World of Warships: Legends ship guide

Dm. Donskoi

Also called: 迪米特里-顿斯科伊 · Дмитрий Донской · Dmitri Donskoi Beta
U.S.S.R. · Tier VIII · CA Cruiser · Tech Tree
Radar support cruiserSurveillance Radar sets cap fights; the guns farm on top.
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
Radar (11.7 km)Fast for the classFast heal cycleEasily spotted
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Community Data

Dm. Donskoi Community Stats

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Playstyle

Overview

Dm. Donskoi is a Tier VIII Soviet light cruiser whose signature kit is Surveillance Radar (11.7 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: top-decile top speed in T8 CAs (36 kt) and top-decile fast heal cycle in T8 CAs (55 s).

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

11.7 km range, 25 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

11.7 km Surveillance Radar range, best of T8 CAs. Lights targets peer radars can't reach.

Fast for the class

36.0 kt, top decile of T8 CAs. Lets you rotate flanks or escape disengagements.

Fast heal cycle

55.0 s Repair Party reload, top decile of T8 CAs. Heals up more often than peers.

Radar cruiser

Radar consumable. Controls caps and reveals smoke-firing DDs without spotting risk.

Easily spotted

14.69 km surface detect, bottom decile of T8 CAs. Visible before you can react; position early.

Acquisition

How to get Dm. Donskoi

Dm. Donskoi is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

Open in Build Tool →

Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

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Cohort position

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Where Dm. Donskoi sits among Tier VIII CAs (33 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%Max speed36 kt (3/33) Top 25%Main battery range15.97 km (6/33) Top 25%AP velocity920 m/s (7/33) Top 25%HE velocity920 m/s (7/29) Top 25%Displacement17,500 t (8/33) Top 25%Power-to-weight8.23 hp/t (6/33) Top 25%Repair heal rate0.7 %/s (9/33) Bottom 25%HE shell damage2,500 (23/29) Bottom 25%HE alpha1,400 (23/26) Bottom 25%Secondary HE pen17 mm (23/26) Bottom 25%AA DPS407 (28/33) Bottom 25%AA threat1,464 (28/33) Bottom 25%Torpedo reload117 s (16/19) Bottom 25%Max armor120 mm (27/33) Bottom 10%Stealth profile14.69 km / 8.81 km (32/33 / 32/33) Bottom 10%Flak per wave (expected)1,260 (31/33) WorstTorpedo speed55 kt (19/19)
See 34 mid-pack stats

