World of Warships: Legends ship guide

Dmitry Pozharsky

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Firing AP into thin destroyers or unangled bows
Key characteristics
2 sigma accuracy16 km gun rangeStrong secondaries (5 km)High AP DPMEasily spotted
Community Data

Dmitry Pozharsky Community Stats

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Playstyle

Overview

Dmitry Pozharsky is a Tier VII Soviet AP-only cruiser with strong AP DPM (371,803): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle.

Positioning

Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you.

Potato Avoidance

Firing AP into thin destroyers or unangled bows

Without HE the wrong target nets over-pens or shatters; pick broadside cruisers and BB sides only, and route around situations where the only shot is into a bow. AP discipline is the kit.

Signature Traits

Long-burning smoke

20.0 s Smoke Generator duration, best of T7 CAs. Holds the smoke shield longer.

Flat AP shells

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

AP DPM machine

371803 AP DPM, top decile of T7 CAs. Punishes broadsides.

Smoke cruiser

Smoke on a cruiser is rare. Fight from concealment, then disengage.

Slow torp reload

131.0 s torpedo reload, bottom decile of T7 CAs. Long wait between drops.

Easily spotted

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

Acquisition

How to get Dmitry Pozharsky

Dmitry Pozharsky is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Avrora, AL Chapayev, and AL Tallinn are useful Soviet cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

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 Dmitry Pozharsky 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%Rudder shift8.5 s (5/46) Top 10%AP DPM371,803 (5/46) Top 10%AP arming threshold20 mm (5/46) Top 25%Main battery range15.98 km (7/46) Top 25%Main battery reload6.1 s (10/46) Top 25%AP velocity950 m/s (6/46) Top 25%AP ricochet start55° (11/46) Top 25%AP auto-bounce angle70° (6/46) Top 25%Torpedo speed65 kt (8/33) Top 25%Deck armor130 mm (11/44) Bottom 25%Main dispersion143.3 m (39/46) Bottom 25%Secondary HE pen17 mm (33/40) Bottom 25%Acceleration11 s (38/46) Bottom 25%AP fuse timer0.01 s (36/46) Bottom 25%Torpedo range6 km (29/33) Bottom 25%Stern armor25 mm (37/45) Bottom 10%Stealth profile13.97 km / 8.38 km (43/46 / 43/46) Bottom 10%Torpedo reload131 s (31/33)
See 23 mid-pack stats

Not standouts for Dmitry Pozharsky -- 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 points40,700 HP(23/46) Max speed33 kt(23/46) Traverse-to-turn ratio5.63 ×(27/46) Main battery caliber152 mm(33/46) Sigma2(25/46) Secondary DPM (per side)126,000(20/40) HE alpha1,400(29/40) Secondary fire chance6%(15/40) Engine power121,000 hp(21/45) Turn-speed retention159.2 hp/m(24/45) Displacement16,340 t(25/46) Power-to-weight7.41 hp/t(17/45) AA DPS369(26/46) AA range5 km(23/46) AA threat1,488(17/46) Torpedo damage14,400(22/33) Repair heal rate0.6 %/s(18/45) Max armor130 mm(31/46) Citadel belt120 mm(28/45) Bow armor25 mm(31/45) NormSecondary dispersion bracket57(37 of 40 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.

