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Harugumo

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Revision as of 01:33, 28 March 2020
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Revision as of 22:54, 16 March 2021
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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
?A further development of the ''[[Akizuki]]''-class destroyers. This ship features larger dimensions and ten dual-purpose 100 mm guns arranged in five turrets to serve as the ship's primary armament.<br><br>{{Model3DViewer|8e84f6eec1d3472bafecf08442f94398}}+A further development of the ''[[Akizuki]]''-class destroyers. This ship features larger dimensions and ten dual-purpose 100 mm guns arranged in five turrets to serve as the ship's primary armament.
 +<!-- <br><br>{{Model3DViewer|8e84f6eec1d3472bafecf08442f94398}}-->
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?''{{#var:ship_name}}'' sits atop the IJN "gunboat" line of destroyers, encapsulating and building upon the design elements and game play of the ships preceding her; namely the Tier VIII and IX ships, ''[[Akizuki]]'' and ''[[Kitakaze]]''. Armed with ten 100 mm rifles and a single sextuplet torpedo launcher, she is a ship of absolutes; she has the highest base hit points and DPM of all Tier X destroyers, while also possessing the worst maneuverability (turning radius) and base detection range (tied with ''[[Khabarovsk]]'').+''{{#var:ship_name}}'' sits atop the IJN "gunboat" branch of destroyers, encapsulating and building upon the design elements and game play of the ships preceding her; namely the Tier VIII and IX ships, ''[[Akizuki]]'' and ''[[Kitakaze]]''. Armed with ten 100 mm rifles and a single sextuplet torpedo launcher, she is a ship of absolutes; she has the highest base hit points of all Tier X destroyers, has an incredible rate of fire, and has the worst maneuverability (turning radius) plus base detection range (tied with ''[[Khabarovsk]]'').
  
 The most notable differences when moving up to ''{{#var:ship_name}}'' are the addition of a fifth main battery turret and major performance losses in the areas of handling and concealment. She also gains a significant amount of health in comparison to that of her immediate predecessors: a whopping 25,600 base health. Captains will also notice the significant loss in mobility — especially in regards to turning radius — as well as the far-worse concealment. Despite the major drawbacks found when upgrading to ''{{#var:ship_name}}'', most captains will find that play styles that worked well on the previous destroyers are still applicable, albeit with some modifications. The most notable differences when moving up to ''{{#var:ship_name}}'' are the addition of a fifth main battery turret and major performance losses in the areas of handling and concealment. She also gains a significant amount of health in comparison to that of her immediate predecessors: a whopping 25,600 base health. Captains will also notice the significant loss in mobility — especially in regards to turning radius — as well as the far-worse concealment. Despite the major drawbacks found when upgrading to ''{{#var:ship_name}}'', most captains will find that play styles that worked well on the previous destroyers are still applicable, albeit with some modifications.
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 Captains should play ''{{#var:ship_name}}'' in a similar fashion to that of a light cruiser; stay outside of capture points early on, but stay within effective gun range to support the destroyers on the team who can capture. Engagements of all enemies should be done from within the relative safety of smoke or from behind islands. Open water engagements should be planned and executed a manner that minimizes the number of enemy ships that can engage her in return. Captains should play ''{{#var:ship_name}}'' in a similar fashion to that of a light cruiser; stay outside of capture points early on, but stay within effective gun range to support the destroyers on the team who can capture. Engagements of all enemies should be done from within the relative safety of smoke or from behind islands. Open water engagements should be planned and executed a manner that minimizes the number of enemy ships that can engage her in return.
  
