World of Warships: Legends ship guide

Gnevny

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 6-km torpedoes for a perfect shot
Key characteristics
2 sigma accuracy12 km gun rangeHigh HE / fire outputStrong AAEasily spotted
Community Data

Gnevny Community Stats

Log in to GamingDiver and upload your data to see Community Data for Gnevny: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Gnevny is a Tier V Soviet torpedo destroyer reaching 6 km. The torpedoes travel at 75 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (133 AA DPS at 3.2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best main battery range in T5 DDs (11.6 km).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 6 km reach at 75 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 6-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Long gun range

11.62 km main battery reach, best of T5 DDs.

Fast torpedoes

75.0 kt torpedo speed, best of T5 DDs. Less reaction time for targets to dodge.

Long DCP window

10.0 s Damage Control duration, best of T5 DDs. Stays fire / flood immune longer per activation.

Thick stern plate

19.0 mm stern, best of T5 DDs.

Easily spotted

6.96 km surface detect, worst of T5 DDs. Visible before you can react; position early.

Short torp range

6.03 km torpedo range, bottom decile of T5 DDs. Must close to deliver.

Acquisition

How to get Gnevny

Gnevny is available in the Fiery Destroyers branch of the U.S.S.R. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.

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

Gnevny 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 gun reload/range, speed, turret traverse, survivability, and enough concealment to choose fights.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Gnevny sits among Tier V DDs (21 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 range11.62 km (1/21) BestMain battery reload3.1 s (1 of 2 tied) BestTorpedo speed75 kt (1/21) BestStern armor19 mm (1 of 3 tied) Top 10%Fires per minute6.19 (2/21) Top 10%HE DPM147,097 (3/21) Top 10%AA DPS133 (2/21) Top 10%Max armor19 mm (3/21) Top 25%Max speed38 kt (5/21) Top 25%Main battery caliber130 mm (4/21) Top 25%AP DPM193,548 (3/19) Bottom 25%Rudder shift5.1 s (17/21) Bottom 25%Traverse-to-turn ratio3.81 × (17/21) Bottom 25%Main dispersion94.2 m (19/21) Bottom 25%AP arming threshold22 mm (16/19) WorstStealth profile6.96 km / 3.48 km (21/21 / 21/21) WorstTorpedo range6.03 km (21/21)
See 21 mid-pack stats

Not standouts for Gnevny -- 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 points14,100 HP(11/21) HE shell damage1,900(7/21) HE fire chance8%(7/21) AP shell damage2,500(7/19) AP velocity870 m/s(7/19) HE velocity870 m/s(7/21) Acceleration10.2 s(11/21) Engine power48,000 hp(9/21) Turn-speed retention78.7 hp/m(8/21) Displacement2,400 t(13/21) Power-to-weight20 hp/t(11/21) AA range3.2 km(11/21) AA threat290(8/21) Torpedo damage15,100(8/21) Torpedo reload76 s(9/21) Bow armor16 mm(11/20) Deck armor13 mm(11/16) NormAP fuse timer0.01 s(17 of 19 tied at this value) NormAP ricochet start45°(18 of 19 tied at this value) NormAP auto-bounce angle60°(18 of 19 tied at this value) NormCitadel belt16 mm(19 of 20 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 12,000 → 14,100
Displacement2,400 t
Armor range10–19 mm
Plate armor thicknesses10, 13, 15, 16, 19 mm
Armor material/layer entries24
Fire resistanceInitial: 20% → 23.3%
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.
7,100
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.
4,200
Main Battery
ModuleArtillery: 130 mm/50 B-13
Mounts / barrels4 mounts / 4 barrels
Reload time3.5 s
Firing range (base)10.6 km
Firing range (top fire control)11.6 km
Turret traverse7 °/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 = (10562/30·(8−0.5)/1000 + 0.5)·30 = 94.2 m
94.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.2 × 0.6 = 56.5 m
56.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.2 × 0.32 (σ=2) = 30.1 m
30.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.5 × 0.32 (σ=2) = 18.1 m
18.1 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ4 broadside guns x 60 / 3.5 s base reload = 68.6.
68.6
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
Base HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 3.5 s base reload = 130,286.
130,286
Base fires/min
ƒ4 HE shells x 60 / 3.5 s reload x 8% fire chance = 5.49.
5.49
AP shells
AP Damage2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 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 × 1615 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 184.1 mm. Matches the in-game spec card.
184.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.5 km), where the shell has slowed to 350.1 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 350.1^1.38 = 52.4 mm.
52.4 mm
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
Base AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 3.5 s base reload = 171,429.
171,429
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.
9
Torpedoes
ModuleTorpedoes: 53-39 mod. 1
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time76 s
Projectile speed75 kt
Range6.03 km
Maximum simulated damage14,000 (est.)
Alpha damage42,000
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming231 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
84,000
AA Defense
AA mount pointsInitial: 6 → 9
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (16×3.5×1) + (20×3.5×0.95) = 133. 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.
133
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.2 km
76 mm 34-K2×1 76mm
37 mm 70-K (upgraded hull only)3×1 37mm
12.7 mm Colt (upgraded hull only)2×2 13mm
12.7 mm DShK2×1 13mm
45 mm 21-K (stock hull only)2×1 45mm
Medium aura
DPS16
Range3.2 km
Far aura
DPS3
Range3 km
Total DPS in Aura
ƒMedium 16 + Far 3 = 19
19
Near aura
DPSInitial: 8 → 20
Range1.2 km
Total DPS in Aura
ƒMedium 16 + Far 3 + Near 20 = 39
39
Maneuverability
Engine moduleEngine: 48,000 hp
Engine power48,000 hp
Maximum speed38 kt
Turning circle radius610 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea6.96 km
Detectability by air3.48 km
Smoke firing penalty2.64 km
Detect after firing main guns6.96 km
Detect Fire Sea8.96 km
Detect Fire Air6.48 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 81 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.

