Boevoi
Also called: 博埃瓦 · Боевой · Bojewoi Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
- Avoid: Trading guns in open water against peer DDs
On this page
Boevoi Community Stats
Across 3,100+ Standard battles from 160+ players, Boevoi averages a 59% win rate, 31,700 damage and 1.0 kills per battle, and survives 40% of them.
Boevoi Community Stats
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Boevoi Community Stats
Record History
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. Her 130mm guns reload in 5 s, so the damage comes from staying in the trade rather than from any one salvo. AA (156 AA DPS at 3.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: fast HE shells in T5 DDs (6 s, 3rd of 25) and fast AP shells in T5 DDs (6 s, 3rd of 23). The trade is surface detection in T5 DDs (6.9 km, 24th of 25).
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; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.6 km of reach against 6.9 km of detection leaves about 3.7 km in which you can shoot before the answer arrives. 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. Shooting from the cloud gives you away at 2.7 km, and a destroyer here is spotted at about 6.5 km, so you see it coming with roughly 3.8 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4 km) and radar (about 8.1 km) read straight in regardless. With 4.8 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
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. You are visible from 6.9 km with 15,500 HP to spend, so the second ship to join the trade decides it.
Signature Traits
+8% speed (about +3 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.
- Top-tier AA · 156 AA
- AA specialist
28 s Repair Party duration, best of T5 DDs. Restores HP for longer per activation.
- Fast HE shells · 5.99 s
- Fast AP shells · 5.98 s
6.9 km surface detect, bottom decile of T5 DDs. Visible before you can react; position early.
4.8 s rudder shift, worst of T5 DDs. Hard to dodge incoming AP; lean on island cover.
How to get Boevoi
Boevoi is available in the Generalist Destroyers branch of the U.S.S.R. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.
History: Early Access Aug 2021 (temporary crate drops, now ended).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show U.S.S.R. tech-tree branch diagram
Boevoi sits in the Generalist Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Best listed chance for this ship
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Soviet Destroyer Big Crate
5%
V Boevoi*
Archived · Soviet Destroyer Big Crate
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Soviet Destroyer Crate
1.5%
V Boevoi*
Archived · Soviet Destroyer Crate
Official WG availability sources
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September update: the Redinforcements
Early Access
Start: 2021-08-26
- Three fresh-off- the-dock dangerous Soviet destroyers: Soobrazitelny (Russian for Sharp) at Tier IV, Boevoi (Russian for Pugnacious) at Tier V and Kiev at Tier VI wait for you in Early Access as an alternate branch.
- You can receive these warships with unique personal missions, one per ship, while opening dedicated Soviet destroyer crates and Big crates (with a better chance to get an Early Access DD).
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Speed, Size, and Might: The Red Navy Grows
Early Access
Start: 2021-08-31
- First in the ranks and, fittingly, in Early Access, come three feisty Soviet destroyers: Soobrazitelny (Russian for “Sharp”) at Tier IV, Boevoi (Russian for “Warlike”) at Tier V, and Kiev at Tier VI, forming an alternate branch of Russian DDs.
- You can receive these warships, along with personal missions that are available once per ship, in dedicated Soviet Destroyer Crates and Soviet Destroyer Big Crates (with better chances of getting one of the Early Access vessels).
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Halloween Update: Double the Fun, Double the Trouble
Tech tree line
Start: 2021-09-30
- A Russian destroyer alternate branch is coming in hot out of the Early Access:
- Tier V Boevoi
Show direct source rows
- Soviet Destroyer Big Crate 5% · V Boevoi*
- Soviet Destroyer Crate 1.5% · V Boevoi*
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Boevoi sits among Tier V DDs (24 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.
See 32 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.
