World of Warships: Legends ship guide

Tokachi

Also called: 十胜 Beta
Japan · Tier VI · CL Cruiser · Premium
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Sitting on Torpedo Reload Booster waiting for a perfect target
Key characteristics
Long, fast torpedoes (12 km)High HE DPMLobs over islandsSonarTorp Reload BoosterWeak AA
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Community Data

Tokachi Community Stats

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Playstyle

Overview

Tokachi is a Tier VI Japanese light cruiser whose 127mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Her sonar reaches 4 km, which is the range at which she can commit to a contest without guessing. Standout traits: best stern plate in T6 CAs (30 mm) and best thick citadel floor in T6 CAs (35 mm).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. 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

Sitting on Torpedo Reload Booster waiting for a perfect target

With 3 charges it is a cycle, not a finisher: every minute it spends full is a torpedo salvo you never fired. It comes back every 180 s, so press it early, press it often, and treat a charge bar that is never empty as damage you have not collected.

Signature Traits

ELITE ARMOR
  • Thick stern plate · 30 mm
  • Thick citadel floor · 35 mm
  • Strong torpedo belt · 19%
Fast turret traverse

25°/s turret traverse, top decile of T6 CAs. Tracks fast-rotating targets peers can't keep up with.

ELITE TORPEDOES
  • Long-range torps · 12 km
  • Fast torpedoes · 70 kt
Light secondaries

40000 secondary DPM (theoretical), bottom decile of T6 CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Weak AA

145 AA DPS, bottom decile of T6 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Tokachi

Tokachi 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

Show all 5 containers (2 more)
  • Piñata Chest 0.05% Tier V or VI Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL AtagoAL AzumaArpeggio Haguro

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Tokachi sits among Tier VI CAs (42 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.

BestStern armor30 mm (1 of 3 tied) Top 10%Smoke fire bloom4.91 km (3/43) Top 10%Traverse-to-turn ratio18.44 × (2/43) Top 10%HE DPM221,143 (4/36) Top 10%AP arming threshold21 mm (5/42) Top 10%Torpedo range12 km (3/33) Top 10%Torpedo speed70 kt (3/33) Top 25%Stealth profile11.45 km / 6.87 km (10/43 / 8/43) Top 25%Main battery reload7 s (8/43) Top 25%Fires per minute9.26 (6/36) Top 25%Secondary HE alpha2,000 (8/38) Top 25%Secondary fire chance8% (9/38) Top 25%AP velocity915 m/s (8/42) Top 25%HE velocity915 m/s (9/36) Top 25%Power-to-weight8.91 hp/t (10/43) Top 25%Effective HE DPM (incl. fire)290,390 (5/36) Top 25%Torpedo damage≈15,933 (9/33) Top 25%Torpedo reload70 s (5/33) Bottom 25%Hit points32,000 HP (34/43) Bottom 25%Main battery range14.57 km (34/43) Bottom 25%AP fuse timer0.01 s (36/42) Bottom 25%Torpedo reaction time8.5 s (26/33) Bottom 10%AP shell damage2,200 (39/42) Bottom 10%AA DPS145 (42/43) Bottom 10%AA threat575 (40/43) WorstMain battery caliber127 mm (1 of 4 tied) WorstSecondary DPM (per side)40,000 (38/38) WorstAP pen at 10 km50 mm (42/42) WorstBow armor13 mm (1 of 5 tied)
See 21 mid-pack stats

Not standouts for Tokachi -- 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.

