World of Warships: Legends ship guide

Boevoi

Also called: 博埃瓦 · Боевой · Bojewoi Beta
U.S.S.R. · Tier V · Destroyer · Tech Tree
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (8 km)Strong AASmokeEngine BoostLong heal windowSluggish rudder
On this page
Community Data

Boevoi Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Boevoi is a Tier V Soviet gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: best AA DPS in T5 DDs (155) and best Repair Party duration in T5 DDs (28 s).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Top-tier AA

155.0 AA DPS, best of T5 DDs (median 94.0).

Long heal window

28.0 s Repair Party duration, best of T5 DDs. Restores HP for longer per activation.

Long DCP window

10.0 s Damage Control duration, best of T5 DDs. Stays fire / flood immune longer per activation.

Sluggish rudder

4.8 s rudder shift, worst of T5 DDs. Hard to dodge incoming AP; lean on island cover.

Easily spotted

6.9 km surface detect, bottom decile of T5 DDs. Visible before you can react; position early.

Acquisition

How to get Boevoi

Boevoi is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. 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

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Boevoi sits among Tier V DDs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAA DPS155 (1 of 2 tied) BestAA threat407 (1/25) Top 10%Torpedo reload60 s (3/25) Top 25%Hit points15,500 HP (6/25) Top 25%Traverse-to-turn ratio5.43 × (7/25) Top 25%Main battery caliber130 mm (7/25) Top 25%HE shell damage1,900 (7/25) Top 25%Engine power52,200 hp (6/25) Top 25%Torpedo speed65 kt (7/25) Bottom 25%Displacement2,763 t (20/25) Bottom 10%Concealment6.9 km (24/25) WorstAir detection3.54 km (25/25) WorstRudder shift4.8 s (25/25) WorstRepair heal rate0.5 %/s (3/3)
See 25 mid-pack stats

