World of Warships: Legends ship guide

Chapayev

Also called: 恰巴耶夫 · Чапаев · Tschapaew Beta
HE fire-spam cruiserGuns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Playstyle
  • Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy, fast torpedoes16 km gun rangeRadar (11.7 km)High HE / fire outputSuper-healEasily spotted
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Community Data

Chapayev Community Stats

Across 8,400+ Standard battles from 190+ players, Chapayev averages a 60% win rate, 67,500 damage and 1.0 kills per battle, and survives 45% of them.

Community Data

Chapayev Community Stats

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

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Playstyle

Overview

Chapayev is a Tier VII Soviet light cruiser whose 152mm guns bring 10.8 fires a minute (9th of 50). Surveillance Radar (11.7 km) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: torpedo alpha in T7 CAs (16,733, 5th of 43) and main battery range in T7 CAs (16 km, 9th of 58). The trade is surface detection in T7 CAs (14.3 km, 55th of 58).

Positioning

Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts. Radar reaches 11.7 km, so the drop only pays once you are near enough to use it: push it when the destroyer fight is yours, not to fish for a lone kill, or the next push has no answer to smoke or vision. 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. A 890 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision. Yours reaches 11.7 km for 20 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

11.7 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.

Heavy torpedoes ↗

16733 damage per torpedo, top decile of the 43 T7 CAs with torpedoes.

Long-range radar ↗

11.7 km Surveillance Radar range, best of the 17 T7 CAs with radar. Lights targets peer radars can't reach.

ELITE MAIN BATTERY ↗
  • Long gun range · 16 km
  • Flat AP shells · 950 m/s
  • Flat arc HE shells · 950 m/s
Easily spotted ↗

14.3 km surface detect, bottom decile of T7 CAs. Visible before you can react; position early.

Short torp range ↗

4 km torpedo range, bottom decile of the 43 T7 CAs with torpedoes. Must close to deliver.

Acquisition

How to get Chapayev

Chapayev is available in the Artillery Cruisers branch of the U.S.S.R. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,950,000 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show U.S.S.R. tech-tree branch diagram
Official WG availability sources
  • Update: March 2020 Tech tree line Start: 2020-03-09
    • VII Chapayev
    • All the cruisers will become available for you to research and purchase once the Update goes live, so try them out and find the skill and mod combos that work best for you.

Builds

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

AL Avrora

Shell-swap light cruiser
InspirationsAL Tallinn · AL Cheshire

Avrora's trait cuts shell switching time, so this build pays for both shell types: AP 3300 to 3630, HE 2200 to 2420, fire chance 12 to 15 percent. Fixated's plus 5 percent sigma cancels the minus 5 percent Hammering Strikes costs you.

Open in Build Tool →

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

Hide ▾

Where Chapayev sits among Tier VII CAs (57 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.

Top 10%Torpedo damage≈16,733 (5/43) Top 10%Repair heal rate0.7 %/s (5/57) Top 25%Main battery range15.95 km (9/58) Top 25%Fires per minute10.8 (9/50) Top 25%HE DPM207,000 (11/50) Top 25%AP DPM306,000 (10/58) Top 25%AP velocity950 m/s (7/58) Top 25%HE velocity950 m/s (7/50) Top 25%Displacement14,040 t (15/58) Top 25%Power-to-weight8.87 hp/t (13/57) Top 25%Effective HE DPM (incl. fire)287,112 (11/50) Top 25%Torpedo speed65 kt (11/43) Top 25%Torpedo reload74 s (9/43) Bottom 25%Main dispersion143.1 m (47/58) Bottom 25%Secondary HE pen17 mm (40/51) Bottom 25%AA DPS305 (47/58) Bottom 10%Stealth profile14.31 km / 8.59 km (55/58 / 55/58) Bottom 10%Turning circle890 m (55/58) Bottom 10%Secondary DPM (per side)84,000 (47/51) WorstTorpedo range4.02 km (1 of 2 tied)
See 33 mid-pack stats