Stats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 154° (the most restricted forward-facing mount's arc) = 26° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (10.6 km) shells land in an ellipse about 94 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 9.7 deg/s traverse speed = 18.6 s.ƒ
4 broadside guns x 60 / 5 s base reload = 48.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 4 broadside guns = 7,600.ƒ
7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.ƒ
48 shells/min × 0.08 (8% fire chance) = 3.84.AP shells
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floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (10.6 km), where the shell has slowed to 428.6 m/s: .ƒ
2,500 AP damage x 4 broadside guns = 10,000.ƒ
10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.ƒ
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.ƒ
Base reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 70 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: s.ƒ
Speed of the top torpedo module (all-upgrades configuration, 65.0 kt); the stock torpedo module runs 60.0 kt.ƒ
Initial: 40,200 × 0.333 = 13,400 → 42,000 × 0.333 = 14,000 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
42,000 warhead alpha / 3 + 1,100 blast = 15,100. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.5 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Initial: 3 × 3.5 × 1 + 3 × 3.5 × 1 = 21 → 2 × 3.5 × 1 + 2 × 3.5 × 1 = 14. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 27 raw aura damage × 3.5 × 1 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 14 + Medium 94 = 108ƒ
Initial: 30 × 3.5 × 0.95 = 100 → 14 × 3.5 × 0.95 = 47. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 14 + Medium 94 + Near 47 = 155ƒ
top speed / 4 + 4.9 = 37 / 4 + 4.9 = 14.2 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (33.3 kt of 37.0 kt).ƒ
Time to reach 99% of top speed (36.6 kt of 37.0 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.ƒ
With the rudder hard over the hull turns 7.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 9.7 − 7.9 = +1.8°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.9 km x 0.955 = 6.59 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 6.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.59 km.ƒ
max(main battery range, sea detectability 6.9 km) = 10.58 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 3.54 km + gun-firing bloom 2.6 km = 6.14 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.ƒ
Sea detectability 6.9 km + 2.0 km while burning = 8.9 km.ƒ
Air detectability 3.54 km + 3.0 km while burning = 6.54 km.
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) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 15,500 HP = 2,170 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 2 charges = 0.28 × 15,500 HP = 4,340 HP: up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 15,500 HP = 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
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard destroyer dispersion curve.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 10583.1 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 10583.1 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 615.9 m/s is the shell's speed when it arrives at 5 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 444.2 m/s is the shell's speed when it arrives at 10 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.2 mounts × 2 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1400 m / (65.0 kt × 2.6855) = 8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).8040 m / (65.0 kt × 2.6855) = 46.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 3 tubes.2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 76mm 39k 1x2 -> 7 DPS @ 3.5 km; 76mm 39k 1x2 -> 7 DPS @ 3.5 km; 37mm70K 6x1 -> 95 DPS @ 3.2 km; 12 DShK 4x1 -> 47 DPS @ 1.2 km.@ 3.5 km: 7 + 7 = 14; @ 3.2 km: 7 + 7 + 95 = 109; @ 1.2 km: 7 + 7 + 95 + 47 = 156. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.7 + 7 + 95 + 47 = 156 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).7 × 3.5 + 7 × 3.5 + 95 × 3.2 + 47 × 1.2 = 409. 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.Ship Charts
Background
Developed from the Gnevny-class destroyers, the ship (Project 30) featured a larger displacement. In contrast to her predecessors, she boasted improved armor protection for artillery and a more powerful torpedo armament.
Armor Beta
Hull HP 12,600 → 15,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 6–16 mm) | ≈ 775 (~5% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 16 mm | ≈ 11,625 (~75% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 13–16 mm) | ≈ 775 (~5% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 mm primary (range 10–16 mm) | no cap | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 6 mm primary (range 6–16 mm) | no cap | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Balance History
Balance updates affecting Boevoi. Cards are condensed; use each source link for full context.
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, Repair Party, Engine Boost, Smoke Generator.
- Replaced the "Short Range" trait with "Exposed".
Skins & permanent camouflages
Every custom exterior Boevoi can equip.
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.