Not standouts for Dm. Donskoi -- 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 points47,400 HP(17/33) Rudder shift10.6 s(15/33) Traverse-to-turn ratio7.31 ×(12/33) Main battery caliber180 mm(24/33) Main battery reload9.9 s(15/33) Sigma2.05(15/33) HE fire chance13%(22/29) Fires per minute9.45(9/29) HE DPM181,818(12/29) AP shell damage4,400(23/33) AP DPM320,000(13/33) Main dispersion133.2 m(13/33) Secondary DPM (per side)134,400(19/27) Secondary fire chance6%(15/26) Acceleration27.3 s(16/33) AP arming threshold30 mm(10/33) Engine power144,000 hp(13/33) Turn-speed retention148.5 hp/m(23/33) AP pen at 10 km229 mm(22/33) Effective HE DPM (incl. fire)259,282(11/29) AA range5 km(23/33) Torpedo range8.01 km(13/19) Torpedo damage≈13,400(15/19) Citadel belt120 mm(21/33) Bow armor25 mm(19/33) Stern armor25 mm(21/33) Deck armor50 mm(19/32) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP fuse timer0.03 s(23 of 33 tied at this value) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value) NormTurn speed retained81%(30 of 33 tied at this value) NormSecondary range5 km(21 of 27 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit PointsInitial: 40,200 → 47,400
Displacement17,500 t
Armor range13–120 mm
Plate armor thicknesses13, 19, 20, 25, 27, 30, 35, 40, 45, 50, 60, 90, 100, 120 mm
Armor material/layer entries49
Fire resistance40%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 180 mm/57 MK-3-180M
Mounts / barrels4 mounts / 12 barrels
Reload timeInitial: 12.5 s → 11 s
Firing range (base)14.5 km
Firing range (top fire control)16 km
Turret traverseInitial: 8 °/s → 10 °/s
AP pen max range163 mm
HE fire DPM vs T8 BB69751
Effective HE DPM vs T8 BB233387
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1451730·81.11000+1.1)·30=133.2m
133.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.2·0.6=79.9m
79.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =133.2·0.314(σ=2.05)=41.8m
41.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =79.9·0.314(σ=2.05)=25.1m
25.1 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 12.5 s base reload = 57.6. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 9.9 s all-upgrades reload = 72.7.
Initial: 57.6 → 72.7
HE shells
HE Damage2,500
HE Velocity920 m/s
Fire Chance13%
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,500 HE damage x 12 broadside guns = 30,000.
30,000
HE DPM
ƒZero upgrades: 30,000 HE full-salvo alpha x 60 / 12.5 s base reload = 144,000. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 30,000 HE full-salvo alpha x 60 / 9.9 s all-upgrades reload = 181,818.
Initial: 144,000 → 181,818
Fires/min
ƒZero upgrades: 57.6 shells/min x 13% fire chance = 7.49. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 72.7 shells/min x 13% fire chance = 9.45.
Initial: 7.49 → 9.45
AP shells
AP Damage4,400
AP Velocity920 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold30 mm
AP overmatch
ƒfloor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
12 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2370·97.50.69·0.181.07·9201.38=430.6mm. Matches the in-game spec card.
430.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 423.4 m/s: P=107·2370·97.50.69·0.181.07·423.41.38=147.5mm.
147.5 mm
AP full-salvo alpha
ƒ4,400 AP damage x 12 broadside guns = 52,800.
52,800
AP DPM
ƒZero upgrades: 52,800 AP full-salvo alpha x 60 / 12.5 s base reload = 253,440. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 52,800 AP full-salvo alpha x 60 / 9.9 s all-upgrades reload = 320,000.
Initial: 253,440 → 320,000
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.
25
Torpedoes
ModuleTorpedoes: 53-36 mod. 2
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time117 s
Projectile speed55 kt
Range8.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=40,200·0.333=13,400.
≈ 13,400
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
14,400
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km55 kt×2.6=7.7 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.4 per hit, shown as 2.4×100=240%. Torpedo flood 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. Not shown on the in-game port screen.
240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming170 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 13,400 = 67,000.
67,000
AA Defense
AA mount points16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.9) + (50×3.5×0.85) + (21×3.5×0.9) = 407. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
407
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm 4M-120Initial: 25 mm 2M-3 (10×2) → 25 mm 4M-120 (10×4)
45 mm SM-20-ZIF6×4 45mm
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.
6×2 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 66 from dual-purpose secondaries firing as AA in this range band.
66
Range5 km
Medium aura
Guns45 mm SM-20-ZIF
Continuous DPS
ƒEffective DPS: 61 raw aura damage × 3.5 × 0.9 hit probability = 192 - the same in-game units as the Close-range AA DPS headline.
Initial: 198 → 192
Range3.5 km
Total DPS in Aura
ƒFar 66 + Medium 192 = 258
258
Near aura
Guns25 mm 4M-120
Continuous DPS
ƒEffective DPS: 50 raw aura damage × 3.5 × 0.85 hit probability = 149 - the same in-game units as the Close-range AA DPS headline.
Initial: 107 → 149
Range3.1 km
Total DPS in Aura
ƒFar 66 + Medium 192 + Near 149 = 407
407
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
100 mm/56 B-54 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 100mm
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 power144,000 hp
Maximum speed36 kt
Turning circle radius970 m
Rudder shift time10.6 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
27.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
44.7 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.0·0.5144970=1.09°/s, so ratio=ωturretωhull=81.09=7.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.3× ok
Concealment
Detectability by sea14.69 km
Detectability by air8.81 km
Smoke firing penalty8.43 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.69 km
Detect Fire Sea16.69 km
Detect Fire Air11.81 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 25 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 · 9,290 HP (19.6% of max HP) total heal (per charge)
ƒHeal per second (0.7%) x effective active time (28 s) = up to 19.6% of max HP restored per charge.
· 18,580 HP (39.2% of max HP) total heal (all charges)
ƒ19.6% per charge x 2 charges = up to 39.2% of max HP if the whole Repair Party loadout is used.
· 332 HP/s (0.7% of max HP) heal per second
ƒ0.7% of max HP (47,400 HP) per second = 332 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.

