World of Warships: Legends ship guide

Derzki

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit in open water at the edge of 10.2 km where peer DDs cannot return fire and most cruisers have to pu…
  • Avoid: Overstaying detection after a torpedo drop
Key characteristics
2 sigma accuracy10 km gun rangeHigh fire chanceSmokeWide dispersion
Community Data

Derzki Community Stats

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Playstyle

Overview

Derzki is a Tier II Soviet long-range gunboat destroyer reaching 10.2 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is HE spam from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. Standout traits: best HE fire chance in T2 DDs (7) and best DCP duration in T2 DDs (10 s).

Positioning

Sit in open water at the edge of 10.2 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it.

Potato Avoidance

Overstaying detection after a torpedo drop

The detection window is a hard timer; if you are still firing guns when concealment closes again, you have already taken more damage than the drop earned.

Signature Traits

Long gun range

10.21 km main battery reach, best of T2 DDs.

High fire chance

7.0% fire chance per HE shell, best of T2 DDs.

Long DCP window

10.0 s Damage Control duration, best of T2 DDs. Stays fire / flood immune longer per activation.

Thick stern plate

14.0 mm stern, best of T2 DDs.

Wide dispersion

84.6 m max horizontal dispersion, worst of T2 DDs. Long-range salvos are noticeably wider than peers'.

Short torp range

4.41 km torpedo range, bottom decile of T2 DDs. Must close to deliver.

Acquisition

How to get Derzki

Derzki is available in the Fiery Destroyers 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

Derzki sits in the Fiery Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

Anton Gurin, Rumble, and Sergio Splendento are useful Soviet destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

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Commanders frequently paired with this ship Anton GurinSergio Splendento

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Cohort position

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Where Derzki sits among Tier II DDs (20 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.

BestMain battery range10.21 km (1/20) BestEnd plates14 mm (2/20 / 1/20) Top 10%Hit points9,700 HP (2/20) Top 10%Acceleration9.5 s (3/20) Top 10%Torpedo reload22 s (3/20) Top 10%Max armor14 mm (2/20) Top 10%Deck armor14 mm (2/20) Top 25%Fires per minute2.8 (5/20) Top 25%AP shell damage1,800 (5/18) Top 25%Citadel belt12 mm (5/20) Bottom 25%Concealment5.96 km (18/20) Bottom 25%Traverse-to-turn ratio4.07 × (17/20) Bottom 25%Displacement1,451 t (18/20) Bottom 25%Power-to-weight17.57 hp/t (17/20) Bottom 25%Torpedo damage5,917 (18/20) Bottom 10%Torpedo range4.41 km (19/20) WorstAir detection2.98 km (20/20) WorstMain dispersion84.6 m (20/20) WorstAA threat10 (1 of 4 tied)
See 17 mid-pack stats

Not standouts for Derzki -- 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.