?Due to the 1/4 HE penetration of the Japanese 100mm rifle, ''{{#var:ship_name}}'' does not require the [[Ship:Commander#Inertia_Fuse_for_HE_Shells|Inertia Fuse for HE Shells]] skill to do damage to enemy destroyers. However, captains who do use it gain the ability to penetrate 32mm of armor, a thickness found on most high-tier battleships in many places. This allows ''{{#var:ship_name}}'' to engage all ship classes with great effectiveness.+''{{#var:ship_name}}'''s biggest strength is her insane rate of fire. When {{Main Battery Modification 3}} is mounted and the 'Main Battery Specialist' reload skill is active, she is able to toss out 10 shells in 2.5 seconds, giving her a rate of fire of an insane 250 shells per minute! (With the contingent skills 'Adrenaline Rush' and 'Fearless Brawler' active, that can approach 300 shells per minute.) Her reload time means that ''Harugumo'' is able to "machine-gun" enemy ships and continuously spit out an endless stream of shells at enemies, making her an extremely fun ship to play.
 + 
 +Due to the 30mm penetration of the Japanese 100mm HE shell, ''{{#var:ship_name}}'' does not require the 'Inertia Fuse for HE Shells' skill to do damage to enemy destroyers. However, captains who do use it gain the ability to penetrate 37mm of armor, thicknesses found on high-tier battleships in many places. This allows ''{{#var:ship_name}}'' to engage all ship classes with great effectiveness.
  
 Fans of ''Akizuki'' and ''Kitakaze'' will have no issues adapting their play styles to ''Harugumo''. In the right hands, ''Harugumo'' poses a massive threat to all enemy ship types and can have a significant impact on the outcome of a match. Fans of ''Akizuki'' and ''Kitakaze'' will have no issues adapting their play styles to ''Harugumo''. In the right hands, ''Harugumo'' poses a massive threat to all enemy ship types and can have a significant impact on the outcome of a match.
  
 |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
?* Highest damage output potential of all Tier X destroyers. 
 * Largest base health pool of all destroyers. * Largest base health pool of all destroyers.
 +* Highest damage output potential of all Tier X destroyers.
 * Powerful torpedo armament. * Powerful torpedo armament.
?* Has 1/4 HE shell penetration rule - this allows for, when combined with [[Ship:Commander#Inertia_Fuse_for_HE_Shells|Inertia Fuse for HE Shells]] skill, 32mm of HE penetration+* Excellent HE shell armor penetration.
?* Low-caliber armor piercing shells allows for high effectiveness against broadsiding destroyers+* Low-caliber AP shells allows for high effectiveness against broadsiding destroyers.
?* Torpedo Reload Booster consumable allows her to put 12 torpedoes in the water every few minutes.+* Torpedo Reload Booster consumable allows her to put 12 fish in the water every few minutes.
  
 |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
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 * Worst turning radius among all destroyers; turning circle is larger than that of many cruisers. * Worst turning radius among all destroyers; turning circle is larger than that of many cruisers.
 * Large profile makes her an easy target. * Large profile makes her an easy target.
?* Can take standard penetration damage from 283 mm + AP shells unlike most other Tier X destroyers+* Very long torpedo launcher reload time.
?* Only one set of six torpedoes per salvo with a long reload.+* No {{Repair Party}} consumable results in her having less "effective" HP than other same-tier destroyers with the consumable.
?* Lack of a {{Repair Party}} consumable results in her having less "effective" HP than the two Tier X Russian destroyers.+* No {{Defensive AA Fire}} consumable.
?* Lack of {{Defensive AA Fire}} consumable and large turning radius makes her an easy target for enemy aircraft carriers.+* Relatively miserable agility.
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?* '''Torpedoes:''' Type F3 Torpedoes.+Unlike most Tier X ships, does have a module that can be researched:
? +* Type F3 Torpedoes are very fast and reload more quickly, but are short-ranged (8km) and don't hit as hard.
?There is only one module to research to acquire Elite status; the 8 km, 76 knot Type F3 torpedoes. This upgrade is unnecessary for most captains, as the short range of the torpedoes make them quite difficult to use properly. Captains are free to research it on their own time.+
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
 +The philosophy of ''{{#var:ship_name}}'''s build is identical to that of ''Kitakaze'': while her torpedoes are dangerous indeed, it is difficult to justify a full Torpedo build. Best to stay with a Gun build.
  
