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Destroyer | U.S.A. | Tier VI
Tech Tree Position
Research price35500 exp
Purchase price3,120,000 Credits
Hit Points10,900 
Main Battery
127 mm/38 Mk.12 on a Mk.21 mod.1 mount5 х 1 pcs.
Rate of Fire15 shots/min.
Reload Timesec.
Rotation Speed15 deg./sec.
180 Degree Turn Time12 sec.
Firing Range11.45 km.
Maximum Dispersion100 m.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity792 m./s.
HE Shell Weight24.5 kg.
AP Shell127 mm AP/SC Mk38 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity792 m./s.
AP Shell Weight25 kg.
Torpedo Tubes
533 mm Mk142 х 4 pcs.
Rate of Fire0.68 shots/min.
Reload Time88 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Maximum Damage11,733 
Torpedo Speed56 knot
Torpedo Range5.49 km.
AA Defense
127 mm/38 Mk.12 on a Mk.21 mod.1 mount2 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range5.01 km.
127 mm/38 Mk.12 on a Mk.24 mod.11 mount3 х 1 pcs.
. . . Average Damage per Second24 
. . . Firing Range5.01 km.
12.7 mm Browning on a single mount4 х 1 pcs.
. . . Average Damage per Second15.2 
. . . Firing Range1.2 km.
Maximum Speed36.5 knot
Turning Circle Radius560 m.
Rudder Shift Timesec.
Surface Detectability Range7.33 km.
Air Detectability Range2.74 km.
Battle Levels

Farragut — American Tier VI destroyer.

After the signing of the London Naval Treaty, development began on a new ship class. It was based on the experience of operating smooth-decked destroyers and the study of German ships. The Farragut class received a transom stern, a forecastle-based turret, and a more cost-effective power unit. USS Farragut participated in repelling the attacks on Pearl Harbor, in the Battle of the Coral Sea, and the Solomon Islands campaign. She also escorted convoys to Kiska Island and escorted carrier groups. Over the course of World War II, the ship was awarded 14 battle stars.


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
127 mm/38 Mk.12 on a Mk.21 mod.1/Mk. 24 mod.11 mount15121001,80052,100 0198,500
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Farragut (A)10,90061654/52 0240,000
Farragut (B)11,50061652/2/52 6,800480,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
Mark 110.7887.211,733565.5 0152,000
Mark 120.7887.211,733646.4 7,200575,000
Maximum Firing Range
Research price
Purchase price
Mk6 mod. 10 0165,000
Mk6 mod. 20 5,000340,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 42,800 hp36.5 0155,000

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
Defensive AA Fire 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


Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.


Farragut is the Tier VI successor to the American destroyer Nicholas, boasting improvements in firepower at the cost of survivability. Historically, the Farragut-class was the first American post-World War I design, and the 5 inch /38 cal guns they carried would be a staple armament of all subsequent American destroyers until the end of World War II. Her role in game places focus on her excellent main battery, with her short-ranged torpedoes reserved for self-defense.


Compared to Nicholas, Farragut’s hull is a straight downgrade in terms of survivability. Although her handling is similar, Farragut comes with a substantial decrease in her hit-point pool and worse concealment. Compared to other Tier VI destroyers, Farragut’s speed and turning radius is average among her peers, while her rudder shift is above average. With a fully-upgraded hull and optimal captain skills, Farragut has 1,250 less health and 0.87km worse concealment than Nicholas. As a result, Farragut has the worst hit-point pool and the second worst concealment values out of all Tier VI destroyers. These attributes make Farragut one of the squishiest destroyers at her tier, as most destroyers in her matchmaking bracket will outspot her and she lacks the health to take many hits.


Farragut retains the same fast-firing 127mm guns as Nicholas, but adds another turret near the center of the ship for a total of five. Compared to other destroyers at Tier VI, she boasts phenomenal firepower, with the highest and third-highest damage per minute for high explosive and armor piercing rounds respectively. In exchange for this raw firepower, she pays heavily in terms of shell handling. Farragut’s shells are among the slowest and floatiest in tier, making it difficult to lead targets at range. However, these high arcs also let captains shoot from island cover without fear of detection. Lastly, the 127mm guns that are used from Nicholas to Gearing all have the worst fire chance in their respective tiers for a destroyer at 5%. Still, her high fire rate gives her an above average fire starting potential for her tier.


Farragut’s torpedoes are an afterthought and only useful for self-defense. Her launchers move to a centerline position, trading the ability to launch torpedoes on both sides of the ship for an 8 torpedo broadside. The biggest issue with utilizing Farragut’s torpedoes is that her torpedo range is shorter than her detection range even with her upgraded torpedoes. This means that she will struggle to utilize her torpedoes in the majority of situations, barring self-defense.


Farragut’s AA suite is average for a Tier VI destroyer. She has a 5.8 km long-range aura and 2 km short-range aura. Farragut is one of the few destroyers at Tier VI that can output flak clouds. She puts up one flak cloud, with great continuous damage on her long-range aura but mediocre damage on her short-range aura. She has the option to boost her AA defenses by taking Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., which gives an increased bonus to the continuous damage of tech tree American destroyers. Even with the consumable, her AA is only good enough to shoot down fighter planes placed on top of her, let alone strike aircraft from Tier VI and VIII aircraft carriers.


