World of Warships: Legends ship guide

Bogatyr

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracy12 km gun rangeHigh HE / fire outputNo AA
Community Data

Bogatyr Community Stats

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Playstyle

Overview

Bogatyr is a Tier II Soviet light cruiser with 152mm guns at 11.6 km, 8.1-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: best HE DPM in T2 CAs (124,444) and best stern plate in T2 CAs (25 mm).

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.

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

HE DPM machine

124444 HE DPM, best of T2 CAs. Sustained fire pressure.

Thick end plates

25.0 mm bow and stern plating, both in the top bracket of T2 CAs. Same-tier guns can't overmatch the ends.

Long gun range

11.55 km main battery reach, top decile of T2 CAs.

Heavy secondary DPM

135000.0 secondary DPM per side, top decile of T2 CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Thick stern plate

25.0 mm stern, best of T2 CAs.

All-Weather

No stat falls into the cohort's bottom decile across T2 CAs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Bogatyr

Bogatyr is available in the Early Soviet Cruisers branch of the U.S.S.R. Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Bogatyr sits in the Early Soviet Cruisers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

AL Avrora, AL Chapayev, and AL Tallinn are useful Soviet cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

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 (19 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.

BestHE DPM124,444 (1 of 3 tied) BestEnd plates25 mm (5/19 / 1 of 7 tied) Top 10%Main battery range11.55 km (2/19) Top 25%Fires per minute4.74 (3/18) Top 25%AP DPM160,000 (5/18) Top 25%Secondary DPM (per side)135,000 (3/11) Top 25%Max armor150 mm (5/19) Bottom 25%Air detection5.96 km (17/19) Bottom 25%HE velocity753 m/s (15/18) Bottom 25%AP fuse timer0.01 s (15/18) WorstTraverse-to-turn ratio3.18 × (1 of 2 tied) WorstSecondary HE pen13 mm (1 of 5 tied) WorstSecondary range2.5 km (1 of 5 tied) WorstNo AA (6 of 19 in cohort) WorstNo torpedoes (14 of 19 in cohort)
See 24 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.

Hit points23,000 HP(8/19) Max speed24 kt(13/19) Concealment9.94 km(15/19) Rudder shift8.7 s(15/19) Main battery caliber152 mm(7/19) Main battery reload8.1 s(11/19) Sigma2(9/19) HE shell damage2,100(9/18) HE fire chance8%(9/18) AP shell damage2,700(11/18) Main dispersion105.5 m(13/19) HE alpha1,500(5/11) AP velocity792.5 m/s(13/18) Acceleration7.7 s(9/19) AP arming threshold25 mm(11/18) Engine power19,500 hp(13/19) Turn-speed retention43.3 hp/m(13/19) Displacement7,428 t(14/19) Power-to-weight2.63 hp/t(11/19) Citadel belt70 mm(12/19) Deck armor70 mm(8/19) NormSecondary fire chance4%(8 of 11 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value) NormAP auto-bounce angle60°(17 of 18 tied at this value)