Not standouts for Chapayev -- 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 points37,000 HP(39/58) Max speed33.5 kt(19/58) Smoke fire bloom7.55 km(43/58) Rudder shift8.7 s(24/58) Main battery caliber152 mm(43/58) Main battery reload8 s(20/58) Sigma2(30/58) HE shell damage2,300(35/50) HE fire chance12%(33/50) AP shell damage3,400(35/58) Secondary HE alpha1,400(37/51) Secondary fire chance6%(19/51) Time to 90% speed24 s(17/57) Acceleration (0-12 kt)8.6 s(19/57) AP fuse timer0.025 s(33/58) AP arming threshold25 mm(19/58) Engine power124,600 hp(23/57) Power / turn radius140 hp/m(43/57) AP pen at 10 km142 mm(37/58) AA range5 km(29/58) AA threat1,204(39/58) Flak damage per salvo (expected)1,323(39/58) Torpedo reaction time7.4 s(13/43) Max armor130 mm(39/58) Citadel belt120 mm(33/55) Bow armor26 mm(19/55) Stern armor26 mm(19/55) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit PointsInitial: 32,000 → 37,000
Displacement14,040 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
201.7 x 18.7 m (ship-model figure)
Armor range6–130 mm
Plate armor thicknesses6, 16, 20, 25, 26, 30, 40, 50, 70, 100, 120, 130 mm
Armor material/layer entries52
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 33.3% → 36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 37,000 HP = 3,330 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 37,000 HP = 3,700 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 37,000 HP plus everything Repair Party can restore: 0.007 of max HP per second (0.7%) × 28 s × 37,000 HP = 7,252 HP per charge, × 2 charges = 14,504 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
41,111–51,504
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,700 = 9,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,700
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 27,800 = 55,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
27,800
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,900 = 5,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,900
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,900 = 3,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,900
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 152 mm/57 MK-5 U
Mounts / barrels4 mounts / 12 barrels
Reload time8 s
Firing range (base)14.5 km
Firing range (top fire control)16 km
Turret traverse7.2 °/s
Turret armor175 mm
Turret traverse arcs
ƒHow 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.
±151°, ±153°, ±155°, ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 151° (the most restricted forward-facing mount's arc) = 29° 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.
30° off bow / 29° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (16.0 km) shells land in an ellipse about 143 m wide and 86 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15951.130·8−1.11000+1.1)·30=143.1m
143.1 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.1·0.6=85.8m
85.8 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =143.1·0.62=42.9m
42.9 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =85.8·0.62=25.8m
25.8 m at 16 km
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 8 s base reload = 90. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 7.286 s (7.2 s = 51 ticks) all-upgrades reload (8 s × 0.9 Main Battery Mod. 3 = 7.2 s) = 98.8.
Initial: 90 → 98.8
HE shells
HE alpha2,200 → 2,300
HE Velocity950 m/s
Fire Chance12%
HE fire DPM vs T7 BB80112
Effective HE DPM vs T7 BB278112
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒZero upgrades: 2,200 HE damage x 12 broadside guns = 26,400. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 2,300 HE damage x 12 broadside guns = 27,600.
Initial: 26,400 → 27,600
HE DPM
ƒZero upgrades: 26,400 HE full-salvo alpha x 60 / 8 s base reload = 198,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 7.286 s (7.2 s = 51 ticks) all-upgrades reload (8 s × 0.9 Main Battery Mod. 3 = 7.2 s) = 227,294.
Initial: 198,000 → 227,294
Fires/min
ƒZero upgrades: 90 shells/min × 0.12 (12% fire chance) = 10.8. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 98.8 shells/min × 0.12 (12% fire chance) = 11.86.
Initial: 10.8 → 11.86
AP shells
AP alpha3,300 → 3,400
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP pen max range93 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2216·550.69·0.152−1.07·9501.38=339.7mm.
339.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 372.2 m/s: P=10−7·2216·550.69·0.152−1.07·372.21.38=93.2mm.
93.2 mm at 16 km
AP full-salvo alpha
ƒZero upgrades: 3,300 AP damage x 12 broadside guns = 39,600. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 3,400 AP damage x 12 broadside guns = 40,800.
Initial: 39,600 → 40,800
AP DPM
ƒZero upgrades: 39,600 AP full-salvo alpha x 60 / 8 s base reload = 297,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 40,800 AP full-salvo alpha x 60 / 7.286 s (7.2 s = 51 ticks) all-upgrades reload (8 s × 0.9 Main Battery Mod. 3 = 7.2 s) = 336,000.
Initial: 297,000 → 336,000
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Triple 1-N
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time74 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 65.0 kt); the stock torpedo module runs 60.0 kt.
