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Fiji

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Fiji
Fiji_wows_main.jpg
Cruiser | U.K. | Tier VII
Tech Tree Position
Leander
Arrow_down.png
Fiji_icon_small.png
Arrow_down.png
Edinburgh
stock
 top
General
Research price70000 exp
Purchase price5,500,000 Credits
Hit Points27,500 
Main Battery
152 mm/50 BL Mk.XXIII on a Mk.XXIII mount4 х 3 pcs.
Rate of Fire7.5 shots/min.
Reload Timesec.
Rotation Speeddeg./sec.
180 Degree Turn Time25.71 sec.
Firing Range13.97 km.
Maximum Dispersion129 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP 6crh Mk IV 
Maximum AP Shell Damage3,100 
Initial AP Shell Velocity841 m./s.
AP Shell Weight50.8 kg.
Secondary Armament #1
102 mm/45 QF Mk.XVI on a Mk.XIX mount4 х 2 pcs.
Firing Range5.6 km.
Rate of Fire20 shots/min.
Reload Timesec.
HE Shell102 mm HE 35 lb 
Maximum HE Shell Damage1,500 
Initial HE Shell Velocity811 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm TR Mk IV2 х 3 pcs.
Rate of Fire0.83 shots/min.
Reload Time72 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IX 
Maximum Damage15,433 
Torpedo Speed61 knot
Torpedo Range8.01 km.
AA Defense
102 mm/45 QF Mk.XVI on a Mk.XIX mount4 х 2 pcs.
. . . Average Damage per Second37.6 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk.I on a Mk.IIA mount5 х 1 pcs.
. . . Average Damage per Second18 
. . . Firing Range2.01 km.
20 mm Oerlikon Mk.II on a Mk.V mount6 х 2 pcs.
. . . Average Damage per Second36.6 
. . . Firing Range2.01 km.
40 mm/39 Vickers QF Mk.VIII on a Mk.VI mount2 х 8 pcs.
. . . Average Damage per Second39.6 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed32.5 knot
Turning Circle Radius670 m.
Rudder Shift Time12.1 sec.
Concealment
Surface Detectability Range11.17 km.
Air Detectability Range6.44 km.
Battle Levels
12345678910
Wows_anno_flag_uk.png
VII
Ship_PBSC107_Fiji.png
5,500,000

Fiji — British Tier VII cruiser.

A further development of a multi-purpose cruiser ship for the Royal Navy. Despite the fact that the ship's displacement was limited by international treaties, she carried numerous rapid-firing main guns.

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)
152 mm/50 BL Mk.XXIII on a Mk.XXIII mount7.525.71293,100 0360,000
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)
Fiji (A)27,50010114445/6/2/42 0550,000
Fiji (B)31,40010114443/10/2/42 18,5001,300,000
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)
533 mm Mk IX0.8727.215,433618 0500,000
533 mm Mk IX*0.8727.215,866618 12,0001,000,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk VII mod. 10 0500,000
Mk VII mod. 20 12,5001,200,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 80,000 hp32.5 0400,000

Compatible Upgrades

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

Player Opinion

Performance

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


The Ship

Tier VII Fiji marks another evolution of the Royal Navy light cruiser, and introduces players to a main battery setup which will remain until they reach Minotaur.

Fiji is a larger ship than Leander which results in a larger detection radius, so captains should bear this in mind when operating close to the enemy team. Despite her larger size, she is still one of the stealthiest cruisers at tier 7, only rivaled by a handful of other ships which mostly lack Fiji’s ability to smoke and hide.

Fiji retains a similar level of maneuverability as Leander. She has the same 32.5 knot top speed with a slightly slower rudder shift, but her turning circle is smaller. Although Fiji may look somewhat unwieldy compared to her rivals/peers at first glance, she is more maneuverable than her stats might suggest. Like other British light cruisers, she has improved acceleration and loses less speed while turning.