Farragut has very good damage output against enemy submarines, but can only capitalize on enemy mistakes without the assistance of allied spotting. Her depth charges are the best for a Tier VI destroyer, boasting an excellent alpha of 5,100 damage, best-in-class flooding and fire chance, and a consistent drop pattern that makes it easy to hit submarines. Due to her great speed and maneuverability, it is easy for her to chase down spotted submarines and not get outmaneuvered by them. However, she is reliant on external spotting, whether through Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain., Submarine SurveillanceDetect submarines underwater., or the sub exposing itself in detection range as she has no tools to directly spot them herself.


As with other American destroyers, Farragut has access to a Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. with a 30 second dispersion time and almost 2 minute action time. She can utilize the smoke screen to create mobile cover and fire at enemies with her guns, or lay down cover for allied ships. Just like other American destroyers from Tier V to X, Farragut can choose between Engine BoostWhile active, increases a ship's speed by a fixed percentage. and Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. Captains should take Engine BoostWhile active, increases a ship's speed by a fixed percentage. over Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., as Farragut’s anti-aircraft battery is not good enough to take down a determined carrier strike. Engine boost allows her to quickly reposition around the map while increasing her acceleration rate and top speed.


Farragut’s gameplay revolves around utilization of her excellent main battery. At the start of the match, captains should move near caps with the presence of allied ships to spot for the team. It is inadvisable to sail into caps at the start of the game, as Farragut’s concealment ensures that most opposing destroyers will outspot her. If possible, let an allied destroyer contest the cap, and support them with gunfire from a distance. Use her long duration smoke and firepower to push back enemy advances and to secure the flank. Once a flank is secured, start rotating to other objectives and provide gunfire support. Keep an eye out for unspotted enemy destroyers, as they have the potential to drop torpedoes into the smoke of unsuspecting captains.


  • Fastest main battery rate of fire for its tier
  • Extremely high HE and AP damage per minute values
  • Above average fire-starting potential
  • Fast turret traverse
  • High top speed
  • Great rudder shift time and turning radius compared to other tier VI destroyers
  • Long duration smokescreen


  • Worst hit-point pool value for a tier VI destroyer
  • Less hit points than Nicholas
  • Floaty shell arcs makes hitting targets at long range difficult
  • Worst high-explosive shell fire chance for its tier (5%)
  • Low torpedo range
  • AA will not stop a determined airstrike
  • Second worst concealment values for a tier VI destroyer


Availability of researchable upgrades for Farragut is as follows:

  • Hull: Upgrade to Hull (B) for more health and improved rudder shift time. Research of Hull (B) also unlocks progression to Mahan.
  • Gun Fire Control System: Upgrade to Mk 6 mod. 2 for an extra 10% range on the main battery.
  • Torpedoes: The Mk12 torpedoes travel faster and farther than the stock Mk11's for no change in reload speed; Hull (B) must be equipped before they can be installed.
As a gunboat destroyer, Farragut is best served by maximizing her health pool; this makes Hull (B) the first place to spend early experience gains. Her torpedoes are not useful outside of self-defense, so upgrading the Fire Control System module for increased main battery range before the torpedoes is recommended.

Optimal Configuration


The recommended upgrades for Farragut are as follows:

There aren't a lot of "out of the box" options in terms of upgrades for Farragut captains. Main Armament Modification 1 is the top pick in Slot 1, while Aiming Systems Modification 1 is recommended for Slot 3. Engine Room Protection in Slot 2 and Propulsion Modification 1 in Slot 4 are both highly recommended in the interests of sustaining Farragut’s mobility while under fire from enemy ships.

Commander Skills

Preventative Maintenance at Level 1 and Last Stand at Level 2 are easy recommendations for Farragut commanders.

Level 3 offers a number of good options. Survivability Expert is a safe pick, buffing Farragut’s health pool by 20%. Main Battery & AA Specialist and Adrenaline Rush are recommended for captains looking to get more damage out of their main battery. Superintendent is a strong choice if captains often fire from the cover of smoke. Inertia Fuse for HE Shells is occasionally useful, allowing Farragut's main battery to deal direct damage to same tier crusiers and battleships at the price of cutting fire chance by half.

Concealment Expert is recommended as the first Level 4 skill as it helps to cut down on Farragut's poor base concealment. Fearless Brawler can replace Main Battery & AA Specialist if captains want to min-max their firepower. There is risk involved, as captains need to put their ship into potential danger in order to utilize the skill.


Farragut can equip the following consumables:


Sierra Mike (+5% to the ship's maximum speed.) is a must-have to increase Farragut's maximum speed. Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) are worthwhile picks to increase her firestarting capability. Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) is recommended to increase the flooding chance of her torpedoes. Juliet Charlie (-100% to the risk of your ship's magazine detonating.) is a highly recommended choice for destroyers in particular. November Foxtrot (-5% reload time on all consumables.) is useful for reducing the long cooldown of her Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. and getting her Engine BoostWhile active, increases a ship's speed by a fixed percentage. up faster. X-Ray Papa Unaone (+10% Smoke Generator action time.) is useful to increase her Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. duration.