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

Survivability
Hit PointsInitial: 20,500 → 23,000
Displacement7,428 t
Armor range6–150 mm
Plate armor thicknesses6, 10, 11, 12, 13, 25, 35, 70, 80, 150 mm
Armor material/layer entries48
Fire resistanceInitial: 0% → 3.3%
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.
11,500
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.
6,900
Main Battery
ModuleArtillery: 130 mm/55 Model 1913
Mounts / barrels10 mounts / 12 barrels
Reload time9 s
Firing range (base)10.5 km
Firing range (top fire control)11.6 km
Turret traverse5 °/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 = (10504/30·(8−1.1)/1000 + 1.1)·30 = 105.5 m
105.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 105.5 × 0.6 = 63.3 m
63.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 105.5 × 0.319 (σ=2) = 33.7 m
33.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 63.3 × 0.319 (σ=2) = 20.2 m
20.2 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 9 s base reload = 53.3.
53.3
HE shells
HE Damage2,100 → 1,900
HE Velocity753 m/s → 823 m/s
Fire Chance8% → 9%
HE penetration
ƒIn-game data: 22 mm = 152 mm caliber / 6.91 (non-standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 8 broadside guns = 15,200.
15,200
Base HE DPM
ƒ15,200 HE full-salvo alpha x 60 / 9 s base reload = 101,333.
101,333
Base fires/min
ƒ8 HE shells x 60 / 9 s reload x 9% fire chance = 4.8.
4.8
AP shells
AP Damage2,700 → 2,400
AP Velocity792.5 m/s → 823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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 × 1450 × 36.86^0.69 × 0.13^-1.07 × 823^1.38 = 163.5 mm. Matches the in-game spec card.
163.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: 1e-7 × 1450 × 36.86^0.69 × 0.13^-1.07 × 229.1^1.38 = 28 mm.
28 mm
AP full-salvo alpha
ƒ2,400 AP damage x 8 broadside guns = 19,200.
19,200
Base AP DPM
ƒ19,200 AP full-salvo alpha x 60 / 9 s base reload = 128,000.
128,000
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
S
Secondary Battery
Mounts12
Firing range2.5 km
Shell Grouping (σ)1
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 @ 2.5 km
ƒ2.5 km × 57 + 30 = 172.5 m.
172.5 m
75 mm/50 Canet naval gun (×6)
Caliber75 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
75 mm/50 Canet naval gun (×6)
Caliber75 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 19,500 hp
Engine power19,500 hp
Maximum speed24 kt
Turning circle radius450 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.2× drags
Concealment
Detectability by sea9.94 km
Detectability by air5.96 km
Smoke firing penalty4.42 km
Detect after firing main guns9.94 km
Detect Fire Sea11.94 km
Detect Fire Air8.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (2)

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

HullTrade-off
  • Hit points20,500 → 23,000
  • Rudder shift10.9 → 8.7 s
  • Turret traverse5 → 3.25 °/s
Fire controlUpgrade
  • Main battery range10,504 → 11554.4 m

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 Disp105.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10504/30·(8−1.1)/1000 + 1.1)·30 = 105.5 m
Max Vert Disp63.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 105.5 × 0.6 = 63.3 m
Med Horiz Disp33.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 105.5 × 0.319 (σ=2) = 33.7 m
Med Vert Disp20.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 63.3 × 0.319 (σ=2) = 20.2 m
AP Pen Close163.5 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 × 1450 × 36.86^0.69 × 0.13^-1.07 × 823^1.38 = 163.5 mm. Matches the in-game spec card.
AP Pen Far28 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: 1e-7 × 1450 × 36.86^0.69 × 0.13^-1.07 × 229.1^1.38 = 28 mm.
HE penetration22 mm
In-game data: 22 mm = 152 mm caliber / 6.91 (non-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 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 alpha8
Barrels that can bear on one beam (8 of 12); casemate/wing mounts only fire one side.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha15,200
1,900 HE damage x 8 broadside guns = 15,200.
AP full-salvo alpha19,200
2,400 AP damage x 8 broadside guns = 19,200.
Base HE DPM101,333
15,200 HE full-salvo alpha x 60 / 9 s base reload = 101,333.
Base AP DPM128,000
19,200 AP full-salvo alpha x 60 / 9 s base reload = 128,000.
Base shells/min53.3
8 broadside guns x 60 / 9 s base reload = 53.3.
Base fires/min4.8
8 HE shells x 60 / 9 s reload x 9% fire chance = 4.8.

AA defense

Close-range AA DPS0
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).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.

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 @ 2.5 km172.5 m
2.5 km × 57 + 30 = 172.5 m.

Secondary battery firepower

Secondary DPM (per side)135,000
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).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 75 mm family.
Max HE fire chance4%
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.
Max HE pen13 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: 13 mm from the 75 mm family.

Armor

Hull HP 20,50023,000 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 6–150 mm)2,000 (9% of HP)
Overmatch not possible at T IIIAngle bounces 356mm25 mm: HE pens from 150mm+
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)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–80 mm)1,800 (8% of HP)
Overmatch not possible at T IIIAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel70 mm primary (range 11–70 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure6 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 HP11,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 HP800 per-mount HPDestroyed at 0 HPPer-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 HP6,900 module HPIncapacitated at 0 HPWhen 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Bogatyr default exterior
    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.

Source status No high-context source card yet Filtered for precision