HullTrade-off
  • Hit points12,000 → 14,100
  • Rudder shift7.2 → 5.1 s
  • AA mounts6 → 9
  • Close-range AA DPS15 → 39
  • Maximum AA range3 → 3.2 km
  • Turret traverse7 → 5 °/s
Fire controlUpgrade
  • Main battery range10,562 → 11618.2 m
TorpedoesTrade-off
  • Range4.02 → 6.03 km
  • Reload70 → 76 s
  • Alpha damage40,200 → 42,000
  • Display damage13,400 → 14,000
  • Speed70 → 75 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 Disp94.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10562/30·(8−0.5)/1000 + 0.5)·30 = 94.2 m
Max Vert Disp56.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.2 × 0.6 = 56.5 m
Med Horiz Disp30.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.2 × 0.32 (σ=2) = 30.1 m
Med Vert Disp18.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.5 × 0.32 (σ=2) = 18.1 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close184.1 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 × 1615 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 184.1 mm. Matches the in-game spec card.
AP Pen Far52.4 mm
Same formula at the ship's max firing range (14.5 km), where the shell has slowed to 350.1 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 350.1^1.38 = 52.4 mm.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
AP full-salvo alpha10,000
2,500 AP damage x 4 broadside guns = 10,000.
Base HE DPM130,286
7,600 HE full-salvo alpha x 60 / 3.5 s base reload = 130,286.
Base AP DPM171,429
10,000 AP full-salvo alpha x 60 / 3.5 s base reload = 171,429.
Base shells/min68.6
4 broadside guns x 60 / 3.5 s base reload = 68.6.
Base fires/min5.49
4 HE shells x 60 / 3.5 s reload x 8% fire chance = 5.49.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed75 kt
Travel time to max range30.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage84,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage84,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS133
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (16×3.5×1) + (20×3.5×0.95) = 133. 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 range3.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index290
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 range1.2 km

Armor

Hull HP 12,00014,100 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
Bow16 mm primary (range 15–16 mm)1,900 (13% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 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)16 mm primary (range 16–19 mm)10,600 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 15–19 mm)1,300 (9% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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).
Superstructure13 mm1,100 (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 HP7,100 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 (76 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 HP4,200 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.

Balance History

Balance updates affecting Gnevny. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×2
2021-12-16

Holiday Update: Chilling With the Beasts

  • Main battery reload time decreased from 5s to 3.5s; range of upgraded torpedoes increased from 4 km to 6 km.
  • Gnevny is an object of frustration for many, and it's true that she did lag in key metrics compared to the rest of the line, so we're boosting her damage per second for all the available armaments and looking forward to you making fresh memories with her.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Rotation speed of main guns increased from 6 degrees per second to 7, armor against HE shells for steering gears and engine increased as well.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Gnevny default exterior
    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.