top 25%AP velocity860 m/s (6/48) Top 25%HE velocity860 m/s (11/47) Top 25%Torpedo damage≈19,567 (3/16) Top 25%Torpedo speed67 kt (3/16) Bottom 25%Rudder shift16.1 s (39/48) Bottom 25%Fires per minute4.83 (41/47) Bottom 25%AP DPM193,103 (43/48) Bottom 25%Max armor314 mm (44/48) WorstAP arming threshold76 mm (1 of 3 tied) WorstTorpedo reload150 s (16/16) WorstEnd plates25 mm (1 of 5 tied / 1 of 6 tied)
See 22 mid-pack stats

Not standouts for Tsurugi -- 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 ratio4.31 ×(31/48) Main battery range17.08 km(25/48) Main battery reload26.1 s(26/48) HE fire chance35%(29/47) HE DPM100,690(35/47) Secondary DPM (per side)214,800(25/48) Secondary fire chance10%(15/45) Secondary HE pen23 mm(30/45) Acceleration35.5 s(19/48) Displacement49,764 t(35/48) Secondary range5 km(34/48) AA DPS385(30/48) AA range5 km(18/48) AA threat1,380(30/48) Repair charges3(23/48) Citadel belt305 mm(26/47) Deck armor76 mm(13/45) NormSecondary dispersion bracket57(36 of 48 tied at this value) NormAP fuse timer0.03 s(39 of 48 tied at this value) NormAP ricochet start45°(46 of 48 tied at this value) NormAP auto-bounce angle60°(45 of 48 tied at this value) NormRepair heal rate0.5 %/s(34 of 48 tied at this value)
Survivability
Hit Points69,700
Displacement49,764 t
Armor range19–314 mm
Plate armor thicknesses19, 25, 32, 50, 76, 102, 127, 254, 305, 314 mm
Armor material/layer entries47
Fire resistance36.6%
Fire duration60 s
Torp Reduction41%
Main Battery
ModuleArtillery: 457 mm/50 5th Year Type
Mounts / barrels3 mounts / 6 barrels
Reload time29 s
Firing range17.1 km
Turret traverse5 °/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 =(1708030·100.51000+0.5)·30=177.3m
177.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =177.3·0.6=106.4m
106.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =177.3·0.319(σ=2)=56.6m
56.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =106.4·0.32(σ=2)=34m
34 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ6 broadside guns x 60 / 29 s base reload = 12.4.
12.4
HE shells
HE Damage7,300
HE Velocity860 m/s
Fire Chance35%
HE penetration
ƒ77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
77 mm
HE full-salvo alpha
ƒ7,300 HE damage x 6 broadside guns = 43,800.
43,800
Base HE DPM
ƒ43,800 HE full-salvo alpha x 60 / 29 s base reload = 90,621.
90,621
Installed HE DPM
ƒ43,800 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 100,690.
100,690
Base fires/min
ƒ12.4 shells/min x 35% fire chance = 4.34.
4.34
AP shells
AP Damage14,000
AP Velocity860 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2574·13600.69·0.4571.07·8601.38=968.8mm. Matches the in-game spec card.
968.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.4 km), where the shell has slowed to 567.6 m/s: P=107·2574·13600.69·0.4571.07·567.61.38=546mm.
546 mm
AP full-salvo alpha
ƒ14,000 AP damage x 6 broadside guns = 84,000.
84,000
Base AP DPM
ƒ84,000 AP full-salvo alpha x 60 / 29 s base reload = 173,793.
173,793
Installed AP DPM
ƒ84,000 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 193,103.
193,103
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.
400
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time150 s
Projectile speed67 kt
Range12 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=58,700·0.333=19,567.
≈ 19,567
Torpedo detectability0.9 km
Flooding chance436%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming207 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 19,567 = 78,268.
78,268
AA Defense
AA mount points40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (44×3.5×0.75) + (66×3.5×0.85) + (28×3.5×0.75) = 385. 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.
385
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 58×2 40mm
25 mm/60 Type96 mod. 120×1 25mm
25 mm Type96 mod. 26×3 25mm
25 mm Type96 mod. 16×3 25mm
127 mm Type89 A1 mod. 2 (DP)6×2 127mm
127 mm Type89 mod. 3 (DP)2×2 127mm
Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
28
Range5 km
Medium aura
DPS44
Range3.5 km
Total DPS in Aura
ƒFar 28 + Medium 44 = 72
72
Near aura
DPS66
Range3.1 km
Total DPS in Aura
ƒFar 28 + Medium 44 + Near 66 = 138
138
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
127 mm Type89 A1 mod. 2 (×6)
Caliber127 mm
Reload time7.5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
127 mm Type89 mod. 3 (×2)
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
140 mm/50 3rd Year Type (×4)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 241,940 hp
Engine power241,940 hp
Maximum speed35 kt
Turning circle radius890 m