Sonar 4.93 kmRepair 2Def-AASmoke
Survivability
Hit Points40,700
Displacement16,340 t
Armor range13–130 mm
Plate armor thicknesses13, 20, 25, 26, 27, 30, 40, 50, 70, 100, 120, 130 mm
Armor material/layer entries49
Fire resistance36.6%
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.
20,400
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.
12,200
Main Battery
ModuleArtillery: 152 mm/57 MK-5-bis
Mounts / barrels4 mounts / 12 barrels
Reload time6.8 s
Firing range16 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 = (15985/30·(8−1.1)/1000 + 1.1)·30 = 143.3 m
143.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.3 × 0.6 = 86 m
86 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.3 × 0.32 (σ=2) = 45.8 m
45.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86 × 0.32 (σ=2) = 27.5 m
27.5 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Base shells/min
ƒ12 broadside guns x 60 / 6.8 s base reload = 105.9.
105.9
HE shells
HE penetration
ƒfloor(152 mm caliber / 6): standard HE penetration.
25 mm
AP shells
AP Damage3,150
AP Velocity950 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 deg
Fuse Timer0.015 s
Fuse Threshold20 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 × 2400 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 367.9 mm. Matches the in-game spec card.
367.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 414.2 m/s: 1e-7 × 2400 × 55^0.69 × 0.152^-1.07 × 414.2^1.38 = 117 mm.
117 mm
AP full-salvo alpha
ƒ3,150 AP damage x 12 broadside guns = 37,800.
37,800
Base AP DPM
ƒ37,800 AP full-salvo alpha x 60 / 6.8 s base reload = 333,529.
333,529
Installed AP DPM
ƒ37,800 AP full-salvo alpha x 60 / 6.1 s installed reload (Main Battery Mod. 3 = -10%) = 371,803.
371,803
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 PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time131 s
Projectile speed65 kt
Range6 km
Maximum simulated damage13,400 (est.)
Alpha damage40,200
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.
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: (75×3.5×0.9) + (42×3.5×0.9) = 369. 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.
369
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm V-1116×2 37mm
100 mm/70 SM-5-1s (DP)6×2 100mm
Far aura
DPS
ƒIncludes 42 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
42
Range5 km
Medium aura
DPS75
Range3.5 km
Total DPS in Aura
ƒFar 42 + Medium 75 = 117
117
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity1000 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: 121,000 hp
Engine power121,000 hp
Maximum speed33 kt
Turning circle radius760 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.6× slow
Concealment
Detectability by sea13.97 km
Detectability by air8.38 km
Smoke firing penalty7.26 km
Detect after firing main guns13.97 km
Detect Fire Sea15.97 km
Detect Fire Air11.38 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
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Module options (1)

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

HullUpgrade
  • Turret traverse7.2 → 13.4 °/s

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 Disp143.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15985/30·(8−1.1)/1000 + 1.1)·30 = 143.3 m
Max Vert Disp86 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.3 × 0.6 = 86 m
Med Horiz Disp45.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.3 × 0.32 (σ=2) = 45.8 m
Med Vert Disp27.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86 × 0.32 (σ=2) = 27.5 m
AP Pen Close367.9 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 × 2400 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 367.9 mm. Matches the in-game spec card.
AP Pen Far117 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 414.2 m/s: 1e-7 × 2400 × 55^0.69 × 0.152^-1.07 × 414.2^1.38 = 117 mm.
HE penetration25 mm
floor(152 mm caliber / 6): standard HE penetration.
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.
AP full-salvo alpha37,800
3,150 AP damage x 12 broadside guns = 37,800.
Base AP DPM333,529
37,800 AP full-salvo alpha x 60 / 6.8 s base reload = 333,529.
Installed AP DPM371,803
37,800 AP full-salvo alpha x 60 / 6.1 s installed reload (Main Battery Mod. 3 = -10%) = 371,803.
Base shells/min105.9
12 broadside guns x 60 / 6.8 s base reload = 105.9.
Installed shells/min118
12 broadside guns x 60 / 6.1 s installed Artillery reload = 118.

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 range35.5 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage67,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS369
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (75×3.5×0.9) + (42×3.5×0.9) = 369. 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 index1488
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)126,000
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) × 60/4 × 1400 = 126,000. 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 40,700, 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
Bow25 mm primary (range 20–40 mm)1,700 (4% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle 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)130 mm primary (range 26–130 mm)30,500 (75% of HP)
No common caliber overmatches130 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)1,500 (4% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel120 mm primary (range 13–120 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).
Superstructure13 mm primary (range 13–130 mm)2,400 (6% 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 HP20,400 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 HP12,200 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.

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 Dmitry Pozharsky can equip, from in-game data.

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