 |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable -->
 The recommended upgrades for ''{{#var:ship_name}}'' are as follows: The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
?* '''Slot 1''': {{Main Armaments Modification 1}} '''or''' {{Magazine Modification 1}} +* '''Slot 1''': {{Main Armaments Modification 1}} to increase turret and torpedo tube survivability.
?* '''Slot 2''': {{Propulsion Modification 1}}+* '''Slot 2''': {{Engine Room Protection}} to lessen the chances of the engines blowing up and to get them running again more quickly when they do.
?* '''Slot 3''': {{Aiming Systems Modification 1}}+* '''Slot 3''': {{Aiming Systems Modification 1}} because rate of fire is only one way to get shells on target.
?* '''Slot 4''': {{Propulsion Modification 2}}+* '''Slot 4''': {{Propulsion Modification 1}} to help scoot out of dangerous waters.
?* '''Slot 5''': {{Concealment System Modification 1}}+* '''Slot 5''': {{Concealment System Modification 1}} '''or''' {{UU_{{#var:ship_name}}}}. <!-- This construct works! Cool.-->
?* '''Slot 6''': {{Main Battery Modification 3}} '''or''' {{Gun Fire Control System Modification 2}}*+* '''Slot 6''': {{Main Battery Modification 3}} because watching the world burn is wonderful, '''or''' {{Gun Fire Control System Modification 2}} to reach out and touch someone up to 14.5km away (17.3km! with the Main Battery and AA Expert skill).
  
?In '''Slot 6''', either option is good. For captains that decide to not use [[Ship:Commander#Advanced_Firing_Training|Advanced Firing Training]], opting for the extended main battery range is a good choice. If both '''Gun Fire Control System Modification 2''' and Advanced Firing Training are used in concert, ''{{#var:ship_name}}'' can reach a whopping 17.47 km of range. It should be noted that that is not recommended, as engaging all but a stationary battleship at that range is nearly impossible.+Don't get too excited about a range build, though. With the 100mm shell ballistics, drag causes very high trajectories that make it difficult to hit anything at extreme range.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?Key skills for ''{{#var:ship_name}}'' commanders include the standard "gunboat" destroyer skills. Captains who want a pure gunboat build should pick up both [[Ship:Commander#Basic_Firing_Training|Basic Firing Training]] and [[Ship:Commander#Advanced_Firing_Training|Advanced Firing Training]]. Despite now having 1/4 HE penetration, taking [[Ship:Commander#Inertia_Fuse_for_HE_Shells|Inertia Fuse for HE Shells]] is still recommended, as it now allows the HE shell to penetrate 32mm plating.+''{{#var:ship_name}}'''s priorities are survival and Guns.
  
?{{Commander Skills 2+{{Commander Skills 3 DD
?<!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. -->+<!-- Ratings 1,2,3 are legit. Others are ignored.-->
?| rating11 = 2 <!-- Priority Target -->+| rating11 = <!-- Grease the Gears -->
?| rating12 = 2 <!-- Preventive Maint -->+| rating12 = <!-- Liquidator -->
?| rating13 = <!-- Expert Loader -->+| rating13 = <!-- Consumables Specialist -->
?| rating14 = 0 <!-- Air Supremacy -->+| rating14 = <!-- Gun Feeder -->
?| rating15 = 0 <!-- Direction Center for Fighters -->+| rating15 = <!-- Incoming Fire Alert -->
?| rating16 = 0 <!-- Improved Engine Boost -->+| rating16 = 2 <!-- Preventive Maintenance -->
?| rating17 = 1 <!-- Incoming Fire Alert -->+
?| rating18 = 0 <!-- Last Gasp -->+
  
?| rating21 = 1 <!-- High Alert -->+| rating21 = 2 <!-- Pyrotechnician -->
?| rating22 = 2 <!-- Jack of All Trades -->+| rating22 = <!-- Swift Fish -->
?| rating23 = <!-- Expert Marksman -->+| rating23 = <!-- Consumables Enhancements -->
?| rating24 = 1 <!-- Torpedo Acceleration -->+| rating24 = <!-- Extra-Heavy AP Shells -->
?| rating25 = 1 <!-- Smoke Screen Expert -->+| rating25 = <!-- Priority Target -->
?| rating26 = 0 <!-- Improved Engines -->+| rating26 = 3 <!-- Last Stand -->
?| rating27 = 2 <!-- Adrenaline Rush -->+
?| rating28 = 3 <!-- Last Stand -->+
  