Rudder shift time16.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
35.5 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.
56.7 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·35.0·0.5144890=1.16°/s, so ratio=ωturretωhull=51.16=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea15.18 km
Detectability by air12.14 km
Smoke firing penalty15.08 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.18 km
Detect Fire Sea17.18 km
Detect Fire Air15.14 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,758 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 29,274 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 348 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (69,700 HP) per second = 348 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
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.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 Disp177.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17080}{30}\cdot\dfrac{10-0.5}{1000} + 0.5\right)\cdot 30 = 177.3\,\text{m}$
Shell scatter width @ 10 km110 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 Disp106.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 177.3 \cdot 0.6 = 106.4\,\text{m}$
Shell scatter height @ 10 km56.9 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 Disp56.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 177.3 \cdot 0.319\;(\sigma = 2) = 56.6\,\text{m}$
Med Vert Disp34 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 106.4 \cdot 0.32\;(\sigma = 2) = 34\,\text{m}$
AP Pen Close968.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2574 \cdot 1360^{0.69} \cdot 0.457^{-1.07} \cdot 860^{1.38} = 968.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far546 mm
Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 567.6 m/s: $P = 10^{-7}\cdot 2574 \cdot 1360^{0.69} \cdot 0.457^{-1.07} \cdot 567.6^{1.38} = 546\,\text{mm}$.
HE penetration77 mm
77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
AP overmatch31 mm
floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha43,800
7,300 HE damage x 6 broadside guns = 43,800.
AP full-salvo alpha84,000
14,000 AP damage x 6 broadside guns = 84,000.
Base HE DPM90,621
43,800 HE full-salvo alpha x 60 / 29 s base reload = 90,621.
Base AP DPM173,793
84,000 AP full-salvo alpha x 60 / 29 s base reload = 173,793.
Installed HE DPM100,690
43,800 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 100,690.
Installed AP DPM193,103
84,000 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 193,103.
Base shells/min12.4
6 broadside guns x 60 / 29 s base reload = 12.4.
Installed shells/min13.8
6 broadside guns x 60 / 26.1 s installed Artillery reload = 13.8.
Base fires/min4.34
12.4 shells/min x 35% fire chance = 4.34.
Installed fires/min4.83
13.8 shells/min x 35% fire chance = 4.83.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time5.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range68.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage156,536
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.
Per-side salvo damage78,268
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 19,567 = 78,268.

AA defense

Close-range AA DPS385
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (44×3.5×0.75) + (66×3.5×0.85) + (28×3.5×0.75) = 385. 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 index1380
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)214,800
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 127 mm (6/side) × 60/7.5 × 2100 = 100,800 + 2×2 127 mm (2/side) × 60/6 × 2100 = 42,000 + 4×2 140 mm (4/side) × 60/8 × 2400 = 72,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 23 mm from the 140 mm family.

Armor Beta

Hull HP 69,700, 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 & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–50 mm)4,600 (7% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)32 mm primary (range 32–314 mm)52,300 (75% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–254 mm)4,200 (6% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 19–305 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.
Superstructure19 mm primary (range 19–305 mm)6,700 (10% 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 HP34,900 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.
Secondary mount (140 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 HP20,900 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

Exteriors

Skins & permanent camouflages

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

  • Tsurugi 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.