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Fletcher
Fletcher_wows_main.jpg
Destroyer | U.S.A. | Tier IX
Tech Tree Position
Benson
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Fletcher_icon_small.png
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Gearing
stock
 top
General
Research price158000 exp
Purchase price12,850,000 Credits
Hit Points13,900 
Main Battery
127 mm/38 Mk30 mod. 05 х 1 pcs.
Rate of Fire17.96 shots/min.
Reload Time3.34 sec.
Rotation Speed34 deg./sec.
180 Degree Turn Time5.29 sec.
Firing Range11.77 km.
Maximum Dispersion103 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 Mk152 х 5 pcs.
Rate of Fire0.49 shots/min.
Reload Time122 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk15 mod. 3 
Maximum Damage16,633 
Torpedo Speed55 knot
Torpedo Range9.15 km.
AA Defense
127 mm/38 Mk30 mod. 05 х 1 pcs.
. . . Average Damage per Second53.5 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk44 х 1 pcs.
. . . Average Damage per Second14.4 
. . . Firing Range2.01 km.
40 mm Bofors Mk12 х 2 pcs.
. . . Average Damage per Second22.6 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed36.5 knot
Turning Circle Radius560 m.
Rudder Shift Time4.5 sec.
Concealment
Surface Detectability Range7.38 km.
Air Detectability Range3.24 km.
Battle Levels
12345678910
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IX
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12,850,000

Fletcher — American Tier IX destroyer.

Fletcher was the lead ship of the most numerous series of destroyers ever produced. They proved to be highly successful ships, combining high speed with efficient AA defenses, quick-firing artillery, and powerful torpedo armament.

Four of the class are preserved as military museum ships: USS Cassin Young in Boston, Massachusetts; USS Kidd in Baton Rouge, Louisiana; USS The Sullivans in Buffalo, New York; and HNS Velos (ex-USS Charrette) in Athens, Greece.

Modules

Main Battery 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/38 MK30185.291031,80052,100 01,050,000
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)
Fletcher (A)13,900132052/4/520 01,400,000
Fletcher (B)17,100132055/720 36,0003,250,000
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)
Mk15 mod. 30.51227.216,633559.2 01,470,000
Mk16 mod. 10.61067.219,0336610.5 34,5002,400,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk9 mod. 1011.8 0880,000
Mk9 mod. 21012.9 22,5001,850,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 60,000 hp36.5 01,100,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3
 Slot 6  AA Guns Modification 2 Main Battery Modification 3 Torpedo Tubes Modification 3 Gun Fire Control System Modification 2

Player Opinion

Performance

Fletcher-class ships were workhorses of the United States Navy during World War II, and their legacy transfers well into World of Warships. Fletcher herself is, without question, the most flexible destroyer in the game. She can be tailored — via Commander Skills and Upgrades — to be a torpedo boat with good guns, or to be a murderous gunboat with above average torpedoes. She is also one of a handful of destroyers in the game with decent anti-aircraft armament in her top configuration.

Fletcher retains the same main battery as Benson, but while Benson has to choose between the fifth gun and the option to equip Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.), Fletcher does not. As with Benson, the ballistics of her guns make landing shells reliably on destroyers beyond 7 or 8 km problematic, but in close-quarters combat their sheer rate of fire will overwhelm most other destroyers.

The primary upgrade, however, are to her torpedoes. They are faster-reloading and longer-ranged than the stock torpedoes carried over from Benson, and have the highest damage in the line. Most importantly, they gain a massive speed boost of 11 knots, putting them at just 1 knot below comparable Japanese torpedoes. The torpedoes are also still very stealthy, making them a massive threat to not only battleships but cruisers and other destroyers as well.

In addition, Fletcher gains access to Upgrade Slot 6, allowing her captain to tailor her to a torpedo-centric build (via Torpedo Tubes Modification 3 (-15% to torpedo tube reload time. / +50% to the risk of torpedo tubes becoming incapacitated.) and Torpedo Armament Expertise) or a gun-centric build (with Main Battery Modification 3 (-12% to main battery loading time. / -13% to the main battery traverse speed.) and Basic Firing Training) with relative ease.

There are only a handful of categories where Fletcher does not improve upon Benson, and they are relatively minor things (such as air detection radius). Without Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) equipped she's still very vulnerable to enemy planes, and she's noticeably slower than Benson as well. Still, she's a significant upgrade from Tier VIII and a true joy to play... so much so that many players simply stop playing the line at Fletcher and never move on to Gearing.

Pros:

  • Excellent concealment.
  • Punishing main battery reload speed; Fletcher is capable of putting a lot of shells on target in a short amount of time.
  • Very fast turret rotation speed.
  • Fast and stealthy torpedoes deal more damage and reload faster than even Tier X Gearing.
  • Can equip the Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) consumable without giving up any of her main battery guns.

