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Ships of USN Ships fielded by the United States Navy (USN) sport great armor (albeit in an all-or-nothing design), main battery guns, and anti-aircraft (AA) capabilities, and are less hindered by stock configurations — many were built later and subsequently underwent fewer, less drastic upgrades (unlike Imperial Japanese Navy (IJN) vessels such as Kongo).
Minekaze, Fubuki, Akatsuki, Akizuki, Kitakaze, Haragumo.If IJN did not get a spotting range nerf on torps tier 9 and lower so they had the same detection as other nations do - I'd say go to the Shimakaze (which was a tad over nerfed as well). Problem really is that the IJN torp boats now have torps spotted seconds sooner than other nations, with guns that do not back them up well at all, so their teeth have pretty much been taken out, other than Minekaze which has the same stealth, faster torp reload, and the same torp spotted range as other nations, giving her torps similar reaction times left as her cousins the Kami clones.
That are frequently called OP while Minekaze is forgotten about. Joke is the Kami clone sare the only torpedo boats other than Minekaze that are actually balanced to torpedo boat well. With the other being that Minekaze is actually part of the gunboat line, which at tiers 6 and 7 is still trying to be a torpedo boat line, which, doesn't work well. Then you get to 8-10 where the gunboat line actually learns to gunboat and does it well, and the torp line because of the nerf and the amount of hydro, captains with Vig, the detection upgrade that spots things sooner - their torps are a joke when the top tier USN DD's, German DD's, and in particular PA DD's can actually better fill the torp boat role, while having better guns. T2 - Tachibana I suppose if you really want a T2 IJN DD.
Who honestly cares about this tier?T3 - mehT4 - Isokaze, still pretty decent at clubbing newcomersT5 - Kamikaze if you ever win the jackpot with Christmas crates or supercontainers. Otherwise mehT6 - complete the campaign for ShinonomeT7 - Akatsuki is more well rounded than ShiratsuyuT8 - You can't go wrong here. Kagero, Asashio, and Akizuki are all good ships if played well. It's up to your tastes.T9 - Kitakaze and Yugumo are both good. Up to youT10 - Harugumo. Tech TreeTorpedo Boats:.Minekaze can stealth torp at T5 which is unique, but I prefer Fubuki at T6 as a mid-tier torp boat.Shiratsuyu is the first to get Torpedo Reload Booster, and T7 doesn’t always have radar. It’s the best balance of torps vs radar.
Even though it’s in the “gunboat” line, it’s really a torpedo spammer.Shimakaze of course! I run the 8k F3 torps for maximum lolz but they have a very high skill floor.Gun Boats:Well, all of them: Akizuki - Kitakaze - Harugumo.
Haru’s DPM is outright OP. Take Vigilance on your captain, because getting torped in smoke is the main way you die. Start to angle against torps as soon as you are spotted or smoke up.
Also, use the speed boost for extra maneuverability against torps, not for speed across the map.PremiumM y favorite premium in the whole game is the Harekaze. It can be played as a torpedo boat or hybrid, depending on how you configure it, and recent changes to IJN HE pen has buffed an already good ship.Shininome is also great, and you can earn it through a campaign for free. It looks like a torpedo boat but the guns have great alpha.
In Sprint Ranked, lots of T-61’s and Farraguts chased my Shino, assuming they could outgun this IJN DD. They died from my HE blasts. Shoot, duck behind an island or smoke, wait for reload, repeat. It takes time because of the slow reload, but each volley can rip 1/4 to 1/3 health off a red DD.Special shout-out to the T2 Tachibana.
Best lolz per dollar ratio. Edited December 25, 2018 by n00bot. Shininome is also great, and you can earn it through a campaign for free. It looks like a torpedo boat but the guns have great alpha. In Sprint Ranked, lots of T-61’s and Farraguts chased my Shino, assuming they could outgun this IJN DD. They died from my HE blasts.
