World of Warships: Legends ship guide

AL Chapayev

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Stay at range or behind cover where shell arcs and radar/utility can influence caps without exposing th…
  • Choose targets where raw HE damage matters, especially if building away from fire chance
  • Avoid: Do not build or play her like a short-range brawler

Variant of Chapayev

AL Chapayev is the Azur Lane variant of Chapayev with reworked shells: more HE damage and penetration, but a slower reload, lower AP damage and far lower fire chance.

Show all differences

Artillery

  • HE shell damage 2,850 (was 2,350)
  • HE penetration 37 mm (improved)
  • Main battery reload 9.2 s (was 8 s)
  • AP shell damage 3,100 (was 3,400)
  • HE fire chance 5% (was 12%)
Community Data

AL Chapayev Community Stats

Log in to GamingDiver and upload your data to see Community Data for AL Chapayev: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

AL Chapayev is a Soviet light cruiser for long-range HE pressure and space control, with official guidance around a commander skill that boosts HE damage at a major fire-chance cost and later reload tuning. Play her as a precise damage cruiser that farms from safe angles and supports destroyer control.

Positioning

Stay at range or behind cover where shell arcs and radar/utility can influence caps without exposing the fragile hull. Choose targets where raw HE damage matters, especially if building away from fire chance.

Potato Avoidance

Build or play her like a short-range brawler

AL Chapayev needs distance, accuracy, and disciplined target choice; exposing broadside for more DPM is how she disappears.

Acquisition

How to get AL Chapayev

AL Chapayev is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for range, reload, HE damage/fire tradeoff, concealment, and survivability. If using the unique HE-damage skill, account for the reduced fire-starting role.

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Most stats below come from the base ship, Chapayev. Rows where this variant differs are marked with a badge; hover the badge to see the base value.

All values are ship base stats with modifications and upgrade changes denoted inline.

Radar 13 kmSonar 4.93 kmRepair 2Def-AA
Survivability
Hit PointsInitial: 32,000 → 37,000
Displacement14,040 t
Armor range6–130 mm
Plate armor thicknesses6, 16, 20, 25, 26, 30, 40, 50, 70, 100, 120, 130 mm
Armor material/layer entries52
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
18,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
11,100
Main Battery
ModuleArtillery: 152 mm/57 MK-5 U
Mounts / barrels4 mounts / 12 barrels
Reload time9.2 s Δ
Firing range (base)14.5 km
Firing range (top fire control)16 km
Turret traverse7.2 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14501/30·(8−1.1)/1000 + 1.1)·30 = 133.1 m
133.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.1 × 0.6 = 79.8 m
79.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.1 × 0.319 (σ=2) = 42.5 m
42.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.8 × 0.32 (σ=2) = 25.5 m
25.5 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Base shells/min
ƒ12 broadside guns x 60 / 9.2 s base reload = 78
78 Δ
HE shells
HE Damage2,850 Δ
HE Velocity950 m/s
Fire Chance5% Δ
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
37 mm Δ
HE full-salvo alpha
ƒ2,300 HE damage x 12 broadside guns = 27,600.
27,600
Base HE DPM
ƒ27,600 HE full-salvo alpha x 60 / 9.2 s base reload = 180,000
180,000 Δ
Installed HE DPM
ƒ27,600 HE full-salvo alpha x 60 / 8.28 s installed reload (Main Battery Mod. 3 = -10%) = 200,000
200,000 Δ
Base fires/min
ƒ12 HE shells x 60 / 9.2 s reload x 12% fire chance = 9.39
9.39 Δ
AP shells
AP Damage3,100 Δ
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.
339.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 333.8 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 333.8^1.38 = 80.2 mm.
80.2 mm
AP full-salvo alpha
ƒ3,400 AP damage x 12 broadside guns = 40,800.
40,800
Base AP DPM
ƒ40,800 AP full-salvo alpha x 60 / 9.2 s base reload = 266,087
266,087 Δ
Installed AP DPM
ƒ40,800 AP full-salvo alpha x 60 / 8.28 s installed reload (Main Battery Mod. 3 = -10%) = 295,652
295,652 Δ
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
15
Torpedoes
ModuleTorpedoes: 533 mm Triple 1-N
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time74 s
Projectile speed65 kt
Range4.02 km
Maximum simulated damage16,733 (est.)
Alpha damage50,200
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
50,199
AA Defense
AA mount pointsInitial: 18 → 14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (68×3.5×0.9) + (17×3.5×0.9) = 268. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
268
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm V-11Initial: 37 mm 70-K (14×1) → 37 mm V-11 (14×2)
12.7 mm DShKM-2B (stock hull only)4×2 13mm
100 mm/56 B-54 (DP)4×2 100mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
17
Range5 km
Medium aura
DPS68
Range3.5 km
Total DPS in Aura
ƒFar 17 + Medium 68 = 85
85
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time3.75 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 124,600 hp
Engine power124,600 hp
Maximum speed33.5 kt
Turning circle radius890 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.5× slow
Concealment
Detectability by sea14.31 km
Detectability by air8.59 km
Smoke firing penalty7.55 km
Detect after firing main guns14.31 km
Detect Fire Sea16.31 km
Detect Fire Air11.59 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 20 s active · 13 km radar range
Repair Party2 charges · 55 s reload · 28 s active · 0.7% heal per second · 19.6% of max HP total heal