Not standouts for Boevoi -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed37 kt(9/25) Main battery range10.58 km(8/25) Main battery reload5 s(11/25) HE fire chance8%(9/25) Fires per minute3.84(11/25) HE DPM91,200(9/25) AP shell damage2,500(11/23) AP DPM120,000(13/23) Main dispersion87.2 m(11/25) AP velocity870 m/s(9/23) HE velocity870 m/s(9/25) Acceleration17.9 s(19/25) AP arming threshold22 mm(17/23) Turn-speed retention85.6 hp/m(8/25) Power-to-weight18.89 hp/t(17/25) AP pen at 10 km69 mm(9/23) Effective HE DPM (incl. fire)120,120(9/25) AA range3.5 km(9/25) Torpedo range8.04 km(9/25) Torpedo damage≈14,000(9/25) Max armor16 mm(15/25) NormAP fuse timer0.01 s(19 of 23 tied at this value) NormAP ricochet start45°(22 of 23 tied at this value) NormAP auto-bounce angle60°(22 of 23 tied at this value) NormTurn speed retained81%(23 of 25 tied at this value)
Survivability
Hit PointsInitial: 12,600 → 15,500
Displacement2,763 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 13, 15, 16 mm
Armor material/layer entries28
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/50 B-2LM
Mounts / barrels2 mounts / 4 barrels
Reload time5 s
Firing range (base)9.6 km
Firing range (top fire control)10.6 km
Turret traverse9.7 °/s
HE fire DPM vs T5 BB28920
Effective HE DPM vs T5 BB120120
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(962130·80.51000+0.5)·30=87.2m
87.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.2·0.6=52.3m
52.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.2·0.32(σ=2)=27.9m
27.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.3·0.319(σ=2)=16.7m
16.7 m
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
Shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
91,200
Fires/min
ƒ48 shells/min x 8% fire chance = 3.84.
3.84
AP shells
AP Damage2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. Matches the in-game spec card.
184.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 371 m/s: P=107·1615·33.50.69·0.131.07·3711.38=56.8mm.
56.8 mm
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.
120,000
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.
9
Torpedoes
ModuleTorpedoes: 533 mm Triple 1-N
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 70 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 60×0.85=51 s.
60 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 65 kt); the stock torpedo module runs 60 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
65 kt
Range8.04 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=42,000·0.333=14,000.
≈ 14,000
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,100
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km65 kt×2.6=8.3 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.5 per hit, shown as 2.5×100=250%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
250%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000.
84,000
AA Defense
AA mount pointsInitial: 5 → 11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×1) + (2×3.5×1) + (27×3.5×1) + (14×3.5×0.95) = 155. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
155
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
12.7 mm DShKInitial: 12.7 mm DShKM-2B (4×2) → 12.7 mm DShK (4×1)
76 mm 39-K1×2 76mm
37 mm 70-K (upgraded hull only)6×1 37mm
Far aura
Guns76 mm 39-K
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 1 hit probability = 14 - the same in-game units as the Close-range AA DPS headline.
Initial: 21 → 14
Range3.5 km
Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 1 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.
94
Range3.2 km
Total DPS in Aura
ƒFar 14 + Medium 94 = 108
108
Near aura
Guns12.7 mm DShK
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.95 hit probability = 47 - the same in-game units as the Close-range AA DPS headline.
Initial: 100 → 47
Range1.2 km
Total DPS in Aura
ƒFar 14 + Medium 94 + Near 47 = 155
155
Maneuverability
Engine power52,200 hp
Maximum speed37 kt
Turning circle radius610 m
Rudder shift time4.8 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.
17.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
30.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·37.0·0.5144610=1.79°/s, so ratio=ωturretωhull=9.71.79=5.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.4× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.54 km
Smoke firing penalty2.69 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.54 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 2,170 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 4,340 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 78 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (15,500 HP) per second = 78 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Smoke Generator2 charges · 240 s reload · 20 s emit / 81 s cloud active · 450 m radius
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points12,600 → 15,500
  • Rudder shift8.7 → 6.2 s
  • AA mounts5 → 11
  • Close-range AA DPS36 → 45
Fire controlUpgrade
  • Main battery range9,621 → 10583.1 m
TorpedoesUpgrade
  • Range6.03 → 8.04 km
  • Reload70 → 60 s
  • Alpha damage40,200 → 42,000
  • Display damage13,400 → 14,000
  • Speed60 → 65 kt

See all derived stats

Show

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

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
Max Horiz Disp87.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(962130·80.51000+0.5)·30=87.2m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp52.3 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.2·0.6=52.3m
Med Horiz Disp27.9 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.2·0.32(σ=2)=27.9m
Med Vert Disp16.7 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.3·0.319(σ=2)=16.7m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close184.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. Matches the in-game spec card.
AP Pen Far56.8 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 371 m/s: P=107·1615·33.50.69·0.131.07·3711.38=56.8mm.
AP pen 5 km113 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km69 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time18.6 s
180 degrees / 9.7 deg/s traverse speed = 18.6 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
AP full-salvo alpha10,000
2,500 AP damage x 4 broadside guns = 10,000.
HE DPM91,200
7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
AP DPM120,000
10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.
Shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Fires/min3.84
48 shells/min x 8% fire chance = 3.84.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range47.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage84,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000.
Per-side salvo damage84,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000.

AA defense

Close-range AA DPS155
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×1) + (2×3.5×1) + (27×3.5×1) + (14×3.5×0.95) = 155. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index407
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.
Near aura range1.2 km
Open in Charting Tool

Ship Charts

Balance History

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

Buff ×4Rework ×2Main Battery ×1Torpedo ×2Consumable ×3
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time reduced from 7 to 5 seconds.
  • Stock torpedo range increased from 5 to 6 km.
  • Upgraded torpedo range increased from 7 to 8 km.
  • Added Repair Party consumable.
  • Changed the order of consumables to be consistent throughout the Soviet destroyer Tech Tree branch:
  • Damage Control Party.
  • Replaced the "Short Range" trait with "Exposed".
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Boevoi default exterior
    DefaultThe ship’s standard exterior

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.