World of Warships: Legends ship guide

Meteor

Beta
U.S.S.R. · Tier VIII · Destroyer · Premium
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Play Meteor on the edge of detection near capture zones and flank lanes
  • Avoid: Do not rush the first cap alone in Meteor
Key characteristics
2 sigma accuracy11 km gun rangeSonarEngine BoostWide dispersion
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Community Data

Meteor Community Stats

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Playstyle

Overview

Meteor is a Tier VIII U.S.S.R. premium destroyer best treated as a vision-first knife-edge scout: spot early, contest caps only with support, and convert stealth into torpedo pressure rather than open-water gun trades.

Positioning

Play Meteor on the edge of detection near capture zones and flank lanes. Keep an exit route, use islands or smoke to break focus, and widen only after enemy destroyers and radar threats are accounted for.

Potato Avoidance

Rush the first cap alone in Meteor

A dead destroyer gives up vision, torpedo threat, and objective control before the match has shape.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Heavy armor

50.0 mm max plate, best of T8 DDs.

Heavy powerplant

150000.0 hp engine, best of T8 DDs. More headroom for accelerating out of stops and maintaining speed in turns.

Holds speed in turns

197.4 hp per metre of turn radius, best of T8 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Nimble for the tonnage

34.67 hp per ton, best of T8 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Wide dispersion

100.5 m max horizontal dispersion, worst of T8 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Meteor

Meteor 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

  • Retrofuturism Box 1% Retrofuturism Premium Ship Event containers · Retrofuturism Box · 1 of 2 ships
Official WG availability sources
Show direct source rows

Builds Beta

Prioritize concealment, torpedo reliability, and destroyer survivability. Build around your best national destroyer commander, then add inspirations that improve concealment, torpedo reload/speed, or emergency disengage tools.

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Cohort position

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Where Meteor sits among Tier VIII DDs (27 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.

BestEngine power150,000 hp (1 of 2 tied) BestTurn-speed retention197.4 hp/m (1 of 2 tied) BestPower-to-weight34.67 hp/t (1 of 2 tied) BestMax armor50 mm (1 of 2 tied) Top 10%Hit points25,000 HP (3/27) Top 10%Main battery range11.4 km (2/27) Top 25%Max speed43.5 kt (4/27) Top 25%AP shell damage3,150 (4/25) Top 25%AP velocity950 m/s (7/25) Top 25%HE velocity950 m/s (5/26) Bottom 25%Rudder shift5 s (23/27) Bottom 25%Main battery reload5.2 s (22/27) Bottom 25%HE DPM114,231 (24/26) Bottom 25%Displacement4,327 t (23/27) WorstStealth profile7.61 km / 3.81 km (1 of 2 tied / 1 of 2 tied) WorstFires per minute4.15 (26/26) WorstMain dispersion100.5 m (27/27) WorstRepair heal rate0.5 %/s (1 of 2 tied)
See 16 mid-pack stats

Not standouts for Meteor -- 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.