?| rating31 = 1 <!-- Basics of Survivability -->+| rating31 = 2 <!-- Main Battery & AA Specialist -->
?| rating32 = 3 <!-- Survivability Expert-->+| rating32 = <!-- Fill the Tubes -->
?| rating33 = 1 <!-- Torpedo Armament Expertise-->+| rating33 = 2 <!-- Adrenaline Rush -->
?| rating34 = 0 <!-- Aircraft Armor -->+| rating34 = 2 <!-- Inertial Fuse for HE Shells -->
?| rating35 = 2 <!-- Basic Firing Training -->+| rating35 = <!-- Superintendent -->
?| rating36 = 2 <!-- Superintendent -->+| rating36 = 2 <!-- Survivability Expert -->
?| rating37 = 2 <!-- Demolition Expert -->+
?| rating38 = 1 <!-- Vigilance -->+
  
?| rating41 = <!-- Manual Fire Control for Secondary Armament -->+| rating41 = 1 <!-- Main Battery & AA Expert -->
?| rating42 = <!-- Fire Prevention -->+| rating42 = <!-- Swift in Silence -->
?| rating43 = 3 <!-- Inertia Fuse for HE Shells -->+| rating43 = 1 <!-- Radio Location -->
?| rating44 = 0 <!-- Sight Stabilization -->+| rating44 = <!-- Fearless Brawler -->
?| rating45 = 2 <!-- Advanced Firing Training -->+| rating45 = 3 <!-- Concealment Expert -->
?| rating46 = 0 <!-- Massive AA Fire -->+| rating46 = <!-- Dazzle -->
?| rating47 = 2 <!-- Radio Position Finding -->+
?| rating48 = 3 <!-- Concealment Expert -->+
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?''{{#var:ship_name}}'' can equip the following consumables:+''{{#var:ship_name}}'' equips the following consumables:
 * '''Slot 1:''' {{Damage Control Party}} * '''Slot 1:''' {{Damage Control Party}}
 * '''Slot 2:''' {{Smoke Generator}} * '''Slot 2:''' {{Smoke Generator}}
 * '''Slot 3:''' {{Engine Boost}} * '''Slot 3:''' {{Engine Boost}}
 * '''Slot 4:''' {{Torpedo Reload Booster}} * '''Slot 4:''' {{Torpedo Reload Booster}}
? 
?Premium variants of the consumables can be used to increase her performance in battle. 
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
?[[Ship:Camouflage#Standard 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.+[[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range.
  
 Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 20 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns. Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 20 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
 +
 +Due to the high service cost of Tier X ships, purchase of the permanent camouflage is highly recommended.
  
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
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 Ship number 5065 was the only Japanese ship to be named ''Harugumo'' and was to be a member of the ''Michitsuki'' subclass of ''Akizuki''-class destroyers. Due to the worsening war situation, she was never laid down and was eventually cancelled on 14 December 1944. Ship number 5065 was the only Japanese ship to be named ''Harugumo'' and was to be a member of the ''Michitsuki'' subclass of ''Akizuki''-class destroyers. Due to the worsening war situation, she was never laid down and was eventually cancelled on 14 December 1944.
 +
 +==In-game historical inaccuracies==
 +The 100mm/65 Type 98 naval gun was only equipped with high-explosive ammunition; the AP shell was invented by WG.
  
