World of Warships: Legends ship guide

Kiev

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges around the contested cap and lean into trades the heal can recover
  • Avoid: Using the Repair Party as a panic button
Key characteristics
2 sigma accuracy11 km gun rangeStrong secondaries (5 km)SmokeEasily spotted
Community Data

Kiev Community Stats

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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

Nimble for the tonnage

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.

Heavy magazine armor

20.0 mm magazine protection, best of T6 DDs. Detonation-resistant.

Thick citadel floor

20.0 mm citadel bottom, best of T6 DDs. Deep-water torps and underwater pen do less.

Heavy armor

20.0 mm max plate, top decile of T6 DDs.

Easily spotted

7.55 km surface detect, worst of T6 DDs. Visible before you can react; position early.

Slow reload

6.8 s reload, bottom decile of T6 DDs. Salvos punish more, but cycle is slower than peers.

Acquisition

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
U.S.S.R. Tech Tree

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

Official WG availability sources
Show direct source rows

Builds Beta

Build for gun reload/range, speed, rudder, survivability, and enough concealment to choose fights.

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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.

BestPower-to-weight29.17 hp/t (1/33) Top 10%Engine power81,000 hp (3/33) Top 10%Turn-speed retention117.4 hp/m (3/33) Top 10%Deck armor19 mm (3/22) Top 25%Main battery caliber130 mm (9/33) Top 25%Main battery range10.82 km (5/33) Top 25%AP velocity870 m/s (8/30) Top 25%Max armor20 mm (7/33) Top 25%Citadel belt20 mm (6/32) Top 25%Stern armor19 mm (9/32) Bottom 25%Rudder shift6.2 s (30/33) Bottom 25%Fires per minute4.24 (29/33) Bottom 25%HE DPM100,588 (28/33) Bottom 25%AP DPM132,353 (26/30) Bottom 10%Main battery reload6.8 s (31/33) Bottom 10%Acceleration13 s (31/33) WorstStealth profile7.55 km / 3.78 km (33/33 / 33/33) WorstHE alpha1,200 (3/3) WorstSecondary fire chance4% (3/3) WorstSecondary HE pen14 mm (3/3)
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.

Hit points16,500 HP(12/33) Max speed38 kt(11/33) Traverse-to-turn ratio5.98 ×(12/33) HE fire chance8%(17/33) AP shell damage2,500(9/30) Main dispersion88.8 m(13/33) Secondary DPM (per side)18,000(2/3) HE velocity870 m/s(10/33) AP arming threshold22 mm(23/30) Displacement2,777 t(21/33) AA DPS147(12/33) AA range3.5 km(18/33) AA threat475(11/33) Torpedo range8.04 km(20/33) Torpedo damage15,100(17/33) Torpedo speed65 kt(13/33) Torpedo reload80 s(13/33) Bow armor19 mm(10/32) NormAP fuse timer0.01 s(26 of 30 tied at this value) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value) NormSecondary range5 km(2 of 3 tied at this value) NormRepair heal rate0.5 %/s(3 of 5 tied at this value)

