World of Warships: Legends ship guide

Chapayev

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy torpedoes2 sigma accuracyStrong secondaries (5 km)High HE / fire outputEasily spotted
Community Data

Chapayev Community Stats

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Playstyle

Overview

Chapayev is a Tier VII Soviet cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Surveillance Radar (13 km, 20 s active) is the cap-control consumable on top, so she sets fights as well as winning them.

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

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.

Signature Traits

Surveillance Radar

13 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Long-range radar

13.0 km Surveillance Radar range, best of T7 CAs. Lights targets peer radars can't reach.

Super-heal

Repair Party heals 0.7%/s, top decile of T7 CAs. Restores more HP per active second than peers.

Flat AP shells

950.0 m/s AP muzzle velocity, top decile of T7 CAs. Flatter trajectory, less lead, harder to dodge.

Easily spotted

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

Short torp range

4.02 km torpedo range, bottom decile of T7 CAs. 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.

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

Chapayev sits in the Artillery Cruisers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

Build for range, reload, radar utility, rudder, concealment, and Repair Party value.

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Cohort position

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Where Chapayev sits among Tier VII CAs (46 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%Fires per minute12 (5/41) Top 10%HE velocity950 m/s (5/41) Top 10%Torpedo damage17,933 (4/33) Top 10%Repair heal rate0.7 %/s (3/45) Top 25%Main battery range15.95 km (8/46) Top 25%HE DPM220,000 (10/41) Top 25%AP DPM330,000 (11/46) Top 25%AP velocity950 m/s (6/46) Top 25%Power-to-weight8.87 hp/t (8/45) Top 25%Torpedo speed65 kt (8/33) Top 25%Torpedo reload74 s (7/33) Top 25%Stern armor30 mm (10/45) Top 25%Deck armor130 mm (11/44) Bottom 25%Secondary DPM (per side)89,600 (36/40) Bottom 25%Secondary HE pen17 mm (33/40) Bottom 25%AA DPS268 (40/46) Bottom 25%AA threat1,017 (38/46) Bottom 10%Stealth profile14.31 km / 8.59 km (45/46 / 45/46) WorstTorpedo range4.02 km (33/33)
See 27 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(34/46) Max speed33.5 kt(14/46) Rudder shift11.4 s(17/46) Traverse-to-turn ratio6.49 ×(14/46) Main battery caliber152 mm(33/46) Main battery reload7.2 s(17/46) Sigma2(25/46) HE fire chance12%(27/41) AP shell damage3,300(33/46) Main dispersion133.1 m(13/46) HE alpha1,400(29/40) Secondary fire chance6%(15/40) Acceleration9.4 s(13/46) AP fuse timer0.03 s(27/46) AP arming threshold25 mm(14/46) Engine power124,600 hp(18/45) Turn-speed retention140 hp/m(34/45) Displacement14,040 t(13/46) AA range5 km(23/46) Max armor130 mm(31/46) Citadel belt120 mm(28/45) Bow armor26 mm(17/45) NormSecondary dispersion bracket57(37 of 40 tied at this value) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormSecondary range5 km(36 of 40 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Radar 13 kmSonar 4.93 kmRepair 2Def-AA
Survivability
Hit PointsInitial: 32,000 → 37,000
Displacement14,040 t
Armor range6–130 mm
Plate armor thicknesses6, 16, 20, 25, 26, 30, 40, 50, 70, 100, 120, 130 mm
Armor material/layer entries52
Fire resistanceInitial: 33.3% → 36.6%
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.
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
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
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 = (14501/30·(8−1.1)/1000 + 1.1)·30 = 133.1 m
133.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.1 × 0.6 = 79.8 m
79.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.1 × 0.319 (σ=2) = 42.5 m
42.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.8 × 0.32 (σ=2) = 25.5 m
25.5 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Base shells/min
ƒ12 broadside guns x 60 / 8 s base reload = 90.
90
HE shells
HE Damage2,200 → 2,300
HE Velocity950 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,300 HE damage x 12 broadside guns = 27,600.
27,600
Base HE DPM
ƒ27,600 HE full-salvo alpha x 60 / 8 s base reload = 207,000.
207,000
Installed HE DPM
ƒ27,600 HE full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 230,000.
230,000
Base fires/min
ƒ12 HE shells x 60 / 8 s reload x 12% fire chance = 10.8.
10.8
AP shells
AP Damage3,300 → 3,400
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 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 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.
339.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 333.8 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 333.8^1.38 = 80.2 mm.
80.2 mm
AP full-salvo alpha
ƒ3,400 AP damage x 12 broadside guns = 40,800.
40,800
Base AP DPM
ƒ40,800 AP full-salvo alpha x 60 / 8 s base reload = 306,000.
306,000
Installed AP DPM
ƒ40,800 AP full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 340,000.
340,000
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 speed65 kt
Range4.02 km
Maximum simulated damage16,733 (est.)
Alpha damage50,200
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
50,199
AA Defense
AA mount pointsInitial: 18 → 14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (68×3.5×0.9) + (17×3.5×0.9) = 268. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
268
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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)4×2 100mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
17
Range5 km
Medium aura
DPS68
Range3.5 km
Total DPS in Aura
ƒFar 17 + Medium 68 = 85
85
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time3.75 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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
Maneuverability
Engine moduleEngine: 124,600 hp
Engine power124,600 hp
Maximum speed33.5 kt
Turning circle radius890 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.5× slow
Concealment
Detectability by sea14.31 km
Detectability by air8.59 km
Smoke firing penalty7.55 km
Detect after firing main guns14.31 km
Detect Fire Sea16.31 km
Detect Fire Air11.59 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 · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 20 s active · 13 km radar range
Repair Party2 charges · 55 s reload · 28 s active · 0.7% heal per second · 19.6% of max HP total heal
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 shift15.9 → 11.4 s
  • AA mounts18 → 14
  • Close-range AA DPS63 → 68
  • Maximum AA range3.2 → 3.5 km
  • Turret traverse7.2 → 13.4 °/s
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