 |Ref= <!-- write below --> |Ref= <!-- write below -->

Revision as of 22:54, 16 March 2021

Harugumo
Harugumo_wows_main.jpg
Destroyer | Japan | Tier X
Tech Tree Position
Kitakaze
Arrow_down.png
Harugumo_icon_small.png
stock
 top
General
Research price223000 exp
Purchase price19,500,000 Credits
Hit Points25,600 
Main Battery
100 mm/65 Type 98 on a Model A mount5 х 2 pcs.
Rate of Fire20 shots/min.
Reload Timesec.
Rotation Speed16 deg./sec.
180 Degree Turn Time11.25 sec.
Firing Range12.55 km.
Maximum Dispersion109 m.
HE Shell100 mm HE Type98 
Maximum HE Shell Damage1,200 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity1000 m./s.
HE Shell Weight13 kg.
AP Shell100 mm AP Type98 
Maximum AP Shell Damage1,700 
Initial AP Shell Velocity1000 m./s.
AP Shell Weight13 kg.
Torpedo Tubes
610 mm Sextuple1 х 6 pcs.
Rate of Fire0.35 shots/min.
Reload Time171 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoType93 mod. 3 
Maximum Damage23,767 
Torpedo Speed67 knot
Torpedo Range12 km.
AA Defense
100 mm/65 Type 98 on a Model A mount5 х 2 pcs.
. . . Average Damage per Second104 
. . . Firing Range5.01 km.
25 mm/60 Type 96 on a single mount16 х 1 pcs.
. . . Average Damage per Second28.8 
. . . Firing Range2.49 km.
40 mm/60 Type 5 on a twin mount6 х 2 pcs.
. . . Average Damage per Second66 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed35.7 knot
Turning Circle Radius830 m.
Rudder Shift Time5.5 sec.
Concealment
Surface Detectability Range7.68 km.
Air Detectability Range4.18 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
X
Ship_PJSD210_Harugumo.png
19,500,000

Harugumo — Japanese Tier X destroyer.

A further development of the Akizuki-class destroyers. This ship features larger dimensions and ten dual-purpose 100 mm guns arranged in five turrets to serve as the ship's primary armament.

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)
100 mm/65 Type 98 on a Model A mount2011.31091,20051,700 01,700,000
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)
Harugumo25,6001320516/6/51 02,000,000
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)
Type F30.41577.221,366768 30,0002,500,000
Type93 mod. 30.41717.223,7666712 02,500,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type10 mod. 10 01,100,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 79,240 hp35.7 01,650,000

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
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
Additional Smoke Generators
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion

Performance

Harugumo sits atop the IJN "gunboat" branch of destroyers, encapsulating and building upon the design elements and game play of the ships preceding her; namely the Tier VIII and IX ships, Akizuki and Kitakaze. Armed with ten 100 mm rifles and a single sextuplet torpedo launcher, she is a ship of absolutes; she has the highest base hit points of all Tier X destroyers, has an incredible rate of fire, and has the worst maneuverability (turning radius) plus base detection range (tied with Khabarovsk).

The most notable differences when moving up to Harugumo are the addition of a fifth main battery turret and major performance losses in the areas of handling and concealment. She also gains a significant amount of health in comparison to that of her immediate predecessors: a whopping 25,600 base health. Captains will also notice the significant loss in mobility — especially in regards to turning radius — as well as the far-worse concealment. Despite the major drawbacks found when upgrading to Harugumo, most captains will find that play styles that worked well on the previous destroyers are still applicable, albeit with some modifications.

First and foremost, Harugumo is not a capture-point contesting destroyer. Her poor concealment, awful turning radius, and huge size make her incredibly easy to hit with torpedoes, and enemy ships far behind a capture point will have no difficulty landing shots on her. Enemy destroyers will see her coming long before she spots them, and a competent enemy destroyer captain can easily avoid being spotted by Harugumo.

Captains should play Harugumo in a similar fashion to that of a light cruiser; stay outside of capture points early on, but stay within effective gun range to support the destroyers on the team who can capture. Engagements of all enemies should be done from within the relative safety of smoke or from behind islands. Open water engagements should be planned and executed a manner that minimizes the number of enemy ships that can engage her in return.

Harugumo's biggest strength is her insane rate of fire. When Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed. is mounted and the 'Main Battery Specialist' reload skill is active, she is able to toss out 10 shells in 2.5 seconds, giving her a rate of fire of an insane 250 shells per minute! (With the contingent skills 'Adrenaline Rush' and 'Fearless Brawler' active, that can approach 300 shells per minute.) Her reload time means that Harugumo is able to "machine-gun" enemy ships and continuously spit out an endless stream of shells at enemies, making her an extremely fun ship to play.

Due to the 30mm penetration of the Japanese 100mm HE shell, Harugumo does not require the 'Inertia Fuse for HE Shells' skill to do damage to enemy destroyers. However, captains who do use it gain the ability to penetrate 37mm of armor, thicknesses found on high-tier battleships in many places. This allows Harugumo to engage all ship classes with great effectiveness.