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp133.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14501/30·(8−1.1)/1000 + 1.1)·30 = 133.1 m
Max Vert Disp79.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.1 × 0.6 = 79.8 m
Med Horiz Disp42.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.1 × 0.319 (σ=2) = 42.5 m
Med Vert Disp25.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.8 × 0.32 (σ=2) = 25.5 m
AP Pen Close339.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.
AP Pen Far80.2 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 333.8 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 333.8^1.38 = 80.2 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time25 s
180 degrees / 7.2 deg/s traverse speed = 25 s.
HE full-salvo alpha27,600
2,300 HE damage x 12 broadside guns = 27,600.
AP full-salvo alpha40,800
3,400 AP damage x 12 broadside guns = 40,800.
Base HE DPM180,000 Δ
27,600 HE full-salvo alpha x 60 / 9.2 s base reload = 180,000
Base AP DPM266,087 Δ
40,800 AP full-salvo alpha x 60 / 9.2 s base reload = 266,087
Installed HE DPM200,000 Δ
27,600 HE full-salvo alpha x 60 / 8.28 s installed reload (Main Battery Mod. 3 = -10%) = 200,000
Installed AP DPM295,652 Δ
40,800 AP full-salvo alpha x 60 / 8.28 s installed reload (Main Battery Mod. 3 = -10%) = 295,652
Base shells/min78 Δ
12 broadside guns x 60 / 9.2 s base reload = 78
Installed shells/min87 Δ
12 broadside guns x 60 / 8.28 s installed Artillery reload = 87
Base fires/min9.39 Δ
12 HE shells x 60 / 9.2 s reload x 12% fire chance = 9.39
Installed fires/min10 Δ
12 HE shells x 60 / 8.28 s installed reload x 12% fire chance = 10

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range23.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage100,398
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage50,199
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS268
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (68×3.5×0.9) + (17×3.5×0.9) = 268. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1017
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)89,600
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 100 mm (4/side) × 60/3.75 × 1400 = 89,600. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.

Balance History

Balance updates affecting AL Chapayev. Cards are condensed; use each source link for full context.

Nerf ×12Buff ×1Commander Skill ×2Main Battery ×4
2024-09-05

Ministry of Balance: Season of Change

  • Main battery reload time increased from 8 to 9.2 seconds.
  • Main battery AP shell damage reduced from 11,000 to 10,250.
  • Main battery AP minimum penetration angle reduced from 55 to 50 degrees.
  • Main battery AP maximum penetration angle reduced from 70 to 65 degrees.
  • Upgraded hull total health reduced from 83,000 to 80,000.
  • Upgraded hull engine HP reduced from 89,900 to 80,000.
  • Upgraded hull bow HP reduced from 3,200 to 3,000.
  • Upgraded hull stern HP reduced from 3,600 to 3,500.
  • Upgraded hull HP reduced from 62,300 to 60,000.
  • Upgraded hull steering gear HP reduced from 24,900 to 24,000.
  • +2 more official change lines in the source post.
Read the full official post
2024-09-05

September Update: Breeze of Inspiration

  • Buffs to Harold B. Farncomb: the "Careful" base trait and "Shell From the Ghost" unique skill have been improved.
  • New row 4 skill for Jerzy Świrski: Fox Flair. Increases the duration of Radar to match that of Smoke Generator while the latter is active, and reduces main battery reload time by up to 10% while Radar is active.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior AL Chapayev can equip, from in-game data.

  • AL Chapayev default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur ChapayevAzur Lane

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.