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Fletcher

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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 Mk.12 on a Mk.30 mod.0 mount5 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 Mk.12 on a Mk.30 mod.0 mount5 х 1 pcs.
. . . Average Damage per Second53.5 
. . . Firing Range5.01 km.
40 mm/56 Bofors on a Mk.1 mount3 х 2 pcs.
. . . Average Damage per Second33.9 
. . . Firing Range3.51 km.
20 mm Oerlikon on a Mk.4 mount9 х 1 pcs.
. . . Average Damage per Second32.4 
. . . Firing Range2.01 km.
Maneuverability
Maximum Speed36.5 knot
Turning Circle Radius560 m.
Rudder Shift Time4.5 sec.
Concealment
Surface Detectability Range7.16 km.
Air Detectability Range3.24 km.
Battle Levels
12345678910
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IX
Ship_PASD021_Fletcher_1943.png
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 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/38 Mk.12 on a Mk.30 mod.0 mount185.31031,80052,100 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)13,900132059/3/52 01,400,000
Fletcher (B)17,100132057/52 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
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk9 mod. 10 0880,000
Mk9 mod. 20 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
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
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments 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 one of a handful of destroyers in the game with decent anti-aircraft armament in her top configuration, and can finally equip the Defensive AA Fire consumable without having to sacrifice any of her five main battery guns.

As with her immediate predecessors, Fletcher’s main battery is punishing to enemy destroyers at close range. The ballistics of her guns make landing shells reliably on targets beyond 7 or 8 km problematic, but in close-quarters combat she has few rivals. Her upgraded torpedoes are the hardest-hitting torpedoes in the American destroyer line, and she retains Benson’s ability to fire them from well beyond her detection range. Her torpedoes also remain more difficult to spot than those of her Japanese or Russian counterparts. Most importantly, Fletcher gains access to Upgrade Slot 3, allowing her captain to tailor her to a torpedo-centric build (via Torpedo Tubes Modification 3 and Torpedo Armament Expertise) or a gun-centric build (with Main Battery Modification 3 and Basic Firing Training) with relative ease.

There are only a handful of categories where Fletcher does not improve upon Benson, and they're relatively minor things (such as air detection radius). Without Defensive AA Fire 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.
  • Hard hitting torpedoes deal more damage and reload faster than Tier X Gearing.
  • Can equip the Defensive AA Fire 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 still pack more punch with greater range.
  • Slower than Benson.
  • Upgraded torpedo range is still 6km shorter than Gearing’s.
  • While her anti-aircraft suite is better than most destroyers, it will struggle to shoot down high tier planes.

Research

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

Most Fletcher captains will equip Main Armaments Modification 1 in Upgrade Slot 1, AA Guns Modification 2 or Aiming Systems Modification 1 in Upgrade Slot 2, Propulsion Modification 1 in Upgrade Slot 4, Propulsion Modification 2 or Steering Gears Modification 2 in Upgrade Slot 5, and Concealment Systems Modification 1 in Upgrade Slot 6. The upgrade chosen for Upgrade Slot 3 — and the corresponding commander skills — is where most of the customization lies.

Torpedo Build: Captains wishing to focus their Fletcher as a torpedo boat will opt for Torpedo Tubes Modification 3 in Upgrade Slot 3. 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 Upgrade Slot 3 is Main Battery Modification 3. 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 in the third upgrade slot. While this pushes her main battery range out to 15 km and gives her a large window from which she can safely fire beyond her detection range, landing shells on all but the slowest, largest ships at such range is incredibly difficult.

Commander Skills

Regardless of other choices, Fletcher commanders should always invest in 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

Even if her captain doesn't sink any commander skill points or upgrades into improving her anti-aircraft suite, Defensive AA Fire is recommended over Engine Boost due to the extreme threat that enemy aircraft create for a Fletcher. Simply having it equipped and demonstrating to an enemy 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 is worth the credits (or doubloons) for the shortened cooldown on repairing broken modules.

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 signal in order to maximize potential damage from torpedo hits. Throwing on a Sierra Mike signal is an excellent way to help make up for her loss of speed from Benson. November Foxtrot and Juliet Charlie are also highly recommended, if available. Main Battery Build Fletcher captains should also consider Victor Lima and India X-Ray signals to increase the fire chance of her main battery shells.

Gallery

Historical Info

Historical Gallery


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