HullUpgrade
  • Hit points40,200 → 47,400
  • Rudder shift19.3 → 13.8 s
  • Close-range AA DPS99 → 111
  • Turret traverse8 → 10 °/s
Fire controlUpgrade
  • Main battery range14,517 → 15968.7 m
ArtilleryUpgrade
  • Base reload12.5 → 11 s

See all derived stats

Show

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

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)2.05
Max Horiz Disp133.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1451730·81.11000+1.1)·30=133.2m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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.
Max Vert Disp79.9 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.2·0.6=79.9m
Shell scatter height @ 10 km54.9 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.
Med Horiz Disp41.8 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =133.2·0.314(σ=2.05)=41.8m
Med Vert Disp25.1 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =79.9·0.314(σ=2.05)=25.1m
AP Pen Close430.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2370·97.50.69·0.181.07·9201.38=430.6mm. Matches the in-game spec card.
AP Pen Far147.5 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 423.4 m/s: P=107·2370·97.50.69·0.181.07·423.41.38=147.5mm.
AP pen 5 km314 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km229 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km172 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration30 mm
30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
AP overmatch12 mm
floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha30,000
2,500 HE damage x 12 broadside guns = 30,000.
AP full-salvo alpha52,800
4,400 AP damage x 12 broadside guns = 52,800.
HE DPMInitial: 144,000 → 181,818
Zero upgrades: 30,000 HE full-salvo alpha x 60 / 12.5 s base reload = 144,000. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 30,000 HE full-salvo alpha x 60 / 9.9 s all-upgrades reload = 181,818.
AP DPMInitial: 253,440 → 320,000
Zero upgrades: 52,800 AP full-salvo alpha x 60 / 12.5 s base reload = 253,440. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 52,800 AP full-salvo alpha x 60 / 9.9 s all-upgrades reload = 320,000.
Shells/minInitial: 57.6 → 72.7
Zero upgrades: 12 broadside guns x 60 / 12.5 s base reload = 57.6. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 9.9 s all-upgrades reload = 72.7.
Fires/minInitial: 7.49 → 9.45
Zero upgrades: 57.6 shells/min x 13% fire chance = 7.49. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 72.7 shells/min x 13% fire chance = 9.45.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range56 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo5 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage134,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 13,400 = 134,000.
Per-side salvo damage67,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 13,400 = 67,000.

AA defense

Close-range AA DPS407
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.9) + (50×3.5×0.85) + (21×3.5×0.9) = 407. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1464
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 range3.1 km

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)134,400
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 100 mm (6/side) × 60/3.75 × 1400 = 134,400. 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 Beta

Hull HP 40,20047,400 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.

Bow & stern25 mm

Overmatched by 100+ 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.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,200 (5% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 19–120 mm)35,600 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–90 mm)1,300 (3% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 27–120 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.
Superstructure13 mm primary (range 13–120 mm)3,500 (7% 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 HP23,700 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 (45 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 HP14,200 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Dm. Donskoi default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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