Kiev
Beta- Hold concealment edges around the contested cap and lean into trades the heal can recover
- Avoid: Using the Repair Party as a panic button
Kiev Community Stats
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Kiev Community Stats
Playstyle
Overview
Kiev is a Tier VI Soviet destroyer with a Repair Party, a consumable most DDs in the cohort do not get. The heal lets her sustain trades and stay in the cap contest after the first detection cycle; that is the kit, not a panic button. Standout traits: best nimble for the tonnage in T6 DDs (29.2 HP).
Positioning
Hold concealment edges around the contested cap and lean into trades the heal can recover. The Repair Party means you survive the first detection cycle other DDs do not, but it does not let you brawl open-water; stay near cover or smoke when the heal is on cooldown.
Potato Avoidance
Using the Repair Party as a panic button
The heal is part of the kit, not a save: most charges should land after a clean trade in cover, not mid-spotting cycle in open water. Used reactively, it covers one cap fight; used proactively, it covers two.
Signature Traits
29.17 hp per ton, best of T6 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.
20.0 mm magazine protection, best of T6 DDs. Detonation-resistant.
20.0 mm citadel bottom, best of T6 DDs. Deep-water torps and underwater pen do less.
20.0 mm max plate, top decile of T6 DDs.
7.55 km surface detect, worst of T6 DDs. Visible before you can react; position early.
6.8 s reload, bottom decile of T6 DDs. Salvos punish more, but cycle is slower than peers.
How to get Kiev
Kiev is available in the Generalist Destroyers branch of the U.S.S.R. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.
Show U.S.S.R. tech-tree branch diagram
Kiev sits in the Generalist Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Best listed chance for this ship
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Soviet Destroyer Big Crate
1%
VI Kiev*
Early access containers · Soviet Destroyer Big Crate
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Soviet Destroyer Crate
0.5%
VI Kiev*
Early access containers · Soviet Destroyer Crate
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
- Soviet Destroyer Big Crate 1% · VI Kiev*
- Soviet Destroyer Crate 0.5% · VI Kiev*
Builds Beta
Build for gun reload/range, speed, rudder, survivability, and enough concealment to choose 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 Kiev sits among Tier VI DDs (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.
See 23 mid-pack stats
Not standouts for Kiev -- 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 = (9837/30·(8−0.5)/1000 + 0.5)·30 = 88.8 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.8 × 0.6 = 53.3 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.8 × 0.32 (σ=2) = 28.4 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.3 × 0.319 (σ=2) = 17 mƒ
180 degrees / 9.7 deg/s traverse speed = 18.6 s.ƒ
6 broadside guns x 60 / 7.5 s base reload = 48.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 6 broadside guns = 11,400.ƒ
11,400 HE full-salvo alpha x 60 / 7.5 s base reload = 91,200.ƒ
6 HE shells x 60 / 7.5 s reload x 8% fire chance = 3.84.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 (13.5 km), where the shell has slowed to 365.8 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 365.8^1.38 = 55.7 mm.ƒ
2,500 AP damage x 6 broadside guns = 15,000.ƒ
15,000 AP full-salvo alpha x 60 / 7.5 s base reload = 120,000.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: (16×3.5×1) + (16×3.5×1) + (6×3.5×1) + (2×3.5×1) + (2×3.5×1) = 147. 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
Includes 4 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 4 + Zone 1 Medium 6 = 10ƒ
Far 4 + Zone 1 Medium 6 + Zone 2 Medium 16 = 26ƒ
Far 4 + Zone 1 Medium 6 + Zone 2 Medium 16 + Zone 3 Medium 16 = 42ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Smoke Generator2 charges · 240 s reload · 15 s emit / 85 s cloud active
See all derived stats
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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 = (9837/30·(8−0.5)/1000 + 0.5)·30 = 88.8 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.8 × 0.6 = 53.3 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.8 × 0.32 (σ=2) = 28.4 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.3 × 0.319 (σ=2) = 17 mStandard destroyer dispersion baseline.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.Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 365.8 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 365.8^1.38 = 55.7 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 6 barrels bear on the broadside.180 degrees / 9.7 deg/s traverse speed = 18.6 s.1,900 HE damage x 6 broadside guns = 11,400.2,500 AP damage x 6 broadside guns = 15,000.11,400 HE full-salvo alpha x 60 / 7.5 s base reload = 91,200.15,000 AP full-salvo alpha x 60 / 7.5 s base reload = 120,000.6 broadside guns x 60 / 7.5 s base reload = 48.6 HE shells x 60 / 7.5 s reload x 8% fire chance = 3.84.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.10 (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: (16×3.5×1) + (16×3.5×1) + (6×3.5×1) + (2×3.5×1) + (2×3.5×1) = 147. 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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 1×2 85 mm (1/side) × 60/4 × 1200 = 18,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 85 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 85 mm family.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: 14 mm from the 85 mm family.Armor
Hull HP 13,500 → 16,500 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 |
|---|---|---|---|---|
| Bow | 19 mm primary (range 15–19 mm) | 2,200 (13% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)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. |
| Hull (midship) | 19 mm | 12,400 (75% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 15–19 mm) | 1,400 (8% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 10–20 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 | 6 mm primary (range 6–19 mm) | 1,400 (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 HP | 8,300 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. |
| Secondary mount (85 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 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 | 5,000 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.
Balance History
Balance updates affecting Kiev. Cards are condensed; use each source link for full context.
Ministry of Balance: Preparing for Winter
- Stock hull HP increased from 12,000 to 13,500:
- Bow HP increased from 1,600 to 1,800.
- Stern HP increased from 1,000 to 1,100.
- Hull HP increased from 8,600 to 10,100.
- Magazine HP increased from 5,800 to 6,800.
- Steering gear HP increased from 3,900 to 4,100.
- Superstructure HP increased from 1,000 to 1,100.
- Upgraded hull HP increased from 13,500 to 16,500:
- Bow HP increased from 1,900 to 2,200.
- Stern HP increased from 1,300 to 1,400.
- +4 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior Kiev 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.