Fans of Akizuki and Kitakaze will have no issues adapting their play styles to Harugumo. In the right hands, Harugumo poses a massive threat to all enemy ship types and can have a significant impact on the outcome of a match.

Pros:

  • Largest base health pool of all destroyers.
  • Highest damage output potential of all Tier X destroyers.
  • Powerful torpedo armament.
  • Excellent HE shell armor penetration.
  • Low-caliber AP shells allows for high effectiveness against broadsiding destroyers.
  • Torpedo Reload Booster consumable allows her to put 12 fish in the water every few minutes.

Cons:

  • Second worst concealment among Tier X destroyers, only beaten by Khabarovsk.
  • Worst turning radius among all destroyers; turning circle is larger than that of many cruisers.
  • Large profile makes her an easy target.
  • Very long torpedo launcher reload time.
  • No Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable results in her having less "effective" HP than other same-tier destroyers with the consumable.
  • No Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable.
  • Relatively miserable agility.

Research

Unlike most Tier X ships, does have a module that can be researched:

  • Type F3 Torpedoes are very fast and reload more quickly, but are short-ranged (8km) and don't hit as hard.

Optimal Configuration

The philosophy of Harugumo's build is identical to that of Kitakaze: while her torpedoes are dangerous indeed, it is difficult to justify a full Torpedo build. Best to stay with a Gun build.

Upgrades

The recommended upgrades for Harugumo are as follows:

Don't get too excited about a range build, though. With the 100mm shell ballistics, drag causes very high trajectories that make it difficult to hit anything at extreme range.

Commander Skills

Harugumo's priorities are survival and Guns.

Consumables

Harugumo equips the following consumables:

Camouflage

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

Players who wish to spend doubloons can equip Harugumo with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Due to the high service cost of Tier X ships, purchase of the permanent camouflage is highly recommended.

Signals

As Harugumo relies mainly on her main batteries for firepower, India X-Ray and Juliet Yankee are highly recommended for increased fire chance, especially when the captain has learned the Inertia Fuse for HE Shells skill. Juliet Charlie is also recommended as Harugumo has a relatively high detonation chance like with most other destroyers. Additionally, because Harugumo is very slowly compared to other same tier destroyers, Sierra Mike is highly recommended for fast repositioning.