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 Disp133.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14501/30·(8−1.1)/1000 + 1.1)·30 = 133.1 m
Max Vert Disp79.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.1 × 0.6 = 79.8 m
Med Horiz Disp42.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.1 × 0.319 (σ=2) = 42.5 m
Med Vert Disp25.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.8 × 0.32 (σ=2) = 25.5 m
AP Pen Close339.7 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 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.
AP Pen Far80.2 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 333.8 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 333.8^1.38 = 80.2 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (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 Radius15
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time25 s
180 degrees / 7.2 deg/s traverse speed = 25 s.
HE full-salvo alpha27,600
2,300 HE damage x 12 broadside guns = 27,600.
AP full-salvo alpha40,800
3,400 AP damage x 12 broadside guns = 40,800.
Base HE DPM207,000
27,600 HE full-salvo alpha x 60 / 8 s base reload = 207,000.
Base AP DPM306,000
40,800 AP full-salvo alpha x 60 / 8 s base reload = 306,000.
Installed HE DPM230,000
27,600 HE full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 230,000.
Installed AP DPM340,000
40,800 AP full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 340,000.
Base shells/min90
12 broadside guns x 60 / 8 s base reload = 90.
Installed shells/min100
12 broadside guns x 60 / 7.2 s installed Artillery reload = 100.
Base fires/min10.8
12 HE shells x 60 / 8 s reload x 12% fire chance = 10.8.
Installed fires/min12
12 HE shells x 60 / 7.2 s installed reload x 12% fire chance = 12.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range23.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage100,398
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage50,199
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS268
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (68×3.5×0.9) + (17×3.5×0.9) = 268. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1017
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 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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)89,600
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: 4×2 100 mm (4/side) × 60/3.75 × 1400 = 89,600. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
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
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.

Armor

Hull HP 32,00037,000 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
Bow26 mm primary (range 20–40 mm)1,600 (4% of HP)
Overmatched by 380mm+ (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+ (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.
Stern30 mm primary (range 6–40 mm)1,900 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel120 mm primary (range 16–120 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).
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 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 (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.

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 Chapayev can equip, from in-game data.

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.