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Akatsuki

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Akatsuki
Akatsuki_wows_main.jpg
Destroyer | Japan | Tier VII
Tech Tree Position
Fubuki
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Akatsuki_icon_small.png
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Kagerō
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General
Research price63000 exp
Purchase price5,100,000 Credits
Hit Points11,600 
Main Battery
127 mm/50 3rd Year Type on a Type B mount3 х 2 pcs.
Rate of Fireshots/min.
Reload Time7.5 sec.
Rotation Speed6.9 deg./sec.
180 Degree Turn Time26.09 sec.
Firing Range9.43 km.
Maximum Dispersion92 m.
HE Shell127 mm HE Type1 
Maximum HE Shell Damage2,150 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity915 m./s.
HE Shell Weight23 kg.
AP Shell127 mm AP Type0 
Maximum AP Shell Damage2,200 
Initial AP Shell Velocity915 m./s.
AP Shell Weight23 kg.
Torpedo Tubes
610 mm Triple3 х 3 pcs.
Rate of Fire0.86 shots/min.
Reload Time70 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoType8 mod. 2 
Maximum Damage16,267 
Torpedo Speed59 knot
Torpedo Range9.99 km.
AA Defense
127 mm/50 3rd Year Type on a Type B mount3 х 2 pcs.
. . . Average Damage per Second30.3 
. . . Firing Range5.01 km.
25 mm/60 Type 96 on a single mount4 х 1 pcs.
. . . Average Damage per Second7.2 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed38 knot
Turning Circle Radius640 m.
Rudder Shift Time4.5 sec.
Concealment
Surface Detectability Range7.16 km.
Air Detectability Range3.02 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
VII
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5,100,000

Akatsuki — Japanese Tier VII destroyer.

This ship belonged to the "special type" series of destroyers. In contrast to Fubuki-class ships, she had more efficient propulsion and boasted a substantially higher speed.

Modules

Main Battery Guns Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
127 mm/50 3rd Year Type on a Type B mount826.1922,15092,200 0390,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Akatsuki (A)11,60062034/33 0500,000
Akatsuki (B)13,10062032/1/4/33 12,4001,100,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type8 mod. 20.9707.216,2665910 0400,000
Type90 mod. 10.8767.217,2336210 16,4001,300,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type7 mod. 10 0235,000
Type7 mod. 20 6,200500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 50,000 hp38 0350,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Depth Charges Modification 1

Player Opinion

Performance

In many ways, Akatsuki is a side-grade from Fubuki. She is largely the same as her immediate predecessor, with a few minor improvements.

Chief among these is a notable increase in her top speed. One of Fubuki’s more irksome negatives is her maximum speed of 35 knots; Akatsuki’s top speed bumps up to 38 knots. Her handling characteristics are almost the same as Fubuki as well, retaining her turning circle radius while losing time on rudder shift. Also improving is Akatsuki’s main battery. Though her guns are not her main damage dealer, she picks up two more barrels via an additional turret on the aft end of the ship. This makes her a more significant threat when she does decide to open up with her guns. The turrets themselves are the same as those on Fubuki, and they reload a little faster.

Akatsuki’s primary armament is in the same configuration as Fubuki’s — three triple-tube torpedo launchers — while having access to slightly better torpedoes in terms of damage. Her detection radius is slightly higher than her immediate predecessor's as well, so captains will have to be a touch more cautious in their positioning when there are enemy gunboat destroyers — such as Mahan or Kiev — in the mix. She is as vulnerable to enemy aircraft as most other destroyers as well, so when and enemy carrier is present, cautious play is recommended.

While Akatsuki is not a huge upgrade from Fubuki, the upgrades she does get are key to allowing her to remain competitive in her tier.

Pros:

  • Three triple-tube torpedo launchers give her enormous flexibility.
  • Six main battery guns give Akatsuki a much nastier punch in gunfights than Fubuki.
  • Excellent top speed.
  • Good overall handling characteristics; veterans of Fubuki will feel comfortable maneuvering their new ship.

Cons:

  • Large detection radius is a significant handicap.
  • Anti-aircraft suite is as weak as captains playing through the line have come to expect.
  • Health pool is on the low end for Tier VII destroyers.
  • Lacks access to the Torpedo Reload Booster consumable that Shiratsuyu gets.

Research

Akatsuki’s stock torpedoes are more than sufficient for her to work with initially; Hull (B) is the first recommended upgrade. Invest in the Torpedo module next, and grab the Fire Control System module last.