Fiji carries a standard cruiser Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. with a 5 second action time and a 60 second cooldown between uses. She also mounts the standard British consumables: a Repair PartyWhile active, restores a percentage of the ship's health points each second. and Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain., and the choice of a Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates., Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft., or Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. in the final slot. The Hydroacoustic Search will detect ships at 4 km, torpedoes at 3 km, and submerged submarines at 2 km ranges. It is active for 100 seconds with three uses as standard and 120 seconds between uses. Her Repair Party can heal up to 4,396 hit points per use, with 3 charges available. The optimal choice for her third slot is the Smoke Generator, which will allow Fiji to engage targets from concealment. This comes with three charges, which each create a smoke screen that takes 96 seconds to disperse. There is a 160 second cooldown between uses. When firing from the cover of her smoke, Fiji’s detection drops to 5.4 km, allowing her to engage targets at very short ranges. In these situations, players should pay attention to the smoke timer to ensure they are not unexpectedly caught out in the open.

If players wish to deviate from this, the Catapult Fighter will launch 3 aircraft which will patrol around the ship for 60 seconds, and if players are lucky, they may even engage an enemy air attack! The final option of Spotter Aircraft will provide a 20% increase to firing range for 100 seconds with 240 seconds between uses.

Survivability

Fiji is lightly armored, with bow and stern plating that is only 13 mm thick. She can bounce light cruiser AP shells, but 190 mm will overmatch this armor and all HE shells can penetrate her plating. Hits on the waterline anywhere between her front and rear turret can strike the citadel which is protected by 114 mm of armor. This may protect her against some lighter shells, but even at range she can potentially take serious damage from many cruisers in her matchmaking spread.

Adding to the challenges posed by her thin armor, Fiji has a rather small health pool. She can easily find her health melting away in a sustained fight or stripped away with one well aimed salvo.

Despite these challenges, her Repair Party and Smoke Generator can provide a much needed boost to survivability, allowing Fiji to survive and fight again if she can avoid receiving a Devastating Strike.

Armament

Fiji has a main battery of twelve 152 mm guns mounted in four triple turrets with an 8 second reload, giving her good DPM. Her larger main battery and faster reload mean that she is able to output more than 80% of Leander’s total DPM while using only half of her guns. Her short-fuse AP has improved ricochet angles and reduced fuse timing. When engaging lightly armored targets, players can expect less overpenetration results and fewer ricochets.

The downsides to her main battery are the lack of HE ammunition and restricted gun arcs. When faced with a bow in or heavily armored target, Fiji can struggle to deal meaningful damage. Her restricted arcs mean that bringing all her guns to bear is a potentially risky move, as players risk showing too much broadside in order to maximize her damage output.

Fiji mounts a fast reloading triple torpedo launcher on each side, a small amount for a cruiser at this tier. Her torpedoes are rather slow at 61 knots and have a range of 8 km, which prevents her from launching from concealment in open water. Additionally, like her guns, these weapons have restricted launch arcs. They can be useful if operating around islands or to dissuade enemies from pushing into her position, but the drawbacks of these weapons mean that they are not, and should not be seen as, primary weapons. Like other British cruisers, she can launch them individually or in a narrow spread.

Anti-Aircraft

Fiji’s anti-air defenses are typical of a Tier VII cruiser; they can provide some defense against Tier VI carriers, but she will not be immune to air attack. She has some long range defenses, but almost half of her continuous AA DPM is limited to 2 km. By the time her defenses really kick in, the aircraft will already be established on their attack run.

Anti-Submarine

Fiji drops a small salvo of depth charges from her stern. Although she only drops 3 at a time, they deal high damage with a high flood chance of 42% and good fire chance of 20%. Although she is not ideally suited to submarine hunting, her Hydroacoustic Search consumable allows her to detect submarines if needed.

Battle Performance

In battle, Fiji works best at short to medium range, where she can bring her guns to bear on enemy destroyers and support friendly ships. Care must be taken not to overextend though, as she lacks the armor to survive serious fire and she is not fast enough to escape from enemy forces. Her large main battery and special AP rounds can make short work of enemy destroyers and light cruisers.

If friendly spotting is available, Fiji can use her Smoke Generator to create cover for sustained firing. Players should bear in mind that she takes a long time to slow down, and this can leave her vulnerable if not already in a smoke screen. Slowing down to create a smokescreen in full view of the enemy is not advised, and is often a fast way to end participation in the battle. The combination of Hydroacoustic Search and improved acceleration means that players should be able to safely avoid any torpedoes fired at her smoke clouds.

If forced to fight armored ships, Fiji should concentrate on flanking her opponent and supporting friendly ships. Without HE rounds and the ability to start fires, players will struggle to cause meaningful damage to battleships without approaching within torpedo range. Fighting from open water is a tricky proposition due to her thin armor, small health pool and restricted turret arcs. Smoke and island cover, as well as support, will usually be needed in order to stay alive.

