Gremyashchy
Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
- Avoid: Holding 8-km torpedoes for a perfect shot
Gremyashchy Community Stats
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Gremyashchy Community Stats
Playstyle
Overview
Gremyashchy is a Tier IV Soviet torpedo destroyer reaching 8 km. The torpedoes travel at 55 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (144 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 HE fire chance in T4 DDs (9).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 55 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 8-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
9.0% fire chance per HE shell, best of T4 DDs.
9.1 mm overmatch threshold, best of T4 DDs. Punishes bow-tanking ships peers can't crack.
870.0 m/s HE muzzle velocity, top decile of T4 DDs. Flatter trajectory, easier to land at range.
4.5 fires/min, top decile of T4 DDs. Keeps DCP on cooldown.
22.0 mm AP arming threshold, worst of T4 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
91.2 m max horizontal dispersion, worst of T4 DDs. Long-range salvos are noticeably wider than peers'.
How to get Gremyashchy
Gremyashchy 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
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Soviet Destroyer Big Crate
2%
IV Gremyashchy
Early access containers · Soviet Destroyer Big Crate
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Soviet Destroyer Crate
0.5%
IV Gremyashchy
Early access containers · Soviet Destroyer Crate
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Spectral Vault 2.0
0.178571%
Tier IV Premium ship
Event containers · Spectral Vault 2.0 · 1 of 14 ships
Show all 10 containers (7 more)
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Santa Level 2
0.166667%
Tier IV Premium ship
Event containers · Santa Level 2 · 1 of 15 ships
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Secret Santa '21
0.1%
IV Gremyashchy
Event containers · Secret Santa '21
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Santa Level 1
0.078333%
Tier IV Premium ship
Event containers · Santa Level 1 · 2 paths combined · 1 of 15 ships
Show 2 paths
- Santa Level 10.053333%
- Santa Level 1 → Santa Level 20.025%
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Spectral Vault 1.0
0.073214%
Tier IV Premium ship
Event containers · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
Show 2 paths
- Spectral Vault 1.00.057143%
- Spectral Vault 1.0 → Spectral Vault 2.00.016071%
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Secret Santa '22
0.055833%
Premium Ship
Event containers · Secret Santa '22 · 1 of 12 ships
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Secret Santa '23
0.053333%
Tier IV Premium ship
Event containers · Secret Santa '23 · 1 of 15 ships
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Mystic Box
0.05%
Tier IV Premium ship
Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Mystic Box 0.05% · Tier IV Premium ship
- Santa Level 1 0.053333% · Tier IV Premium ship
- Santa Level 2 0.166667% · Tier IV Premium ship
- Secret Santa '21 0.1% · IV Gremyashchy
- Secret Santa '22 0-0.055833% · Premium Ship
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.
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 Gremyashchy sits among Tier IV 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.
See 12 mid-pack stats
Not standouts for Gremyashchy -- 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 = (10162/30·(8−0.5)/1000 + 0.5)·30 = 91.2 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 91.2 × 0.6 = 54.7 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 91.2 × 0.319 (σ=2) = 29.1 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.7 × 0.32 (σ=2) = 17.5 mƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
4 broadside guns x 60 / 5.3 s base reload = 45.3.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 4 broadside guns = 7,600.ƒ
7,600 HE full-salvo alpha x 60 / 5.3 s base reload = 86,038.ƒ
4 HE shells x 60 / 5.3 s reload x 9% fire chance = 4.08.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 × 1615 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 184.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (12.7 km), where the shell has slowed to 380.9 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 380.9^1.38 = 58.9 mm.ƒ
2,500 AP damage x 4 broadside guns = 10,000.ƒ
10,000 AP full-salvo alpha x 60 / 5.3 s base reload = 113,208.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: (3×3.5×1) + (20×3.5×1) + (19×3.5×0.95) = 144. 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
Medium 20 + Far 3 = 23ƒ
Medium 20 + Far 3 + Near 19 = 42
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 77 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
See all derived stats
Show
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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 = (10162/30·(8−0.5)/1000 + 0.5)·30 = 91.2 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 91.2 × 0.6 = 54.7 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 91.2 × 0.319 (σ=2) = 29.1 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.7 × 0.32 (σ=2) = 17.5 mCanonical 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.Same formula at the ship's max firing range (12.7 km), where the shell has slowed to 380.9 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 380.9^1.38 = 58.9 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 4 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.1,900 HE damage x 4 broadside guns = 7,600.2,500 AP damage x 4 broadside guns = 10,000.7,600 HE full-salvo alpha x 60 / 5.3 s base reload = 86,038.10,000 AP full-salvo alpha x 60 / 5.3 s base reload = 113,208.4 broadside guns x 60 / 5.3 s base reload = 45.3.4 HE shells x 60 / 5.3 s reload x 9% fire chance = 4.08.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (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: (3×3.5×1) + (20×3.5×1) + (19×3.5×0.95) = 144. 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 13,100, 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 | 19 mm primary (range 10–19 mm) | 1,800 (14% of HP) | Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 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. |
| Stern | 13 mm primary (range 10–13 mm) | 1,200 (9% of HP) | Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 13 mm primary (range 10–13 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 | 10 mm primary (range 10–19 mm) | 900 (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 HP | 6,600 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 (76 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 | 3,900 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.
Skins & permanent camouflages
Every custom exterior Gremyashchy 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.