Initial: 60 kt → 65 kt
RangeInitial: 3.72 km → 4.02 km
Maximum simulated damage
ƒInitial: 46,500 × 0.333 = 15,500 → 50,200 × 0.333 = 16,733 (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: Dsim=α·c=50,200·0.333=16,733. 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.
Initial: ≈ 15,500 → ≈ 16,733
Maximum damage (ammunition)
ƒ50,200 warhead alpha / 3 + 1,200 blast = 17,933. 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.
17,933
Torpedo module damage
ƒPer-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.
1,200
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km65 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.02 per hit, shown as 3.02×100=302%. 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.
302%
Torpedo launcher traverse25 °/s
Launch arcswing 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 16,733 = 50,199. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
50,199
AA Defense
AA mount pointsInitial: 18 → 14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.2 km; dual-purpose mount auras extend it.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 100mm
Far aura
Guns100 mm/56 B-54 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 91 from dual-purpose secondaries firing as AA in this range band.
91
Range5 km
Medium aura
Guns37 mm V-11
Continuous DPS
ƒEffective DPS: 68 raw aura damage × 3.5 × 0.9 hit probability = 214 - the same in-game units as the Close-range AA DPS headline.
214
Range3.5 km
Total DPS in Aura
ƒFar 91 + Medium 214 = 305
305
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: Initial: 4×2 100 mm (4/side) × 60/3.857 s (3.75 s = 27 ticks) × 1400 = 87,111 → 4×2 100 mm (4/side) × 60/4 s × 1400 = 84,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 87,111 → 84,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 3.6 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 26,704. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
26,704
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 84,000 + secondary fire DPM 26,704 = 110,704: shell damage plus fire damage against one T7 battleship, every shell hitting.
110,704
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
100 mm/56 B-54 → 100 mm/70 SM-5-1s (4×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time3.75 s → 4 s
HE alpha1,400
Muzzle Velocity895 m/s → 1000 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒStock hull: 4×2 barrels / 2 sides × 60 / 3.857 s (3.75 s = 27 ticks) × 0.06 (6% fire chance) = 3.7. Upgraded hull: 4×2 barrels / 2 sides × 60 / 4 s × 0.06 (6% fire chance) = 3.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.7 → 3.6
HE Pen17 mm
Maneuverability
Engine power124,600 hp
Maximum speed33.5 kt
Turning circle radius890 m
Rudder shift timeInitial: 12.2 s → 8.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 kt
Crash stop
ƒSeconds 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.
26.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
24 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
38 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7.2 − 4.5 = +2.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.31 km x 0.955 = 13.67 km. Camouflage does not change detectability by air.
14.31 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.31 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.67 km.
13.67 km
Detectability by air8.59 km
Smoke firing penalty7.55 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.31 km) = 15.95 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.95 km
Detect when firing (air)
ƒAir detectability 8.59 km + gun-firing bloom 3.04 km = 11.63 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
11.63 km
Detect when on fire (sea)
ƒSea detectability 14.31 km + 2.0 km while burning = 16.31 km.
16.31 km
Detect when on fire (air)
ƒAir detectability 8.59 km + 3.0 km while burning = 11.59 km.
11.59 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 · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Surveillance Radar2 charges · 180 s reload · 20 s active · 11.7 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 390×301000=11.7 km
Repair Party2 charges · 55 s reload · 28 s active · 7,252 HP (19.6% of max HP) total heal (per charge)
ƒ0.007 of max HP per second (0.7%) × 28 s effective active time = 0.196 of max HP × 37,000 HP = 7,252 HP: up to 19.6% of max HP restored per charge.
· 14,504 HP (39.2% of max HP) total heal (all charges)
ƒ0.196 of max HP per charge × 2 charges = 0.392 × 37,000 HP = 14,504 HP: up to 39.2% of max HP if the whole Repair Party loadout is used.
· 259 HP/s (0.7% of max HP) heal per second
ƒ0.007 (0.7% of max HP) × 37,000 HP = 259 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullTrade-off
  • Hit points32,000 → 37,000
  • Rudder shift12.2 → 8.7 s
  • AA mounts18 → 14
  • Close-range AA DPS63 → 68
  • Maximum AA range3.2 → 3.5 km
  • Secondary battery reload3.75 → 4 s
  • Total secondary DPM87,111 → 84,000
Fire controlUpgrade
  • Main battery range14,501 → 15951.1 m
TorpedoesUpgrade
  • Range3.72 → 4.02 km
  • Alpha damage46,500 → 50,200
  • Display damage15,500 → 16,733
  • Speed60 → 65 kt