Shoot, duck behind an island or smoke, wait for reload, repeat. It takes time because of the slow reload, but each volley can rip 1/4 to 1/3 health off a red DD.Have complaints about both the reload AND glacial turrets. Seems I have to wait forever sometimes to get my guns on target, fire a salvo, then wait for the reload. It takes great timing to have the guns lined up at the same time they are loaded while dodging. Seems I am always waiting for one or the other. So many 'magic' moments where I am locked on, waiting for the reload, and just as the guns load and I click the mouse they drift off lock and I have to wait for relock.Overall, still a good boat.
But lots of frustrations. I'm still pretty much a newb here so take this for whatever it's worth.
I'm more of a gunboat guy so most of the early to mid tier IJN DD's are not among my favorites even tho I have had considerable success with a few of them. That said, After the Clemson in the US line I really enjoyed the Isokaze. Once I had it fully upgraded Hatsuharu was good. I'm doing the Akizuki now and while I really love the way it plays my success has been limited. Probably some of that is due to her just being wildly different from other IJN dd's so far. Some also might be due to my being relentlessly down tiered against T 10s.
Only 8 games into it though and my gut feeling is that once I get a handle on her she will be one of my favorites. So many 'magic' moments where I am locked on, waiting for the reload, and just as the guns load and I click the mouse they drift off lock and I have to wait for relock . It’s true, but I deal with this by letting off the rudder slightly just before the reload hits, allowing the guns to lock by the time reload hits.
Holding rudder 100% is easy to predict anyway, and letting off the rudder slightly can actually help you dodge as well. We’ll say it has a moderate skill floor, but I find it workable. It’s true, but I deal with this by letting off the rudder slightly just before the reload hits, allowing the guns to lock by the time reload hits.But why do the guns remain locked through the entire loading process but break lock just as the circle turns green?Found the same type of thing with islands for lots of ships. Its noticeable on the Shinonome because of the slow reload. Waiting, waiting, waiting for the circle to turn green.
It finally does and, you click the left mouse and that little mountain symbol pops up right AFTER you fire to let you know your full salvo just hit rocks. WG must have a few sadistic programmers. I prefer gunboats, so that will definitely affect my rankings. Take that for what it is.Tier 2: Tachibana sistersTier 3: Wakatake (only choice)Tier 4: Isokaze (only choice)Tier 5: Kamikaze sistersTier 6: ShinonomeTier 7: AkatsukiTier 8: AkizukiTier 9: KitakazeTier 10: HarugumoA torp detection buff could change the game if it were to ever happen. For ships that really on their torps, they are much too easy to avoid.
I would almost say German or high tier American are better torp boats. The exception is the monsters that are the Kami sisters. They're terrifying.In conclusion, IJN has great gunboats at tier 2, 8, 9, and 10. Little monsters of torp boats at tier 5, and nothing better than underwhelming at tiers 3, 4, 6, and 7. The IJN 127's HE damage just got buffed recently, so don't discount your guns.
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You have a slower rate of fire and a sad turret traverse for the most part so you'll need to adjust your manuver appropriately to account for it. But if you can be a strait shooter there's really nothing out there that should scare you. Quite the opposite. YOUR the shark in the water!IJN DD's are typically a bit slower then every one elses so plan ahead.At this point the only IJN DD's I rally don't have are the tier X's. I've had 'em and sold em back!
I just don't like them very much. To over specialized with glaring difficult to deal with weaknesses.Best overall IJN DD, HSF Harekaze 4-10 hull. Lease number of HP in the tier, best guns in the tier, option to go no smoke, plenty of up grade slots. Tiny and agile. But you do have to KNOW how to drive IJN DD's.
One error at the wrong time and yer swimm'n with the fishes!My favorite is the Torp boat line Yugumo at tier XI. She's a monster.IJN DD's demand more player skill then other lines, but they reward those that learn quite nicely. There are no really bad IJN DD's, but there are a LOT of bad IJN DD players. Always remember the ship is just a tool. It's YOU that makes it look good. I'm only on tier seven with the Akatsuki right now.
