World of Warships: Legends ship guide

Tachibana

Also called: Beta
Japan · Tier II · Destroyer · Premium
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
High HE / fire outputWide always-pen zoneStealthy (5.2 km)Lobs over islandsSlowFragile
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Community Data

Tachibana Community Stats

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Playstyle

Overview

Tachibana is a Tier II Japanese gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. She also reaches the trade unspotted, 2 of 23 in the cohort for detection, which decides who shoots first. Standout traits: best AP always-pen window in T2 DDs (91°) and top-decile torpedo detection in T2 DDs (0.7 km).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 8.4 km of reach against 5.2 km of detection leaves about 3.2 km in which you can shoot before the answer arrives. 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. Shooting from the cloud gives you away at 1.9 km, and a destroyer here is spotted at about 5.6 km, so you see it coming with roughly 3.7 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. She is genuinely evasive in both phases of a turn, answering the helm in 1.9 s and carving a 450 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 5.2 km with 7,000 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +2.4 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.

LOBBING BATTERY
  • Wide always-pen zone · 91°
  • High-arc HE shells · 34.14°
  • High-arc AP shells · 28.93°
Stealthy torps

0.7 km torpedo detect, top decile of T2 DDs. Spotted late, so targets get less warning and a shorter window to turn.

Sharp rudder

1.9 s rudder shift, top decile of T2 DDs. Snappy weave.

MIXED MOBILITY
  • Slow for the class · 30 kt
  • Underpowered engine · 9500 hp
Acquisition

How to get Tachibana

Tachibana is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds

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 Tachibana sits among Tier II DDs (22 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.

BestRudder shift1.9 s (1/23) BestAP arming threshold13 mm (1 of 2 tied) BestAP ricochet start91° (1/21) BestDisplacement830 t (1/23) Top 10%Stealth profile5.25 km / 2.63 km (2/23 / 3/23) Top 10%Fires per minute2.88 (3/23) Top 10%Main dispersion78.3 m (2/23) Top 10%Torpedo reaction time5.9 s (3/23) Top 10%Torpedo reload22 s (3/23) Top 25%Smoke fire bloom1.94 km (4/23) Top 25%Turning circle450 m (5/23) Top 25%HE DPM62,400 (6/23) Bottom 25%AP velocity690 m/s (19/21) Bottom 25%HE velocity680 m/s (21/23) Bottom 25%Acceleration17.5 s (21/23) Bottom 25%Torpedo range5.01 km (20/23) Bottom 25%Torpedo damage≈5,533 (19/23) Bottom 10%Hit points7,000 HP (22/23) Bottom 10%Main battery range8.44 km (22/23) Bottom 10%Turn-speed retention21.1 hp/m (22/23) Bottom 10%Power-to-weight11.45 hp/t (22/23) WorstMax speed30 kt (23/23) WorstMain battery caliber76 mm (1 of 2 tied) WorstAP shell damage1,000 (21/21) WorstEngine power9,500 hp (23/23) WorstNo AA (6 of 23 in cohort) WorstTorpedo speed44 kt (23/23) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 8 tied) WorstDeck armor6 mm (1 of 9 tied)
See 7 mid-pack stats