Max speed34.5 kt(12/43) Rudder shift8.8 s(21/43) Turning circle750 m(32/43) Sigma2(23/43) AP DPM226,286(18/42) Main dispersion133.5 m(13/43) Secondary HE pen20 mm(16/38) Acceleration25.8 s(23/43) Engine power102,000 hp(21/43) Turn-speed retention136 hp/m(28/43) Displacement11,454 t(12/43) AA range5 km(15/43) Flak per wave (expected)855(21/42) Max armor105 mm(27/43) Citadel belt105 mm(23/43) Deck armor57 mm(20/42) NormSecondary dispersion bracket57(37 of 38 tied at this value) NormAP ricochet start45°(32 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value) NormTurn speed retained81%(39 of 43 tied at this value) NormSecondary range4.5 km(26 of 38 tied at this value)
Survivability
Hit Points32,000
Displacement11,454 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.
185.2 x 16.5 m
Armor range5–105 mm
Plate armor thicknesses5, 6, 10, 13, 25, 30, 35, 48, 51, 57, 76, 105 mm
Armor material/layer entries62
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.
30%
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 (2,880 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 (3,200 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.
19%
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.
16,000
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.
9,600
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm/50 3rd Year Type
Mounts / barrels6 mounts / 12 barrels
Reload time7 s
Firing range14.6 km
Turret traverse25 °/s
Turret armor16 mm
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.
31° off bow / 37° off stern
HE fire DPM vs T6 BB69226
Effective HE DPM vs T6 BB290369
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 =(1457030·81.11000+1.1)·30=133.5m
133.5 m at 14.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.5·0.6=80.1m
80.1 m at 14.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =133.5·0.62=40.1m
40.1 m at 14.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =80.1·0.62=24m
24 m at 14.6 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒ12 broadside guns x 60 / 7 s base reload = 102.9.
102.9
HE shells
HE Damage2,150
HE Velocity915 m/s
Fire Chance9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,150 HE damage x 12 broadside guns = 25,800.
25,800
HE DPM
ƒ25,800 HE full-salvo alpha x 60 / 7 s base reload = 221,143.
221,143
Fires/min
ƒ102.9 shells/min x 9% fire chance = 9.26.
9.26
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 point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.6 km), where the shell has slowed to 248.8 m/s: P=107·2266·230.69·0.1271.07·248.81.38=36.3mm.
36.3 mm at 14.6 km
AP full-salvo alpha
ƒ2,200 AP damage x 12 broadside guns = 26,400.
26,400
AP DPM
ƒ26,400 AP full-salvo alpha x 60 / 7 s base reload = 226,286.
226,286
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.
12
Torpedoes
ModuleTorpedoes: 610 mm triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed70 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=47,800·0.333=15,933.
≈ 15,933
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.
17,233
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km70 kt×2.6855=8.5 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.
8.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.87 per hit, shown as 2.87×100=287%. 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.
287%
Torpedo launcher traverse25 °/s
Launch arcs142° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming218 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,933 = 47,799.
47,799
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
5 km
40 mm Type912×2 40mm
13 mm Type932×1 13mm
120 mm/40 10th Year Type Model C (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 120mm
Outer Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 85 from dual-purpose main battery firing as AA in this range band.
85
Range5 km
Inner Far aura
Guns120 mm/40 10th Year Type Model C (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 16 from dual-purpose secondaries firing as AA in this range band.
16
Range4.5 km
Total DPS in Aura
ƒOuter Far 85 + Inner Far 16 = 101
101
Medium aura
Guns40 mm Type91
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.9 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range2 km
Total DPS in Aura
ƒOuter Far 85 + Inner Far 16 + Medium 32 = 133
133
Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.85 hit probability = 12 - the same in-game units as the Close-range AA DPS headline.
12
Range1.2 km
Total DPS in Aura
ƒOuter Far 85 + Inner Far 16 + Medium 32 + Near 12 = 145
145
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.5 km
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
120 mm/40 10th Year Type Model C (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×1 120mm
Caliber120 mm
Reload time6 s
HE Damage2,000
Muzzle Velocity825 m/s
Fire Chance8%
Armor Pen20 mm
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power102,000 hp
Maximum speed34.5 kt
Turning circle radius750 m
Rudder shift time8.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34.5 / 4 + 4.9 = 13.5 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.
13.5 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.
26.2 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).
11.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
25.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
42 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·34.5·0.5144750=1.36°/s, so ratio=ωturretωhull=251.36=18.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
18.4× snappy
Concealment
Detectability by sea11.45 km
Detectability by air6.87 km
Smoke firing penalty4.91 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.
14.57 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.46 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9.33 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.
13.45 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.
9.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Torpedo Reload Booster3 charges · 180 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.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.

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 Disp133.5 m at 14.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1457030·81.11000+1.1)·30=133.5m
Shell scatter width @ 5 km67.5 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.
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 Disp80.1 m at 14.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.5·0.6=80.1m
Shell scatter height @ 10 km54.8 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14570=7285 m, and radiusOnMax=0.6 at 14570 m. Above the kink: k=0.5+(0.60.5)·100007285145707285=0.5373, so σV=σH·k=102·0.5373=54.8m.
Med Horiz Disp40.1 m at 14.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =133.5·0.62=40.1m
Med Vert Disp24 m at 14.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =80.1·0.62=24m
AP Pen Close219 mm point-blank
Canonical 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.
AP Pen Far36.3 mm at 14.6 km
Same formula at the ship's max firing range (14.6 km), where the shell has slowed to 248.8 m/s: P=107·2266·230.69·0.1271.07·248.81.38=36.3mm.
AP pen 5 km101 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.
AP pen 10 km50 mm
AP penetration at a fixed 10 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 flight time @ 10 km7.25 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×105. 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: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km7.25 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×105. 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: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
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 Radius12
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha25,800
2,150 HE damage x 12 broadside guns = 25,800.
AP full-salvo alpha26,400
2,200 AP damage x 12 broadside guns = 26,400.
HE DPM221,143
25,800 HE full-salvo alpha x 60 / 7 s base reload = 221,143.
AP DPM226,286
26,400 AP full-salvo alpha x 60 / 7 s base reload = 226,286.
Shells/min102.9
12 broadside guns x 60 / 7 s base reload = 102.9.
Fires/min9.26
102.9 shells/min x 9% fire chance = 9.26.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time8.5 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 speed70 kt
Travel time to max range63.8 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,300
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 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 damage95,598
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 15,933 = 95,598.
Per-side salvo damage47,799
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,933 = 47,799.

AA defense

AA DPS at max range85
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers double 2x2 -> 32 DPS @ 2 km; 13mm76 Type93 single 2x1 -> 12 DPS @ 1.2 km; 120mm45 Type HaGun 4x1 -> 16 DPS @ 4.5 km; Far AA (?) -> 85 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range85 DPS @ 5 km, 101 DPS @ 4.5 km, 133 DPS @ 2 km, 145 DPS @ 1.2 km
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.
AA DPS at point-blank145
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index575
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

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)40,000
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: 4×1 120 mm (2/side) × 60/6 × 2000 = 40,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 120 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 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: 20 mm from the 120 mm family.

Armor Beta

Hull HP 32,000, 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 & stern13 mm

Overmatched by 179+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel105 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 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–57 mm)1,600 (5% of HP)
Overmatched by 203mm+ AP (Aoba, Baleares)Angle bounces 152mm13 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)13 mm primary (range 6–105 mm)24,000 (75% of HP)
Overmatched by 203mm+ AP (Aoba, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 5–57 mm)1,600 (5% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel105 mm primary (range 6–105 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 6–57 mm)2,000 (6% 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 HP16,000 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.
Secondary mount (120 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 HP9,600 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Tokachi 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.