Cons:

  • Still fragile; engaging Russian destroyers beyond 6km range is inadvisable, and Fletcher remains vulnerable to cruisers of all tiers she will face.
  • As good as her torpedoes are, Yūgumo’s are still faster and pack more punch per hit.
  • Slower than Benson.
  • Upgraded torpedo range is still 6km shorter than Gearing’s.
  • While her anti-aircraft suite is a fair bit better than most destroyers, it will struggle to shoot down high tier planes.

Research

Availability of researchable upgrades for Fletcher is as follows:

  • Hull: Upgrade to Hull (B) for additional health, a stouter AA suite, and improved rudder shift time. Research of this module unlocks progression to Gearing.
  • Torpedoes: Not only do the Mk16 mod. 1 torpedoes hit harder and travel faster and farther, but they reload quicker. Hull (B) must be equipped before they can be installed.
  • Gun Fire Control System: Upgrade to Mk9 mod. 2 for an extra 10% range on the main battery.
Fletcher is likely to spend most of her time in close-combat with enemy destroyers, making Hull (B) the best upgrade to invest in first (for the extra hit points). The Mk16 mod. 1 torpedo upgrade should come next, as it is a drastic upgrade to her torpedo armament. The Fire Control System upgrade should be saved for last or skipped entirely.

Optimal Configuration

Fletcher is a highly flexible destroyer capable of being tailored in a variety of different ways. Most captains, however, will choose to focus on improving one of her main armaments to the maximum extent possible.

Upgrades

The recommended upgrades for Fletcher are as follows:

Upgrade recommendations for Slots 1, 4, and 5 are fairly easy to make. Some captains will opt to embrace their role as an anti-aircraft escort and install AA Guns Modification 1 (+2 to number of explosions produced by salvos from medium- and long-range AA defenses.) into Slot 3 and/or Defensive AA Fire Modification 1 (+20% to duration of Defensive AA Fire.) into Slot 2. Ultimately, however, the upgrade chosen for Slot 6 — and the corresponding commander skills — will separate one Fletcher from another.

Torpedo Build: Captains wishing to focus their Fletcher as a torpedo boat will opt for Torpedo Tubes Modification 3 (-15% to torpedo tube reload time. / +50% to the risk of torpedo tubes becoming incapacitated.) in Slot 6. This lowers her torpedo reload to only 90 seconds. If her commander invests in the Level 3 commander skill Torpedo Armament Expertise, the reload time drops to a scant 81 seconds. Given how hard her torpedoes hit and how fast they travel, this configuration of Fletcher can give even the vaunted Japanese destroyers a run for their money in the torpedo damage category.

Main Battery (Maximum Rate of Fire) Build: Another solid choice for Fletcher in Slot 6 is Main Battery Modification 3 (-12% to main battery loading time. / -13% to the main battery traverse speed.). When coupled with Level 3 commander skill Basic Firing Training, her rate of fire increases significantly. In this configuration, the reload time on her main battery guns drops to 2.6 seconds (from a base of 3.3 seconds).

Main Battery (Maximum Range) Build: Some captains prefer to maximize the range of Fletcher’s main battery guns utilizing Gun Fire Control System Modification 2 (+16% to main battery maximum firing range.) in the final upgrade slot. While this pushes her main battery range out to 15.0 km, landing shells on all but the slowest, largest ships at such range is incredibly difficult.

The historical maximum firing range of the 5-inch/38 caliber guns aboard Fletcher was approximately 16.0 km. Captains opting for a max range build should equip either Gun Fire Control System Modification 2 OR take the Advanced Firing Training commander skill. Ordinarily these two would stack to give Fletcher’s guns a range approaching 18.0 km; however, the historical max range of her guns is correctly capped in-game and cannot be pushed past 16.3 km.

Commander Skills

Regardless of other choices, Fletcher commanders are strongly encouraged invest in either Priority Target or Preventative Maintenance at Level 1, Last Stand at Level 2, Survivability Expert at Level 3, and Concealment Expert at Level 4. Where points go after that depends on how captains wish to play the ship.

A Torpedo Build Fletcher will want to invest in Torpedo Armament Expertise at Level 3, whereas a Main Battery Build Fletcher will want to pick up Basic Firing Training — and probably Demolition Expert — instead. Captains concerned about enemy aircraft could opt for Advanced Firing Training or Manual Fire Control for AA Armament. The latter is the better option, as Fletcher will run most of the time with her anti-aircraft guns disabled in order to avoid detection (making the additional AA range less valuable).

Consumables

Fletcher can equip the following consumables:

Even if her captain doesn't sink any commander skill points or upgrades into improving her anti-aircraft suite, Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) is recommended over Engine Boost (While active, increases a ship's speed by a fixed percentage.) due to the extreme threat that enemy aircraft pose to Fletcher. Simply having it equipped and demonstrating to an enemy aircraft carrier that it is available is frequently a deterrent to them swarming Fletcher with bombers or assigning a fighter squadron to keep her spotted.