Not standouts for Tachibana -- 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 ratio5.6 ×(9/23) Main battery reload5 s(11/23) HE fire chance6%(11/23) AP DPM48,000(15/21) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit Points7,000
Displacement830 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
83.3 x 7.3 m, draft 2.3 m
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries21
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
3.3%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (630 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (700 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
3,500
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.
2,100
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 76 mm Type41
Mounts / barrels5 mounts / 5 barrels
Reload time5 s
Firing range8.4 km
Turret traverse11 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. 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.
170° port-only, 170° starboard-only
Guns to bear
ƒHow 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
20° off bow / 30° off stern
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 =(844330·80.51000+0.5)·30=78.3m
78.3 m at 8.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =78.3·0.6=47m
47 m at 8.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =78.3·0.62=23.5m
23.5 m at 8.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =47·0.62=14.1m
14.1 m at 8.4 km
Turret turn time
ƒ180 degrees / 11 deg/s traverse speed = 16.4 s.
16.4 s
Shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,300
HE Velocity680 m/s
Fire Chance6%
HE penetration
ƒ13 mm ≈ 76 mm caliber / 6 (standard HE penetration ratio).
13 mm
HE full-salvo alpha
ƒ1,300 HE damage x 4 broadside guns = 5,200.
5,200
HE DPM
ƒ5,200 HE full-salvo alpha x 60 / 5 s base reload = 62,400.
62,400
Fires/min
ƒ48 shells/min x 6% fire chance = 2.88.
2.88
AP shells
AP Damage1,000
AP Velocity690 m/s
Min Ricochet91 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold13 mm
AP overmatch
ƒfloor(76 mm caliber / 14.3) = 5 mm (AP auto-penetrates plating this thick or less).
5 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2150·6.50.69·0.07621.07·6901.38=101.7mm. Matches the in-game spec card.
101.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.4 km), where the shell has slowed to 221.4 m/s: P=107·2150·6.50.69·0.07621.07·221.41.38=21.2mm.
21.2 mm at 8.4 km
AP full-salvo alpha
ƒ1,000 AP damage x 4 broadside guns = 4,000.
4,000
AP DPM
ƒ4,000 AP full-salvo alpha x 60 / 5 s base reload = 48,000.
48,000
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.
5
Torpedoes
ModuleTorpedoes: Ho Type42
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time22 s
Projectile speed44 kt
Range5.01 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=16,600·0.333=5,533.
≈ 5,533
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
6,133
Torpedo detectability0.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.7 km44 kt×2.6855=5.9 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
5.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 0.96 per hit, shown as 0.96×100=96%. Torpedo flood 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. Not shown on the in-game port screen.
96%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming148 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 5,533 = 22,132.
22,132
AA Defense
AA mount points0
Maximum AA range
ƒIn-game AA card max range: None km. Only the longest-reach family contributes at this distance.
None km
Maneuverability
Engine power9,500 hp
Maximum speed30 kt
Turning circle radius450 m
Rudder shift time1.9 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.4 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
15.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
17.53 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
30.1 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·30.0·0.5144450=1.96°/s, so ratio=ωturretωhull=111.96=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea5.25 km
Detectability by air2.63 km
Smoke firing penalty1.94 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
8.44 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (1.52 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
4.15 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
7.25 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
5.63 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 65 s cloud active · 450 m radius
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 Disp78.3 m at 8.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(844330·80.51000+0.5)·30=78.3m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp47 m at 8.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =78.3·0.6=47m
Med Horiz Disp23.5 m at 8.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =78.3·0.62=23.5m
Med Vert Disp14.1 m at 8.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =47·0.62=14.1m
AP Pen Close101.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2150·6.50.69·0.07621.07·6901.38=101.7mm. Matches the in-game spec card.
AP Pen Far21.2 mm at 8.4 km
Same formula at the ship's max firing range (8.4 km), where the shell has slowed to 221.4 m/s: P=107·2150·6.50.69·0.07621.07·221.41.38=21.2mm.
AP pen 5 km37 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration13 mm
13 mm ≈ 76 mm caliber / 6 (standard HE penetration ratio).
AP overmatch5 mm
floor(76 mm caliber / 14.3) = 5 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius5
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
Barrels that can bear on one beam (4 of 5); casemate/wing mounts only fire one side.
Turret turn time16.4 s
180 degrees / 11 deg/s traverse speed = 16.4 s.
HE full-salvo alpha5,200
1,300 HE damage x 4 broadside guns = 5,200.
AP full-salvo alpha4,000
1,000 AP damage x 4 broadside guns = 4,000.
HE DPM62,400
5,200 HE full-salvo alpha x 60 / 5 s base reload = 62,400.
AP DPM48,000
4,000 AP full-salvo alpha x 60 / 5 s base reload = 48,000.
Shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Fires/min2.88
48 shells/min x 6% fire chance = 2.88.

Torpedoes

Torpedo detectability0.7 km
Estimated torpedo reaction time5.9 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed44 kt
Travel time to max range42.4 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage600
Per-torpedo module/blast damage parameter from in-game data. 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; the exact module-HP conversion is not published.
Tube count4
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage22,132
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 5,533 = 22,132.
Per-side salvo damage22,132
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 5,533 = 22,132.

AA defense

AA DPS at point-blankNone
In-game AA card sum: None DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at None km is unknown.
Maximum AA rangeNone km
In-game AA card max range: None km. Only the longest-reach family contributes at this distance.

Armor Beta

Hull HP 7,000, 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 105+ 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 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,200 (17% of HP)
Overmatched by 127mm+ AP (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.
Stern6 mm600 (9% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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 mm300 (4% 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 HP3,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Rudder (module)separate HP pool, does not drain ship HP2,100 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Tachibana default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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