Max speed34 kt(12/20) Rudder shift3.1 s(11/20) Main battery caliber102 mm(9/20) Main battery reload4.5 s(9/20) HE shell damage1,500(8/20) HE DPM60,000(9/20) AP DPM72,000(7/18) AP velocity823 m/s(8/18) HE velocity823 m/s(10/20) AP arming threshold17 mm(9/18) Engine power25,500 hp(8/20) Turn-speed retention50 hp/m(11/20) AA DPS10(12/20) AA range1 km(15/20) Torpedo speed54 kt(9/20) NormAP fuse timer0.01 s(16 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 8,600 → 9,700
Displacement1,451 t
Armor range4–14 mm
Plate armor thicknesses4, 6, 10, 11, 12, 14 mm
Armor material/layer entries26
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.
4,900
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.
2,900
Main Battery
ModuleArtillery: 102 mm/60 Model 1911
Mounts / barrels3 mounts / 3 barrels
Reload time5 s
Firing range (base)9.3 km
Firing range (top fire control)10.2 km
Turret traverse8 °/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 = (9286/30·(8−0.5)/1000 + 0.5)·30 = 84.6 m
84.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 84.6 × 0.6 = 50.8 m
50.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 84.6 × 0.319 (σ=2) = 27 m
27 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.8 × 0.319 (σ=2) = 16.2 m
16.2 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ3 broadside guns x 60 / 5 s base reload = 36.
36
HE shells
HE Damage1,500
HE Velocity823 m/s
Fire Chance7%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 3 broadside guns = 4,500.
4,500
Base HE DPM
ƒ4,500 HE full-salvo alpha x 60 / 5 s base reload = 54,000.
54,000
Base fires/min
ƒ3 HE shells x 60 / 5 s reload x 7% fire chance = 2.52.
2.52
AP shells
AP Damage1,800
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 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 × 1488 × 17.5^0.69 × 0.102^-1.07 × 823^1.38 = 130.1 mm. Matches the in-game spec card.
130.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.8 km), where the shell has slowed to 257.1 m/s: 1e-7 × 1488 × 17.5^0.69 × 0.102^-1.07 × 257.1^1.38 = 26.1 mm.
26.1 mm
AP full-salvo alpha
ƒ1,800 AP damage x 3 broadside guns = 5,400.
5,400
Base AP DPM
ƒ5,400 AP full-salvo alpha x 60 / 5 s base reload = 64,800.
64,800
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.
3
Torpedoes
ModuleTorpedoes: 450 mm Twin Model 1913
Launchers / tubes5 launchers × 2 tubes = 10 tubes
Reload time22 s
Projectile speed54 kt
Range4.41 km
Maximum simulated damage5,367 (est.)
Alpha damage16,100
Torpedo detectability0.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming167 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
53,670
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
7.62 mm Maxim machine gun2×1 8mm
Near aura
DPS3
Range1 km
Maneuverability
Engine moduleEngine: 25,500 hp
Engine power25,500 hp
Maximum speed34 kt
Turning circle radius510 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.1× drags
Concealment
Detectability by sea5.96 km
Detectability by air2.98 km
Smoke firing penalty2 km
Detect after firing main guns5.96 km
Detect Fire Sea7.96 km
Detect Fire Air5.98 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 69 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points8,600 → 9,700
  • Rudder shift4.3 → 3.1 s
Fire controlUpgrade
  • Main battery range9,286 → 10214.6 m
TorpedoesTrade-off
  • Range4.02 → 4.41 km
  • Alpha damage16,600 → 16,100
  • Display damage5,533 → 5,367
  • Speed49 → 54 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 Disp84.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9286/30·(8−0.5)/1000 + 0.5)·30 = 84.6 m
Max Vert Disp50.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 84.6 × 0.6 = 50.8 m
Med Horiz Disp27 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 84.6 × 0.319 (σ=2) = 27 m
Med Vert Disp16.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.8 × 0.319 (σ=2) = 16.2 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close130.1 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 × 1488 × 17.5^0.69 × 0.102^-1.07 × 823^1.38 = 130.1 mm. Matches the in-game spec card.
AP Pen Far26.1 mm
Same formula at the ship's max firing range (12.8 km), where the shell has slowed to 257.1 m/s: 1e-7 × 1488 × 17.5^0.69 × 0.102^-1.07 × 257.1^1.38 = 26.1 mm.
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha4,500
1,500 HE damage x 3 broadside guns = 4,500.
AP full-salvo alpha5,400
1,800 AP damage x 3 broadside guns = 5,400.
Base HE DPM54,000
4,500 HE full-salvo alpha x 60 / 5 s base reload = 54,000.
Base AP DPM64,800
5,400 AP full-salvo alpha x 60 / 5 s base reload = 64,800.
Base shells/min36
3 broadside guns x 60 / 5 s base reload = 36.
Base fires/min2.52
3 HE shells x 60 / 5 s reload x 7% fire chance = 2.52.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed54 kt
Travel time to max range31.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
5 launchers x 2 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage53,670
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage53,670
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS10
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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 range1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index10
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.
Near aura range1 km

Armor

Hull HP 8,6009,700 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
Bow14 mm primary (range 4–14 mm)1,500 (15% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm14 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)14 mm7,300 (75% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm14 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern14 mm primary (range 6–14 mm)1,100 (11% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm14 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel12 mm primary (range 6–12 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).
Superstructure6 mm primary (range 6–14 mm)300 (3% 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 HP4,900 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.
AA mount (8 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 HP2,900 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 Derzki can equip, from in-game data.

  • Derzki 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