Beyond that, Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) is worth the credits (or doubloons) for the shortened cooldown on repairing broken modules. The improved cooldowns on Smoke Generator II (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) and Defensive AA Fire II (While active, the damage per second of large caliber anti-aircraft guns is increased.) make them worthwhile investments as well.

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 Fletcher with Type 19 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

Captains who have opted for a Torpedo Build Fletcher will want to equip a Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) signal in order to maximize potential damage from torpedo hits. Throwing on a Sierra Mike (+5% to the ship's maximum speed.) signal is an excellent way to help make up for her loss of speed from Benson. November Foxtrot (-5% reload time on all consumables.) and Juliet Charlie (-100% to the risk of your ship's magazine detonating.) are also highly recommended, if available. Main Battery Build Fletcher captains should also consider 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.) signals to maximize the fire chance of her main battery shells.

Gallery

Historical Info

Historical Gallery


Ships of U.S.A.
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Cruisers  I Erie • II Chester • II Albany Doubloons • III St. Louis • III Charleston Doubloons • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Pensacola • VI Dallas • VII Atlanta Doubloons • VII New Orleans • VII Helena • VII Indianapolis Doubloons • VII Boise Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • VIII Wichita Doubloons • VIII AL Montpelier Doubloons • IX Buffalo • IX Seattle • IX Alaska Doubloons • IX Alaska B Doubloons • X Des Moines • X Worcester • X Puerto Rico • X Salem Doubloons 
Battleships  III South Carolina • IV Wyoming • IV Arkansas Beta Doubloons • V New York • V Texas Doubloons • VI New Mexico • VI Arizona Doubloons • VI W. Virginia 1941 Doubloons • VII Colorado • VII California Doubloons • VIII North Carolina • VIII Alabama Doubloons • VIII Massachusetts Doubloons • VIII Massachusetts B Doubloons • VIII Alabama ST Doubloons • IX Iowa • IX Missouri Doubloons • IX Georgia Doubloons • X Montana • X Ohio Doubloons 
Aircraft Carriers  IV Langley • VI Ranger • VIII Lexington • VIII Enterprise Doubloons • VIII Saipan Doubloons • X Midway
Destroyers
Japan  II Tachibana Doubloons • II Umikaze • II Tachibana Lima Doubloons • III Wakatake • IV Isokaze • V Minekaze • V Fūjin Doubloons • V Kamikaze Doubloons • V Kamikaze R Doubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome Doubloons • VII Akatsuki • VII Shiratsuyu • VII Yūdachi Doubloons • VIII Akizuki • VIII Kagerō • VIII Asashio Doubloons • VIII Asashio B Doubloons • VIII HSF Harekaze Doubloons • VIII AL Yukikaze Doubloons • IX Yūgumo • IX Kitakaze • X Shimakaze • X Harugumo • X Hayate 
U.S.A.  II Sampson • II Smith Doubloons • III Wickes • IV Clemson • V Nicholas • V Hill Doubloons • VI Farragut • VI Monaghan Doubloons • VII Mahan • VII Sims Doubloons • VII Sims B Doubloons • VIII Benson • VIII Kidd Doubloons • IX Fletcher • IX Benham Doubloons • IX Black Doubloons • X Gearing • X Somers Doubloons 
U.S.S.R.  II Storozhevoi • III Derzki • IV Izyaslav • V Gremyashchy Doubloons • V Podvoisky • V Okhotnik Doubloons • VI Gnevny • VII Minsk • VII Leningrad Doubloons • VIII Ognevoi • VIII Kiev • IX Udaloi • IX Tashkent • IX Neustrashimy Doubloons • X Khabarovsk • X Grozovoi 
Germany  II V-25 • III G-101 • IV V-170 • V T-22 • VI Ernst Gaede • VI T-61 Doubloons • VII Leberecht Maass • VII Z-39 Doubloons • VIII Z-23 • IX Z-46 • X Z-52 
Italy  VI Leone • X Paolo Emilio 
U.K.  II Medea • III Valkyrie • III Campbeltown Doubloons • IV Wakeful • V Acasta • VI Icarus • VI Gallant Doubloons • VII Jervis • VIII Lightning • VIII Cossack Doubloons • IX Jutland • X Daring 
France  II Enseigne Gabolde • III Fusilier • IV Bourrasque • V Jaguar • V Siroco Doubloons • VI Guépard • VI Aigle Doubloons • VII Vauquelin • VIII Le Fantasque • VIII Le Terrible Doubloons • IX Mogador • X Kléber • X Marceau 
Europe  VII Błyskawica Doubloons • IX Friesland Doubloons 
Pan-Asia  II Longjiang • III Phra Ruang • IV Shenyang • V Jianwei • VI Fushun • VI Anshan Doubloons • VII Gadjah Mada • VIII Hsienyang • VIII Siliwangi • VIII Loyang Doubloons • IX Chung Mu • X Yueyang 
Commonwealth  III Vampire Doubloons • VII Haida Doubloons 
Pan-America  
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