I'm pretty new to the game and am free to play. For me, Umikaze and Wakatake were pretty underwhelming. Isokaze is a pretty good all rounder but different from tier 5 to 10 on the main line. Mutsuki is an absolute keeper for me (the only ship I did over 100k damage in ^^). It was frustrating for me at first because it has such a different play style from the Isokaze.
But these are a few pointers that have worked out for me for the Mutsuki, Fubuki, and Akatsuki currently.Note: This is going to be heavily about the main line. Idk how useful it will be for the alternate line1. In a jap destroyer, there are only two times to ever use your guns. Either to duel with a lower tier destroyer that has less health than you or to finish off a super low health cruiser or battleship. For the most part, you should never use your guns in battle. The mutsuki's guns are definitely a weakpoint. Only two shells with a whole broadside.
The fubuki and akatsuki are a bit better with 4 and 6 shells, but using your guns should still be rare. I certainly learned to fear other destroyers, especially Americans and russians. Unless the enemy sets up a smoke screen and you can launch torps into it for a blind kill or they are low health, stay away from enemy destroyers. Just try to keep them spotted and hope your team can do the work or they lose interest and leave the flank.2. The main line is meant for a ninja of the seas play style. You spot a target (the best targets are bbs or cruisers distracted in combat with someone else), wait for them to get into the sweet spot and then fire your torps without being spotted. By sweet spot I mean when you are in range for your torps and are not spotted.
It is important to memorize your detected distance and your torp range to be successful in the mutsuki and up. For instance, in the mutsuki I believe the base detected range is 6.1 and the torp range is 8. Approach the other ship until they are maybe 7.5 away. Then turn, launch your torpedoes, and start moving away until they are out of torp range.
You will remain undetected while having launched 3, 6, or even 9 torps at the unsuspecting enemy.3. Japanese torpedoes are definitely the highlight of the destroyers.
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One strategy that has really helped me is firing one volley on the white predicted path and then firing one reaction volley (either to the left or right of the white line) in case of a sharp turn. How far you shoot from the white line all depends on the situation and after some play time it becomes easier to predict the other ship's movement.
One thing I loved to do with the Fubuki was make a 'wall' of 9 torps. This is especially useful when a bb is coming directly toward you are an enemy dd is hiding in smoke. In case of smoke, choose the spot where it ended or where you last saw the enemy. Launch one directly at the spot and then two at the sides all at nearly the same time. The same thing applies for bbs, only using the white line.
The enemy will find a huge wall of 9 torpedoes and if your smoke prediction was right or the bb starts to turn as soon as the torps are spotted, you are usually guaranteed at least one hit.4. This is already a really lengthy response so I'll try to end it here. I think the jap destroyer line is probably one of the hardest to learn and master, and I am definitely having my own troubles with it.
But once you are able to do well in a jap destroyer, many of the same principles apply to each destroyer line. The two most important skills are prediction and judgement. Over time, it will be easier to predict the opponent's movements and offset your torpedoes accordingly. You will also gain a good sense of when to let yourself be detected to finish off someone or which flank to go to depending on the enemy's map.Again, I'm rather new to the game with less than 1,000 battles. I hope that my huge response here had at least 1 tip. I hope I didn't get anything wrong here lol!
I have them all and I will say once getting to t10 these are the ones I still play.Umikazi - this boat with RPF is insanely fun to play, not overpowered by any means just really fun to play when against straight line sailing BB's.Fujin - very strong t5 dd for when oyu need a t5 ddAkizuki - very fun t8 dd for those times you want to daka daka dakaShimikazi - Used for clan battles, still has excellent concealment and speed. 12 km torps are still very good. If you want to be super sneaky and ruin people's days this is the ship to take.Harugumo - for those times you want Akizuki fun in a t-10 match. Less utility than the shimi but lots of fun for different reasons.I still have the rest just don't play them as much but I keep them for the snowflake events and such. I am also not a dd main by any stretch. I have only recently been focusing on Shimi play as my clan has been using me in it so I figured I better learn.
Watched some you tube videos by and followed his advice. As a result my win rate/player rating and average damage has gone up dramatically in randoms and I have become much more useful in clan battles.
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