Pros:

  • Accurate rapid firing main guns.
  • Improved AP shells.
  • Carries Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable.
  • Long lasting Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates..
  • Excellent concealment.
  • Good handling characteristics.
  • 51mm of deck armor.

Cons:

  • Long citadel that is easy to hit.
  • No HE shells to start fires or break modules on enemy ships.
  • Fairly ineffective against angled enemy battleships.
  • Only 3 torpedos can be launched on one side compare.
  • Her shell velocity drops off sharply past medium range.
  • Very thin bow/stern armor.

Research

Recommended research order for modules is as follows:

  1. Hull: Upgrade to Hull (B) for additional health, a small increase in AA, and improved rudder shift time. Research of this module unlocks progression to Edinburgh.
  2. Gun Fire Control System: Upgrade to Mk VII mod. 2 for an extra 10% range on the main battery.
  3. Torpedoes: The 533 mm Mk IX* torpedoes are nothing more than a small bump to her already-good torpedo damage and flood chance.

Optimal Configuration

Upgrades

The recommended upgrades for Fiji are as follows:

Commander Skills

Fiji does not require many captain skills in order to create a viable build. With only 152 mm AP rounds to worry about, many ammunition related skills are not needed. A starting 10 point build would be Last Stand, Priority Target, Survivability Expert, and Concealment Expert. Following this, almost any combination of skills can be used as players prefer. As she does not need many ammunition skills, and her torpedoes are not worth building into, Fiji captains may have the option to use multiple 4 point skills without sacrificing other areas. Additionally, confident captains may wish to forgo Priority Target and take consumable enhancement instead.

Consumables

Fiji can equip the following consumables:

Signals

Many of the enemy cruisers Fiji will run across in her games fire primarily high-explosive shells (such as Myoko and Shchors), so equipping India Yankee (-20% to fire duration.) is a good idea if it is available for use. Because she has Repair PartyWhile active, restores a percentage of the ship's health points each second., it's also recommended to mount India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) improve her survivability.


Gallery

Historical Info

Historical Gallery

References


Ship Change Log

See here for links to Update notes.

  • Available to supertesters in the game starting from Update 0.5.11.
  • Introduced into the game as a researchable ship in Update 0.5.13.
  • Update 0.5.16:
    • Fixed a bug with different operating times for the base and premium Spotting Aircraft consumables.
  • Update 0.6.8:
    • Secondary battery range decreased from 5 to 4.5 km.
    • Improved appearance with the use of a special technology for rendering thin elements (mainly rigging).
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 5.4 km.
  • Update 0.6.13:
    • Fire extinguishing time now 30 s instead of 60 s.
    • The Smoke Generator active time was increased from 7 to 15 s.
  • Update 0.6.15:
    • For the permanent camouflage "Type 17", the discount on ship maintenance was increased from 5 to 10%.
  • Update 0.7.10:
    • The range of the Hydroacoustic Search consumable was unified - 4 km for detecting ships, 3 km for detecting torpedoes.
  • Update 0.8.5:
    • Credits earnings decreased by -5%.
  • Update 0.9.2:
    • Updated hull geometry.
    • Update 0.9.6:
    • The value of the in-game turning circle radius was changed to 670 m to correct prior discrepancy.
  • Update 0.10.0:
    • Deck armor thickness increased from 38 to 51 mm.
    • The firing range of the secondary battery was increased to 5.6 km.
  • Update 0.10.4:
    • The dissipation time for the Smoke Generator consumable was reduced from 103 to 96 s.
    • Main battery reload time increased from 7.5 to 7.7 s.
  • Update 0.10.6:
    • Main battery reload time increased from 7.7 s to 8 s.

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U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VI Orion '44Doubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X MonmouthDoubloons • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X DefenceDoubloons •  Edgar 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VI DupleixDoubloons • VI MontcalmDoubloons • VI [[Ship:[La Galissonnière]|[La Galissonnière]]]Doubloons • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • IX Saint-Louis • IX Brest • IX CarnotDoubloons • X Henri IV • X Marseille • X ColbertDoubloons • X BrennusDoubloons •  Condé 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan • X IncheonDoubloons 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • IX Almirante OquendoDoubloons • X Castilla 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons