World of Warships: Legends ship guide

Mikoyan

Beta
U.S.S.R. · Tier IV · Cruiser · Premium
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracy14 km gun rangeHigh HE / fire outputHigh AP DPMFragile
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Community Data

Mikoyan Community Stats

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Playstyle

Overview

Mikoyan is a Tier IV Soviet light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best nimble for the tonnage in T4 CAs (20.7 HP).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.1 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 180mm shells citadel cruisers on the wrong frame, and her 21,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Heavy armor

150.0 mm max plate, best of T4 CAs.

Nimble for the tonnage

20.71 hp per ton, best of T4 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Close-range AP brick

428.9 mm AP pen at 1.5 km, best of T4 CAs. Citadels broadside cruisers up close.

Long-range AP brick

190.1 mm AP pen at max range, best of T4 CAs. Threatens citadels even from range.

Wide dispersion

159.7 m max horizontal dispersion, worst of T4 CAs. Long-range salvos are noticeably wider than peers'.

Fragile HP pool

21000.0 HP, bottom decile of T4 CAs. Trade hits sparingly.

Acquisition

How to get Mikoyan

Mikoyan 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

  • Halloween '25 crate 1.333333% Tier IV Premium ship Event containers · Halloween '25 crate · 1 of 3 ships
Official WG availability sources
Show direct source rows

Builds Beta

Prioritize cruiser accuracy, reload, concealment, and survivability. Use the strongest national cruiser commander available, with inspirations that tighten dispersion, improve DPM, or help you go dark between fights.

Open in Build Tool →

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Cohort position

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Where Mikoyan sits among Tier IV CAs (23 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-weight20.71 hp/t (1/23) BestMax armor150 mm (1 of 3 tied) Top 10%Main battery range14.24 km (2/23) Top 10%Main battery reload5.9 s (2/23) Top 10%HE DPM152,542 (2/22) Top 10%AP DPM277,627 (2/23) Top 10%AP velocity920 m/s (3/23) Top 10%HE velocity920 m/s (3/22) Top 10%Acceleration21.2 s (2/22) Top 10%AP ricochet start50° (2/23) Top 10%AP auto-bounce angle65° (2/23) Top 10%Engine power120,000 hp (3/23) Top 10%Displacement5,793 t (2/23) Top 10%Torpedo speed64 kt (3/22) Top 25%Max speed35.5 kt (4/23) Top 25%Main battery caliber180 mm (5/23) Top 25%Fires per minute6.71 (5/22) Bottom 25%Secondary DPM (per side)42,000 (13/16) Bottom 25%AP fuse timer0.02 s (21/23) Bottom 25%AP arming threshold30 mm (19/23) Bottom 10%Hit points21,000 HP (22/23) Bottom 10%Citadel belt35 mm (20/21) WorstMain dispersion159.7 m (23/23) WorstTorpedo range4.02 km (1 of 3 tied)
See 20 mid-pack stats

Not standouts for Mikoyan -- 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.