Note: Use of the Juliet Charlie signal makes detonation impossible.


Historical Info

Historical Gallery


  1. USS Farragut (DD-348) - Wikipedia
  2. Farragut-class destroyer (1934) - Wikipedia

Ship Change Log

See here for links to Update notes.

  • Added to the game in Update 0.1.5 (alpha version) as a Tier V destroyer.
  • Update
    • Moved from Tier V to Tier VI.
  • Update 0.5.0:
    • Hull C was made alternative and not obligatory for researching.
    • Added the Defensive AA fire consumable to Hull C.
  • Update 0.5.1:
    • Torpedo parameters were changed (speed / reload time / range / damage):
      • Torpedoes Mark 15 mod. 0 (65/78 / 5.5 / 11600) were replaced by Mark 11 (56/88 / 5.5 / 11733).
      • Torpedoes Mark 15 mod. 3 (65/88 / 4.5 / 16633) were replaced by Mark 12 (64/88 / 6.4 / 11733).
  • Update 0.5.2
    • Credit earnings increased by 13%.
  • Update
    • Fixed the error with Hull B on the USN Destroyer Farragut. Now if her magazine is damaged but there is no detonation, this damage will not incapacitate her guns for which the ammunition is delivered from this magazine.
  • Update 0.5.7:
    • The armor model of the hull was refined.
  • Update 0.6.6:
    • The deck armor thickness was changed to 16mm.
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 2.83 km.
  • Update 0.6.13:
    • Improved display of thin elements.
    • The efficiency of the Defensive Fire consumable was increased. Now it increases the power of the aura by four times (instead of three).
    • Fire extinguishing time now 30 instead of 60 s.
    • The survivability of air defense weapons was tested and brought to a single standard. The change affects 40mm guns.
  • Update 0.6.15:
    • A bonus was added to the permanent camouflages "Type 16" and "Type 12": a 10% discount to the cost of post-battle service.
  • Update 0.7.6:
    • Minor fixes to ship textures and geometry.
  • Update 0.7.7:
    • For 127mm AP / SC Mk38 armor-piercing shells, the fuse detonation time was reduced from 0.03 to 0.01 s.
  • Update 0.9.4:
    • Defensive fire consumable now available on all hulls.
  • Update 0.9.5:
    • Small changes to geometry and textures.
  • Update 0.9.6:
    • The bonus to the permanent AA aura damage by the Defensive AA Fire consumable was increased from +50% to +75%.
    • The Farragut Hull C module was removed from the game.
    • Compensation rules:
      • If players had already researched the module, they had the XP spent on the research returned as compensation.
      • If players had the removed module in their Inventory, they received compensation equal to the module's value in credits.
      • If players had the removed module mounted on the ship, they were replaced with the previous module and removed from the players' account. Players were compensated for the module in the form of credits.
      • If the replacement module was available in the players' Inventory, they received compensation for its value in credits.
      • If there was no replacement module available in players' Inventory, they received a replacement free of charge; if the module had not yet been researched, it was automatically researched.
  • Update 0.9.7:
    • The bonus to the permanent AA aura damage of the Defensive AA Fire consumable was increased from +75% to +100%.
  • Update 0.9.11:
    • Fixed geometry and textures of the ship.
  • Update 0.10.4:
    • The appearance of the main guns and the rangefinder was fixed.
  • Update 0.10.8:
    • The number of depth charges increased from 1 to 2.
  • Update 0.11.6:
    • Ship's 3D model changed, resulting in:
      • 0.12 m increase in draught.
      • 0.11 m decrease in hull height.
      • 0.07 m increase in waterline length.
      • 0.01 m decrease in total length.
      • 0.04 m decrease in waterline hull width.
      • 0.04 m decrease in maximum hull width.
    • Damage dealt by long-range AA defenses increased from 32 to 53.
    • Damage from AA shell explosions increased from 1,120 to 1,190.
    • Aiming sector of the first main battery turret of Hull A increased by 18 degrees on each side.
    • Damage dealt by short-range AA defenses of Hull A decreased from 53 to 46.
    • Amount of HP in the superstructure of Hull A increased from 700 to 800.
    • Amount of HP in the stern of Hull A decreased from 1,100 to 1,000.
    • Amount of HP in the superstructure of Hull B increased from 700 to 800.
    • Amount of HP in the stern of Hull B decreased from 1,100 to 1,000.
  • Update 0.11.7:
    • Minor fixes to the model and textures of the ship.
    • Fixed the number of depth charges and the amount of damage they deal.
      • As per the 11.7 client, the only change is the reduction in the number of bombs per charge from 8 to 6 (Note: the exact changes were not specified in the patch notes)
  • Update 0.11.9:
    • Minor fixes to geometry and textures of the ship.

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