Delny
Beta- Hold the concealment edge of the contested cap
- Avoid: Forcing a specialist role the ship was not built for
Delny Community Stats
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Delny Community Stats
Playstyle
Overview
Delny is a Tier VIII Soviet all-rounder destroyer (7.6 km surface detection and 8 km torpedoes): balanced between gun pressure, torpedoes, and concealment without a cohort-best trait in any one. The kit pays out by reading the match - contest the cap when the matchup favors you, kite when it doesn't. Standout traits: best armor plate in T8 DDs (50 mm) and best engine power in T8 DDs (150,000 HP).
Positioning
Hold the concealment edge of the contested cap. Cycle between cap contesting (when peer DDs are not outranging you) and torpedo lanes (when they are); without a dominant kit trait the value is choosing the right matchup, not committing to one playstyle.
Potato Avoidance
Forcing a specialist role the ship was not built for
An all-rounder pays out by reading the match and adapting, not by treating the ship like a brawler or a sniper or a cap contester when she is none of those. If you find yourself thinking 'this ship would be better at X,' pick a ship built for X next match.
Signature Traits
50.0 mm max plate, best of T8 DDs.
150000.0 hp engine, best of T8 DDs. More headroom for accelerating out of stops and maintaining speed in turns.
197.4 hp per metre of turn radius, best of T8 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.
34.67 hp per ton, best of T8 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.
7.61 km surface detect, worst of T8 DDs. Visible before you can react; position early.
~13.05 s to max forward speed, bottom decile of T8 DDs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Delny
Delny is available in the Fiery Destroyers branch of the U.S.S.R. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.
Show U.S.S.R. tech-tree branch diagram
Delny sits in the Fiery Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Builds Beta
Build for speed, gun range/reload, rudder, survivability, and torpedo utility. Keep the ship alive through movement.
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 Delny sits among Tier VIII DDs (25 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 19 mid-pack stats
Not standouts for Delny -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10090/30·(8−0.5)/1000 + 0.5)·30 = 90.7 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.7 × 0.6 = 54.4 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.7 × 0.32 (σ=2) = 29 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.4 × 0.32 (σ=2) = 17.4 mƒ
180 degrees / 13 deg/s traverse speed = 13.8 s.ƒ
6 broadside guns x 60 / 5 s base reload = 72.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
2,050 HE damage x 6 broadside guns = 12,300.ƒ
12,300 HE full-salvo alpha x 60 / 5 s base reload = 147,600.ƒ
12,300 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 164,000.ƒ
6 HE shells x 60 / 5 s reload x 8% fire chance = 5.76.AP shells
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floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 1900 × 33.4^0.69 × 0.13^-1.07 × 950^1.38 = 244 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 376.8 m/s: 1e-7 × 1900 × 33.4^0.69 × 0.13^-1.07 × 376.8^1.38 = 68.1 mm.ƒ
2,850 AP damage x 6 broadside guns = 17,100.ƒ
17,100 AP full-salvo alpha x 60 / 5 s base reload = 205,200.ƒ
17,100 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 228,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×1) + (11×3.5×0.95) + (17×3.5×1) = 215. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 17 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 17 + Medium 34 = 51ƒ
Far 17 + Medium 34 + Near 11 = 62
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 89 s cloud active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10090/30·(8−0.5)/1000 + 0.5)·30 = 90.7 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.7 × 0.6 = 54.4 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.7 × 0.32 (σ=2) = 29 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.4 × 0.32 (σ=2) = 17.4 mStandard destroyer dispersion baseline.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 × 1900 × 33.4^0.69 × 0.13^-1.07 × 950^1.38 = 244 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 376.8 m/s: 1e-7 × 1900 × 33.4^0.69 × 0.13^-1.07 × 376.8^1.38 = 68.1 mm.22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).floor(130 mm caliber / 14.3) = 9 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.All 6 barrels bear on the broadside.180 degrees / 13 deg/s traverse speed = 13.8 s.2,050 HE damage x 6 broadside guns = 12,300.2,850 AP damage x 6 broadside guns = 17,100.12,300 HE full-salvo alpha x 60 / 5 s base reload = 147,600.17,100 AP full-salvo alpha x 60 / 5 s base reload = 205,200.12,300 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 164,000.17,100 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 228,000.6 broadside guns x 60 / 5 s base reload = 72.6 broadside guns x 60 / 4.5 s installed Artillery reload = 80.6 HE shells x 60 / 5 s reload x 8% fire chance = 5.76.6 HE shells x 60 / 4.5 s installed reload x 8% fire chance = 6.4.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.10 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×1) + (11×3.5×0.95) + (17×3.5×1) = 215. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Armor
Hull HP 20,000 → 22,000 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 |
|---|---|---|---|---|
| Bow | 20 mm primary (range 19–20 mm) | 2,000 (9% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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) | 19 mm primary (range 19–20 mm) | 17,000 (77% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 20 mm primary (range 19–20 mm) | 1,900 (9% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 50 mm primary (range 13–50 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 19 mm | 2,900 (13% 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 | 11,400 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. |
| AA mount (45 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 6,800 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Delny. Cards are condensed; use each source link for full context.
Ministry of Balance Reports: Buffs, Nerfs, and Commanders
- Delny is proving to be a tricky ship, and we're aiming to reduce her overall damage output without changing her main battery firepower.
- Maximum torpedo damage reduced from 15,100 to 14,400.
- Torpedo launcher reload time increased from 129 to 140 s.
- Torpedo speed reduced from 65 to 60 kts.
- Torpedo detectability range reduced from 1.2 to 1.1 km.
November Update: Under the Black Flag
- Maximum main battery HE shell damage increased from 1,900 to 2,050; maximum AP shell damage increased from 2,600 to 2,850.
- Main battery reload time increased from 4 to 5 s.
- Main battery 180° turn time increased, from 9 to 13.8 s from 9 to 12 s.
- Donskoi fell back further than Roon did and is receiving significant buffs all around. This should aid her survivability and average damage, as well as her utility to the team.
- HP for upgraded hull increased from 43,400 to 47,400.
- Radar consumable duration increased from 20 to 25 s.
- Sonar consumable stats changed: Duration increased from 96 to 98 s.
- , torpedo detectability increased from 3.1 to 3.3 km.
- , ship detection increased from 4.4 to 4.7 km.
Skins & permanent camouflages
Every custom exterior Delny can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