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

Repair 2SmokeEngine Boost
Survivability
Hit PointsInitial: 13,500 → 16,500
Displacement2,777 t
Armor range6–20 mm
Plate armor thicknesses6, 10, 15, 16, 19, 20 mm
Armor material/layer entries28
Fire resistanceInitial: 26.6% → 30%
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.
8,300
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.
5,000
Main Battery
ModuleArtillery: 130 mm/50 B-2LM
Mounts / barrels3 mounts / 6 barrels
Reload time7.5 s
Firing range (base)9.8 km
Firing range (top fire control)10.8 km
Turret traverse9.7 °/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 = (9837/30·(8−0.5)/1000 + 0.5)·30 = 88.8 m
88.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.8 × 0.6 = 53.3 m
53.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.8 × 0.32 (σ=2) = 28.4 m
28.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.3 × 0.319 (σ=2) = 17 m
17 m
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
Base shells/min
ƒ6 broadside guns x 60 / 7.5 s base reload = 48.
48
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 6 broadside guns = 11,400.
11,400
Base HE DPM
ƒ11,400 HE full-salvo alpha x 60 / 7.5 s base reload = 91,200.
91,200
Base fires/min
ƒ6 HE shells x 60 / 7.5 s reload x 8% fire chance = 3.84.
3.84
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 (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.
55.7 mm
AP full-salvo alpha
ƒ2,500 AP damage x 6 broadside guns = 15,000.
15,000
Base AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 7.5 s base reload = 120,000.
120,000
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.
9
Torpedoes
ModuleTorpedoes: 533 mm Quintuple 2-N
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time80 s
Projectile speed65 kt
Range8.04 km
Maximum simulated damage14,000 (est.)
Alpha damage42,000
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
140,000
AA Defense
AA mount points9
Close-range AA DPS
ƒSum 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.
147
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm 70-K4×1 37mm
37 mm 66-K (upgraded hull only)1×2 37mm
25 mm 2M-3 (upgraded hull only)4×2 25mm
76 mm 39-K (stock hull only)1×2 76mm
12.7 mm DShKM-2B (stock hull only)4×2 13mm
85 mm/52 92-K (DP)1×2 85mm
Far + Zone 1 Medium aura
Far DPS
ƒIncludes 4 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
Initial: 8 → 4
Zone 1 Medium DPS6
Range3.5 km
Total DPS in Aura
ƒFar 4 + Zone 1 Medium 6 = 10
10
Zone 2 Medium aura
DPSInitial: 20 → 16
Range3.2 km
Total DPS in Aura
ƒFar 4 + Zone 1 Medium 6 + Zone 2 Medium 16 = 26
26
Zone 3 Medium aura
DPS16
Range3.1 km
Total DPS in Aura
ƒFar 4 + Zone 1 Medium 6 + Zone 2 Medium 16 + Zone 3 Medium 16 = 42
42
S
Secondary Battery
Mounts1
Firing range5.0 km
Shell Grouping (σ)1
Caliber85 mm
Reload time4 s
HE Damage1,200
Muzzle Velocity792 m/s
Fire Chance4%
Armor Pen14 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: 81,000 hp
Engine power81,000 hp
Maximum speed38 kt
Turning circle radius690 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.0× slow
Concealment
Detectability by sea7.55 km
Detectability by air3.78 km
Smoke firing penalty2.87 km
Detect after firing main guns7.55 km
Detect Fire Sea9.55 km
Detect Fire Air6.78 km
Guaranteed Detect2 km
Consumables
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
Module options (3)

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

HullTrade-off
  • Hit points13,500 → 16,500
  • Rudder shift8.7 → 6.2 s
  • Close-range AA DPS45 → 38
  • Turret traverse9.7 → 9.85 °/s
Fire controlUpgrade
  • Main battery range9,837 → 10820.7 m
TorpedoesUpgrade
  • Range6.03 → 8.04 km
  • Reload100 → 80 s
  • Alpha damage40,200 → 42,000
  • Display damage13,400 → 14,000
  • Speed60 → 65 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 Disp88.8 m
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 m
Max Vert Disp53.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.8 × 0.6 = 53.3 m
Med Horiz Disp28.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.8 × 0.32 (σ=2) = 28.4 m
Med Vert Disp17 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.3 × 0.319 (σ=2) = 17 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 Far55.7 mm
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.
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18.6 s
180 degrees / 9.7 deg/s traverse speed = 18.6 s.
HE full-salvo alpha11,400
1,900 HE damage x 6 broadside guns = 11,400.
AP full-salvo alpha15,000
2,500 AP damage x 6 broadside guns = 15,000.
Base HE DPM91,200
11,400 HE full-salvo alpha x 60 / 7.5 s base reload = 91,200.
Base AP DPM120,000
15,000 AP full-salvo alpha x 60 / 7.5 s base reload = 120,000.
Base shells/min48
6 broadside guns x 60 / 7.5 s base reload = 48.
Base fires/min3.84
6 HE shells x 60 / 7.5 s reload x 8% fire chance = 3.84.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range47.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage140,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage140,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS147
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.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index475
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)18,000
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: 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).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 85 mm family.
Max HE fire chance4%
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.
Max HE pen14 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: 14 mm from the 85 mm family.

Armor

Hull HP 13,50016,500 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
Bow19 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 mm12,400 (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.
Stern19 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.
Citadel20 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).
Superstructure6 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 HP8,300 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 (85 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 HP5,000 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 Kiev. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×13
2025-10-30

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Kiev 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.