Under the hood

Show ▾

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

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15951.1=7976 m, and radiusOnMax=0.6 at 15951.1 m. Below the kink: k=0.2+(0.5−0.2)·50007976=0.3881, so σV=σH·k=67.5·0.3881=26.2m.
Shell scatter height @ 10 km53.6 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15951.1=7976 m, and radiusOnMax=0.6 at 15951.1 m. Above the kink: k=0.5+(0.6−0.5)·10000−797615951.1−7976=0.5254, so σV=σH·k=102·0.5254=53.6m.
Shell scatter height @ 15 km80.3 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15951.1=7976 m, and radiusOnMax=0.6 at 15951.1 m. Above the kink: k=0.5+(0.6−0.5)·15000−797615951.1−7976=0.5881, so σV=σH·k=136.5·0.5881=80.3m.
AP pen 5 km217 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2216·550.69·0.152−1.07·687.61.38=217mm, where 687.6 m/s is the shell's speed when it arrives at 5 km (from 950 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km142 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2216·550.69·0.152−1.07·503.91.38=142mm, where 503.9 m/s is the shell's speed when it arrives at 10 km (from 950 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km99 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2216·550.69·0.152−1.07·387.91.38=99mm, where 387.9 m/s is the shell's speed when it arrives at 15 km (from 950 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.34 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.321·0.15228·55=5.3×10−5. That runs from a 950 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.
HE flight time @ 10 km5.34 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.321·0.15228·55=5.3×10−5. That runs from a 950 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.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,216
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass55 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.321
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity950 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity950 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.4 s
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range23 s
4020 m / (65.0 kt × 2.6855) = 23 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage100,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 16,733 = 100,398. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range91
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V21 14x2 -> 214 DPS @ 3.5 km; 100mm 70 SM 5 1S 4x2 -> 91 DPS @ 5 km.
AA DPS layered by range91 DPS @ 5 km, 305 DPS @ 3.5 km
@ 5 km: 91 from one family; @ 3.5 km: 214 + 91 = 305. 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.
AA DPS at point-blank305
214 + 91 = 305 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1204
214 × 3.5 + 91 × 5 = 1204. 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 firepower

Max HE alpha1400
The only family (100 mm): 1400. Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
The only family (100 mm): 6%. 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
The only family (100 mm): 17 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.
Open in Charting Tool

Ship Charts

Background

A light cruiser with powerful artillery, built under the "Big Fleet" program (Project 68). The ship was slightly slower than her predecessors but significantly surpassed them in armor protection. During her upgrade, the cruiser received considerably enhanced AA defense.

Armor Beta

Hull HP 32,000 → 37,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern26 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming25 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 20–40 mm)1,600 (4% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 25–130 mm)27,800 (75% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 6–40 mm)1,900 (5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 16–120 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.
Superstructure26 mm primary (range 26–130 mm)2,900 (8% 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 HP18,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (100 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.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP11,100 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Chapayev can equip.

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.