Bogatyr
Also called: 博加特里 · Богатырь Beta- Hold under 10 km with islands tight enough to break vision on demand
- Avoid: Open-water broadside trading
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Bogatyr Community Stats
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Bogatyr Community Stats
Record History
Playstyle
Overview
Bogatyr is a Tier II Soviet all-rounder light cruiser with 152mm guns at 11.6 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: top-decile main battery range in T2 CAs (11.6 km) and top-decile HE DPM in T2 CAs (112,000).
Positioning
Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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
Open-water broadside trading
Her 152mm shells citadel cruisers on the wrong frame, and her 23,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
- Long gun range · 11.55 km
- HE DPM machine · 118588 HE
- Fire-starter cruiser
No stat falls into the cohort's bottom decile across T2 CAs. Stable baseline in every category, no glaring weakness to play around.
How to get Bogatyr
Bogatyr is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.
Builds Beta
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.
Cohort position
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Where Bogatyr sits among Tier II CAs (26 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 28 mid-pack stats
Not standouts for Bogatyr -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 9 s base reload = 53.3. All upgrades (top gun, 10-gun broadside + top hull shells): 10 broadside guns x 60 / 8.5 s all-upgrades reload = 70.6.HE shells
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In-game data: 22 mm = 152 mm caliber / 6.91 (non-standard HE penetration ratio).ƒ
Zero upgrades: 2,100 HE damage x 8 broadside guns = 16,800. All upgrades (top gun, 10-gun broadside + top hull shells): 1,900 HE damage x 10 broadside guns = 19,000.ƒ
Zero upgrades: 16,800 HE full-salvo alpha x 60 / 9 s base reload = 112,000. All upgrades (top gun, 10-gun broadside + top hull shells): 19,000 HE full-salvo alpha x 60 / 8.5 s all-upgrades reload = 134,118.ƒ
Zero upgrades: 53.3 shells/min x 9% fire chance = 4.8. All upgrades (top gun, 10-gun broadside + top hull shells): 70.6 shells/min x 9% fire chance = 6.35.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: .ƒ
Zero upgrades: 2,700 AP damage x 8 broadside guns = 21,600. All upgrades (top gun, 10-gun broadside + top hull shells): 2,400 AP damage x 10 broadside guns = 24,000.ƒ
Zero upgrades: 21,600 AP full-salvo alpha x 60 / 9 s base reload = 144,000. All upgrades (top gun, 10-gun broadside + top hull shells): 24,000 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 169,412.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
2.5 km × 57 + 30 = 172.5 m.Show 1 more gun family
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Time to reach 90% of top speed (21.6 kt of 24 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (23.8 kt of 24 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
See all derived stats
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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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: .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 . 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, 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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.In-game data: 22 mm = 152 mm caliber / 6.91 (non-standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.Stock guns: 8 of 12 barrels bear on one beam. Top guns: 10 of 16. Alpha and DPM pair each configuration's salvo with its own reload.180 degrees / 5 deg/s traverse speed = 36 s.Zero upgrades: 2,100 HE damage x 8 broadside guns = 16,800. All upgrades (top gun, 10-gun broadside + top hull shells): 1,900 HE damage x 10 broadside guns = 19,000.Zero upgrades: 2,700 AP damage x 8 broadside guns = 21,600. All upgrades (top gun, 10-gun broadside + top hull shells): 2,400 AP damage x 10 broadside guns = 24,000.Zero upgrades: 16,800 HE full-salvo alpha x 60 / 9 s base reload = 112,000. All upgrades (top gun, 10-gun broadside + top hull shells): 19,000 HE full-salvo alpha x 60 / 8.5 s all-upgrades reload = 134,118.Zero upgrades: 21,600 AP full-salvo alpha x 60 / 9 s base reload = 144,000. All upgrades (top gun, 10-gun broadside + top hull shells): 24,000 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 169,412.Zero upgrades: 8 broadside guns x 60 / 9 s base reload = 53.3. All upgrades (top gun, 10-gun broadside + top hull shells): 10 broadside guns x 60 / 8.5 s all-upgrades reload = 70.6.Zero upgrades: 53.3 shells/min x 9% fire chance = 4.8. All upgrades (top gun, 10-gun broadside + top hull shells): 70.6 shells/min x 9% fire chance = 6.35.AA defense
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).Longest-reaching aura across AA-only + dual-purpose auras.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.2.5 km × 57 + 30 = 172.5 m.Secondary battery firepower
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: 6×1 75 mm (3/side) × 60/4 × 1500 = 67,500 + 6×1 75 mm (3/side) × 60/4 × 1500 = 67,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 75 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 75 mm family.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: 13 mm from the 75 mm family.Armor Beta
Hull HP 20,500 → 23,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
Overmatched by 107+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 6 mm primary (range 6–150 mm) | 2,000 (9% of HP) | Overmatch not possible in its bracket6 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) | 13 mm primary (range 13–25 mm) | 17,300 (75% of HP) | Overmatch not possible in its bracketAngle bounces 152mm13 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 6 mm primary (range 6–80 mm) | 1,800 (8% of HP) | Overmatch not possible in its bracket6 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 70 mm primary (range 11–70 mm) | ≈ 165,500 (effectively 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 6–70 mm) | 400 (2% of HP) | 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). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 11,500 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (75 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| Rudder (module) | separate HP pool, does not drain ship HP | 6,900 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
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.
Ship Charts
Skins & permanent camouflages
Every custom exterior Bogatyr can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