Traverse-to-turn ratio8.89 ×(19/27) Main battery caliber130 mm(9/27) HE fire chance6%(17/26) AP DPM218,077(16/25) Acceleration16.9 s(9/27) AP fuse timer0.01 s(14/25) AP arming threshold22 mm(19/25) AA DPS215(15/27) AA range5 km(15/27) AA threat827(15/27) Torpedo range8.01 km(20/26) Torpedo damage≈13,400(19/26) Torpedo speed60 kt(19/26) Torpedo reload110 s(13/26) NormAP ricochet start45°(19 of 25 tied at this value) NormAP auto-bounce angle60°(19 of 25 tied at this value)
Survivability
Hit Points25,000
Displacement4,327 t
Armor range13–50 mm
Plate armor thicknesses13, 19, 20, 50 mm
Armor material/layer entries21
Fire resistance40%
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.
11,400
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.
7,500
Main Battery
ModuleArtillery: 130 mm/60 BL-101
Mounts / barrels3 mounts / 6 barrels
Reload time5.8 s
Firing range11.4 km
Turret traverse15 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1140030·80.51000+0.5)·30=100.5m
100.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.5·0.6=60.3m
60.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =100.5·0.319(σ=2)=32.1m
32.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =60.3·0.32(σ=2)=19.3m
19.3 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Base shells/min
ƒ6 broadside guns x 60 / 5.8 s base reload = 62.1.
62.1
HE shells
HE Damage1,650
HE Velocity950 m/s
Fire Chance6%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,650 HE damage x 6 broadside guns = 9,900.
9,900
Base HE DPM
ƒ9,900 HE full-salvo alpha x 60 / 5.8 s base reload = 102,414.
102,414
Installed HE DPM
ƒ9,900 HE full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 114,231.
114,231
Base fires/min
ƒ6 HE shells x 60 / 5.8 s reload x 6% fire chance = 3.72.
3.72
AP shells
AP Damage3,150
AP Velocity950 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: P=107·K·m0.69·d1.07·v01.38 =107·1900·33.40.69·0.131.07·9501.38=244mm. Matches the in-game spec card.
244 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.2 km), where the shell has slowed to 369.9 m/s: P=107·1900·33.40.69·0.131.07·369.91.38=66.4mm.
66.4 mm
AP full-salvo alpha
ƒ3,150 AP damage x 6 broadside guns = 18,900.
18,900
Base AP DPM
ƒ18,900 AP full-salvo alpha x 60 / 5.8 s base reload = 195,517.
195,517
Installed AP DPM
ƒ18,900 AP full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 218,077.
218,077
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.
12
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time110 s
Projectile speed60 kt
Range8.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=40,200·0.333=13,400.
≈ 13,400
Torpedo detectability1.3 km
Flooding chance240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming185 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 13,400 = 134,000.
134,000
AA Defense
AA mount points5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×1) + (11×3.5×0.95) + (17×3.5×1) = 215. 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.
215
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
45 mm SM-20-ZIF3×4 45mm
25 mm 4M-1202×4 25mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose main battery firing as AA in this range band.
17
Range5 km
Medium aura
DPS34
Range3.5 km
Total DPS in Aura
ƒFar 17 + Medium 34 = 51
51
Near aura
DPS11
Range3.1 km
Total DPS in Aura
ƒFar 17 + Medium 34 + Near 11 = 62
62
Maneuverability
Engine moduleEngine: 150,000 hp
Engine power150,000 hp
Maximum speed43.5 kt
Turning circle radius760 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (39.1 kt of 43.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(150,0004,327)0.42=4.4336; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=16.9s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
16.9 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (43.1 kt of 43.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=28.4s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
28.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·43.5·0.5144760=1.69°/s, so ratio=ωturretωhull=151.69=8.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.9× ok
Concealment
Detectability by sea7.61 km
Detectability by air3.81 km
Smoke firing penalty2.9 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.61 km
Detect Fire Sea9.61 km
Detect Fire Air6.81 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 98 s active · 5.2 km ship detect · 3.63 km torpedo detect
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
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost

See all derived stats

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

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 Disp100.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11400}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 100.5\,\text{m}$
Max Vert Disp60.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 100.5 \cdot 0.6 = 60.3\,\text{m}$
Med Horiz Disp32.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 100.5 \cdot 0.319\;(\sigma = 2) = 32.1\,\text{m}$
Med Vert Disp19.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 60.3 \cdot 0.32\;(\sigma = 2) = 19.3\,\text{m}$
AP Pen Close244 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1900 \cdot 33.4^{0.69} \cdot 0.13^{-1.07} \cdot 950^{1.38} = 244\,\text{mm}$. Matches the in-game spec card.
AP Pen Far66.4 mm
Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 369.9 m/s: $P = 10^{-7}\cdot 1900 \cdot 33.4^{0.69} \cdot 0.13^{-1.07} \cdot 369.9^{1.38} = 66.4\,\text{mm}$.
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 Radius12
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 time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha9,900
1,650 HE damage x 6 broadside guns = 9,900.
AP full-salvo alpha18,900
3,150 AP damage x 6 broadside guns = 18,900.
Base HE DPM102,414
9,900 HE full-salvo alpha x 60 / 5.8 s base reload = 102,414.
Base AP DPM195,517
18,900 AP full-salvo alpha x 60 / 5.8 s base reload = 195,517.
Installed HE DPM114,231
9,900 HE full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 114,231.
Installed AP DPM218,077
18,900 AP full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 218,077.
Base shells/min62.1
6 broadside guns x 60 / 5.8 s base reload = 62.1.
Installed shells/min69.2
6 broadside guns x 60 / 5.2 s installed Artillery reload = 69.2.
Base fires/min3.72
6 HE shells x 60 / 5.8 s reload x 6% fire chance = 3.72.
Installed fires/min4.15
6 HE shells x 60 / 5.2 s installed reload x 6% fire chance = 4.15.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range51.3 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 damage134,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 13,400 = 134,000.
Per-side salvo damage134,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 13,400 = 134,000.

AA defense

Close-range AA DPS215
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×1) + (11×3.5×0.95) + (17×3.5×1) = 215. 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 index827
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 range3.1 km
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Meteor default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Delny RetroDecorative

Primary official WG sources

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