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

Gallery

Historical Info


References

  1. Super Akizuki-class destroyer - Wikipedia
  2. Akizuki-class destroyer (1942) - Wikipedia
Ships of Japan
Destroyers  II TachibanaDoubloons • II Umikaze • II Tachibana LimaDoubloons • III Wakatake • IV Isokaze • V Minekaze • V FūjinDoubloons • V KamikazeDoubloons • V Kamikaze RDoubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome BDoubloons • VI ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII HSF Harekaze IIDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • IX Yūgumo • IX Kitakaze • IX MinegumoDoubloons • IX STAR KitakazeDoubloons • X Shimakaze • X Harugumo • X HayateDoubloons •  Yamagiri 
Cruisers  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
Battleships  II MikasaDoubloons • III Kawachi • IV Myōgi • IV IshizuchiDoubloons • V Kongō • V ARP KongōDoubloons • V ARP KirishimaDoubloons • V ARP HarunaDoubloons • V ARP HieiDoubloons • V HSF HieiDoubloons • VI Fusō • VI MutsuDoubloons • VI IseDoubloons • VII Nagato • VII AshitakaDoubloons • VII HyūgaDoubloons • VIII Amagi • VIII Yumihari • VIII KiiDoubloons • VIII Ignis PurgatioDoubloons • VIII RagnarokDoubloons • IX Izumo • IX Adatara • IX MusashiDoubloons • IX HizenDoubloons • IX IwamiDoubloons • IX DaisenDoubloons • IX TsurugiDoubloons • IX Iwami BDoubloons • X Yamato • X Bungo • X ShikishimaDoubloons • X ARP YamatoDoubloons •  Satsuma 
Aircraft Carriers  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu
Destroyers
Japan  II TachibanaDoubloons • II Umikaze • II Tachibana LimaDoubloons • III Wakatake • IV Isokaze • V Minekaze • V FūjinDoubloons • V KamikazeDoubloons • V Kamikaze RDoubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome BDoubloons • VI ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII HSF Harekaze IIDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • IX Yūgumo • IX Kitakaze • IX MinegumoDoubloons • IX STAR KitakazeDoubloons • X Shimakaze • X Harugumo • X HayateDoubloons •  Yamagiri 
U.K.  II Medea • III Valkyrie • III CampbeltownDoubloons • IV Wakeful • V Acasta • VI Icarus • VI GallantDoubloons • VII Jervis • VII Jupiter '42Doubloons • VIII Lightning • VIII CossackDoubloons • VIII Cossack BDoubloons • IX Jutland • IX SommeDoubloons • X Daring • X DruidDoubloons 
France  II Enseigne Gabolde • III Fusilier • IV Bourrasque • V Jaguar • V SirocoDoubloons • VI Guépard • VI AigleDoubloons • VII Vauquelin • VIII Le Fantasque • VIII Le TerribleDoubloons • IX Mogador • X Kléber • X MarceauDoubloons • X Kléber CLR 
U.S.S.R.  II Storozhevoi • III Derzki • IV Izyaslav • V GremyashchyDoubloons • V Podvoisky • V OkhotnikDoubloons • VI Gnevny • VII Minsk • VII LeningradDoubloons • VII Tashkent '39Doubloons • VIII Ognevoi • VIII Kiev • IX Udaloi • IX Tashkent • IX NeustrashimyDoubloons • X KhabarovskDoubloons • X Grozovoi • X Delny •  Zorkiy 
U.S.A.  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • V HillDoubloons • VI Farragut • VI MonaghanDoubloons • VII Mahan • VII SimsDoubloons • VII Sims BDoubloons • VIII Benson • VIII KiddDoubloons • IX Fletcher • IX BenhamDoubloons • IX HalfordDoubloons • IX Black BDoubloons • IX BlackDoubloons • X Gearing • X SomersDoubloons • X Forrest ShermanDoubloons •  Joshua Humphreys 
Germany  II V-25 • III G-101 • IV V-170 • V T-22 • VI Ernst Gaede • VI T-61Doubloons • VI Karl von SchönbergDoubloons • VII Leberecht Maass • VII Z-31 • VII Z-39Doubloons • VIII Z-23 • VIII Gustav-Julius Maerker • VIII Z-35Doubloons • IX Z-46 • IX Felix Schultz • IX Z-44Doubloons • IX ZF-6Doubloons • X Z-52 • X Elbing • X Z-42Doubloons 
Pan-Asia  II Longjiang • III Phra Ruang • IV Shenyang • V Jianwei • VI Fushun • VI AnshanDoubloons • VII Gadjah Mada • VIII Hsienyang • VIII SiliwangiDoubloons • VIII LoyangDoubloons • VIII FenyangDoubloons • VIII Loyang BDoubloons • VIII Ship SmashaDoubloons • IX Chung Mu • X Yueyang • X Lüshun •  Kunming 
Spain  X Álvaro de BazánDoubloons 
Europe  II Tátra • III Romulus • IV Klas Horn • V Visby • V Muavenet • VI Västerås • VI Stord • VII Skåne • VII Grom • VII BłyskawicaDoubloons • VII Stord '43Doubloons • VIII Öland • VIII Split • VIII OrkanDoubloons • IX Östergötland • IX Lambros Katsonis • IX VelosDoubloons • IX FrieslandDoubloons • IX JägerDoubloons • X Halland • X Gdańsk • X SmålandDoubloons • X RagnarDoubloons •  Dalarna 
Netherlands  IX GroningenDoubloons • X TrompDoubloons 
Italy  II Curtatone • III Nazario Sauro • IV Turbine • V Maestrale • VI Aviere • VI LeoneDoubloons • VII Luca Tarigo • VII FR25Doubloons • VIII Vittorio Cuniberti • IX Adriatico • IX Paolo EmilioDoubloons • X Attilio Regolo 
Commonwealth  III VampireDoubloons • VII HaidaDoubloons • VII HuronDoubloons • X Vampire IIDoubloons 
Pan-America  VI JuruáDoubloons