Optimal Configuration

Upgrades

Most of the upgrades Akatsuki captains will equip are pretty self-explanatory; there isn't a lot of variety available to significantly improve her performance. Upgrade Slot 1 is best filled with Main Armaments Modification 1. Most captains will opt for Aiming Systems Modification 1 in Upgrade Slot 2, but Main Battery Modification 2 is also a decent choice. When combined with Tier 1 commander skill Basic Firing Training, the impact to Akatsuki’s reload time is negligible while the improvement to her turret rotation is notable. Propulsion Modification 1 is the number one pick for Upgrade Slot 4 in order to protect Shiratsuyu’s mobility; Propulsion Modification 2 is recommended in Upgrade Slot 5 for similar reasons.

Commander Skills

Commander skill points are best spent on Basic Firing Training at Tier 1 and Concealment Expert at Tier 5. The tiers in between offer a variety of options for captains to choose from, allowing them to tailor their Akatsuki play in whichever way suits them best.

Tier 2's Torpedo Armament Expertise is always attractive to Japanese destroyer captains. Captains who fear having their engine disabled more will want to consider Last Stand instead. Expert Marksman also offers a significant buff to her turret rotation speed.

Tough choices also abound at Tier 3. Torpedo Acceleration is appealing, lowering her torpedo range to 8.0 km while increasing the top speed of her Type 90 torpedoes to 67 knots. This gives enemies approximately 0.7 seconds less of reaction time. Vigilance is also a good option, allowing Akatsuki captains to avoid enemy torpedoes easier themselves as well as spot them for teammates. Superintendent might also be a good pick for captains who don't wish to spend credits on premium consumables.

Tier 4 brings Demolition Expert, Advanced Firing Training, and Survivability Expert; all excellent choices for destroyers. Survivability Expert helps shore up one of Akatsuki’s bigger weaknesseses: her health pool; Advanced Firing Training improves her main battery range and gives her a larger window from which she can fire her guns and remain undetected. Demolition Expert helps make her main battery guns more effective at lighting enemy ships on fire. All are viable options. Advanced Firing Training likely offers the most generic utility.

Consumables

Like all destroyers, Damage Control Party II is recommended in order to repair broken modules when under enemy fire. The premium version of Smoke Generator is also a good pick to ensure she can escape when needed. Engine Boost II likely isn't necessary.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.

Players who wish to spend doubloons can equip Akatsuki with Type 17 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Signals

For players looking for a competitive playstyle, it is highly recommended to mount the following signals: Juliet Charlie, Sierra Mike, November Foxtrot, Victor Lima, India X-Ray, and Juliet Whiskey Unaone.

Juliet Charlie protects the player from the increased potential detonation chances which India X-Ray and Juliet Whiskey Unaone give. In exchange, the two flags provide a potential increase in damage (+0.5% fire chance and +15% chance to causing flooding respectively). There is no need to worry about Victor Lima's debuff (+4% chance of getting flooding), as Akatsuki is a destroyer and will most likely not survive a torpedo strike.

Sierra Mike provides Akatsuki a healthy boost to her speed (38 kts to 40 kts), and November Foxtrot provides that small but potentially life-saving decrease in cooldown timer for the mounted consumables.

Players looking for a more relaxed play or simply grinding down the line are highly recommended to mount the following signals: Equal Speed Charlie London, Juliet Charlie, Sierra Mike, Zulu, November Foxtrot, and Zulu Hotel.

Again, Equal Speed Charlie London will help speed up the player's XP grind and Zulu will help make a little extra credits for the player during the grind. Sierra Mike will give a more comfortable speed for players who wish to be able to cruise to their next target location during a battle. Juliet Charlie is optional for players who dislike being detonated. November Foxtrot is also optional, but if the player dislikes dealing with a disabled engine, rudder, or other vital module, then this can be coupled with premium Damage Control Party II for a more relaxing play. Zulu Hotel will increase commander training and retraining (if the player chose to use his captain from the preceding Tier VI destroyer Fubuki).

Gallery

Historical Info

Historical Gallery


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Spain  X Álvaro de BazánDoubloons 
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Netherlands  IX GroningenDoubloons • X TrompDoubloons 
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Commonwealth  III VampireDoubloons • VII HaidaDoubloons • VII HuronDoubloons • X Vampire IIDoubloons 
Pan-America  VI JuruáDoubloons