Concealment11.46 km(17/23) Air detection6.87 km(16/23) Rudder shift5.9 s(9/23) Traverse-to-turn ratio6.35 ×(7/23) HE shell damage2,500(7/22) HE fire chance11%(13/22) HE alpha1,400(9/16) Secondary fire chance6%(7/16) Secondary HE pen17 mm(7/16) Turn-speed retention144.6 hp/m(10/23) AA DPS139(14/23) AA range3.5 km(13/23) AA threat375(15/23) Torpedo damage≈13,400(11/22) Torpedo reload70 s(11/22) Bow armor13 mm(11/21) Stern armor13 mm(11/21) Deck armor50 mm(7/21) NormSigma2(21 of 23 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit Points21,000
Displacement5,793 t
Armor range6–150 mm
Plate armor thicknesses6, 10, 13, 16, 20, 35, 50, 100, 150 mm
Armor material/layer entries48
Fire resistance16.6%
Fire duration30 s
Torp Reduction10%
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.
10,500
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.
6,300
Main Battery
ModuleArtillery: 180 mm/65 MK-2
Mounts / barrels3 mounts / 6 barrels
Reload time6.5 s
Firing range14.2 km
Turret traverse8 °/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 =(1424130·101.11000+1.1)·30=159.7m
159.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =159.7·0.95=151.8m
151.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =159.7·0.319(σ=2)=51m
51 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =151.8·0.319(σ=2)=48.5m
48.5 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ6 broadside guns x 60 / 6.5 s base reload = 55.4.
55.4
HE shells
HE Damage2,500
HE Velocity920 m/s
Fire Chance11%
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,500 HE damage x 6 broadside guns = 15,000.
15,000
Base HE DPM
ƒ15,000 HE full-salvo alpha x 60 / 6.5 s base reload = 138,462.
138,462
Base fires/min
ƒ6 HE shells x 60 / 6.5 s reload x 11% fire chance = 6.09.
6.09
AP shells
AP Damage4,550
AP Velocity920 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold30 mm
AP overmatch
ƒfloor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
12 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2370·109.20.69·0.181.07·9201.38=465.6mm. Matches the in-game spec card.
465.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.8 km), where the shell has slowed to 480.6 m/s: P=107·2370·109.20.69·0.181.07·480.61.38=190mm.
190 mm
AP full-salvo alpha
ƒ4,550 AP damage x 6 broadside guns = 27,300.
27,300
Base AP DPM
ƒ27,300 AP full-salvo alpha x 60 / 6.5 s base reload = 252,000.
252,000
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.
20
Torpedoes
ModuleTorpedoes: 533 mm Triple 39-U
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed64 kt
Range4.02 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 Arming198 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,400 = 40,200.
40,200
AA Defense
AA mount points10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×0.9) + (13×3.5×0.85) + (6×3.5×0.9) = 139. 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.
139
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm 70-K6×1 37mm
12.7 mm DShK4×1 13mm
100 mm/56 B-34 (DP)4×1 100mm
Far aura
DPS
ƒIncludes 6 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
6
Range3.5 km
Medium aura
DPS26
Range3.2 km
Total DPS in Aura
ƒFar 6 + Medium 26 = 32
32
Near aura
DPS13
Range1.2 km
Total DPS in Aura
ƒFar 6 + Medium 26 + Near 13 = 45
45
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 120,000 hp
Engine power120,000 hp
Maximum speed35.5 kt
Turning circle radius830 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (31.9 kt of 35.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(120,0005,793)0.42=3.5714; 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=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=21.2s. 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.
21.2 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (35.1 kt of 35.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=32.9s. 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.
32.9 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·35.5·0.5144830=1.26°/s, so ratio=ωturretωhull=81.26=6.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.3× slow
Concealment
Detectability by sea11.46 km
Detectability by air6.87 km
Smoke firing penalty5.98 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.46 km
Detect Fire Sea13.46 km
Detect Fire Air9.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 4.13 km ship detect · 2.97 km torpedo detect
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size

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 Disp159.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14241}{30}\cdot\dfrac{10-1.1}{1000} + 1.1\right)\cdot 30 = 159.7\,\text{m}$
Max Vert Disp151.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 159.7 \cdot 0.95 = 151.8\,\text{m}$
Med Horiz Disp51 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 159.7 \cdot 0.319\;(\sigma = 2) = 51\,\text{m}$
Med Vert Disp48.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 151.8 \cdot 0.319\;(\sigma = 2) = 48.5\,\text{m}$
AP Pen Close465.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2370 \cdot 109.2^{0.69} \cdot 0.18^{-1.07} \cdot 920^{1.38} = 465.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far190 mm
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 480.6 m/s: $P = 10^{-7}\cdot 2370 \cdot 109.2^{0.69} \cdot 0.18^{-1.07} \cdot 480.6^{1.38} = 190\,\text{mm}$.
HE penetration30 mm
30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
AP overmatch12 mm
floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha15,000
2,500 HE damage x 6 broadside guns = 15,000.
AP full-salvo alpha27,300
4,550 AP damage x 6 broadside guns = 27,300.
Base HE DPM138,462
15,000 HE full-salvo alpha x 60 / 6.5 s base reload = 138,462.
Base AP DPM252,000
27,300 AP full-salvo alpha x 60 / 6.5 s base reload = 252,000.
Base shells/min55.4
6 broadside guns x 60 / 6.5 s base reload = 55.4.
Base fires/min6.09
6 HE shells x 60 / 6.5 s reload x 11% fire chance = 6.09.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range24.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage80,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.
Per-side salvo damage40,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,400 = 40,200.

AA defense

Close-range AA DPS139
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×0.9) + (13×3.5×0.85) + (6×3.5×0.9) = 139. 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 index375
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

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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)42,000
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: 4×1 100 mm (2/side) × 60/4 × 1400 = 42,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor Beta

Hull HP 21,000, 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.

Bow & stern13 mm

Overmatched by 90+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–20 mm)1,500 (7% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 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)50 mm primary (range 6–50 mm)15,800 (75% of HP)
No common caliber overmatches50 mm: most HE shatters, standard pen from 305mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 10–35 mm)800 (4% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel35 mm primary (range 16–35 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure10 mm primary (range 10–150 mm)1,100 (5% 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 HP10,500 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 (100 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 HP6,300 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.

Approximated side profile.
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Acceleration and Ballistics Chart

Balance History

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

Buff ×4Main Battery ×1Concealment ×3
2025-10-02

Halloween Update: Misty Voyage

  • Main battery reload time reduced from 13.2 to 6.5 seconds.
  • Detectability range by sea reduced from 11.94 to 11.46 km.
  • Detectability range by air reduced from 7.16 to 6.87 km.
  • Detectability range by sea while firing in smoke reduced from 6.23 to 5.98 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Mikoyan 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.

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