Muavenet
Also called: 支援 Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
- Avoid: Trading guns in open water against peer DDs
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Muavenet Community Stats
Across 1,600+ Standard battles from 220+ players, Muavenet averages a 62% win rate, 28,100 damage and 1.0 kills per battle, and survives 40% of them.
Muavenet Community Stats
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Muavenet Community Stats
Record History
Playstyle
Overview
Muavenet is a Tier IV European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her 120mm guns win on volume rather than weight: a 5 s reload is the damage, so uptime matters more than any single salvo. AA (117 AA DPS at 2 km, +200% Defensive AA flak burst) ranks 6 of 21 in T4 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best HE fire chance in T4 DDs (9, 4th of 21) and best fires per minute in T4 DDs (4.3, 1st of 21). The trade is weak torpedoes in T4 DDs (6,300, 20th of 21).
Positioning
Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 9.8 km of reach against 6 km of detection leaves about 3.9 km in which you can shoot before the answer arrives. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor. Shooting from the cloud gives you away at 2.1 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.9 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 3.7 km) reads straight in regardless. Once the rudder is over she turns tightly for her cohort (540 m), so a committed turn costs less water than most of what she is fighting.
Potato Avoidance
Trading guns in open water against peer DDs
Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 6 km with 11,900 HP to spend, so the second ship to join the trade decides it.
Signature Traits
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, unique in T4 DDs.
+5% speed (about +1.9 kt), 100 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.
- High fire chance · 9%
- High fire pressure · 4.32 fires/min
72 kt torpedo speed, top decile of T4 DDs. Shorter run to the target and less lead to hold; how much warning they get depends on torpedo detectability too.
- Fast for the class · 38 kt
- Quick acceleration
- Weak torpedoes · 6300 damage
- Visible torps · 1.6 km
How to get Muavenet
Muavenet is available in the Contesting Destroyers branch of the Pan-Europe Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 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.
History: Early Access Sep 2024 – Oct 2024 (temporary crate drops, now ended).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show Pan-Europe tech-tree branch diagram
Muavenet sits in the Contesting Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.
Best listed chance for this ship
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Anniversary '25 Pan‑Eu. crate
10%
IV Muavenet
Event · Anniversary '25 Pan‑Eu. crate
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Pan-Eu. Destroyer Big Crate
10%
IV Muavenet
Archived · Pan-Eu. Destroyer Big Crate
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Pan-Eu. Destroyer Crate
5%
IV Muavenet
Archived · Pan-Eu. Destroyer Crate
Official WG availability sources
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Continental Voyage: Pan-European Destroyers in Early Access, a New Collection, and More
Early Access
Start: 2024-09-09 · End: 2024-10-09
- The new line of Pan-European destroyers includes four ships: Tier IV Muavenet, Tier V Stord, Tier VI Grom, and Tier VII Split.
- During this update, the new ships will be available in Early Access and can be found in Pan-Eu. Destroyer crates and Pan-Eu. Destroyer Big Crates.
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Halloween Update: Crimson Tale
Tech tree line
Start: 2024-10-10
- New Pan-European destroyers that were previously available in Early Access—Tier IV Muavenet, Tier V Stord, Tier VI Grom, and Tier VII Split—are now fully available as a separate Tech Tree line.
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September Update: Breeze of Inspiration
Early Access
2024-09-05
- Meet the new Tech Tree line of Pan-European destroyers, available in Early Access from September 9 through October 14: Tier IV Muavenet, Tier V Stord, Tier VI Grom, and Tier VII Split.
- You can obtain the new destroyers from Pan-Eu. Destroyer crates and Pan-Eu. Destroyer Big Crates, which will be available through the Tempest of Renaissance campaign or in the Store during this update.
Show direct source rows
- Anniversary '25 Pan‑Eu. crate 10% · IV Muavenet
- Pan-Eu. Destroyer Big Crate 10% · IV Muavenet
- Pan-Eu. Destroyer Crate 5% · IV Muavenet
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Muavenet sits among Tier IV DDs (20 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 17 mid-pack stats
Not standouts for Muavenet -- 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 →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 136° (the most restricted aft-facing mount's arc) = 44° off bow; 180° − 130° (the most restricted forward-facing mount's arc) = 50° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (9.8 km) shells land in an ellipse about 89 m wide and 53 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 43.1. All upgrades (top gun): 4 broadside guns x 60 / 5 s all-upgrades reload = 48.HE shells
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30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
1,900 HE damage x 4 broadside guns = 7,600.ƒ
Zero upgrades: 7,600 HE full-salvo alpha x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 81,846. All upgrades (top gun): 7,600 HE full-salvo alpha x 60 / 5 s all-upgrades reload = 91,200.ƒ
Zero upgrades: 43.1 shells/min × 0.09 (9% fire chance) = 3.88. All upgrades (top gun): 48 shells/min × 0.09 (9% fire chance) = 4.32.ƒ
Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
18,900 warhead alpha / 3 + 700 blast = 7,000. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 0.95 per hit, shown as . Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 6,300 = 25,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Initial: 24 × 3.5 × 0.95 = 80 → 35 × 3.5 × 0.95 = 116. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
top speed / 4 + 4.9 = 38 / 4 + 4.9 = 14.4 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (34.2 kt of 38.0 kt).ƒ
Time to reach 99% of top speed (37.6 kt of 38.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
With the rudder hard over the hull turns 9.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 9.1 = +0.9°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.95 km x 0.955 = 5.68 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 5.95 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.68 km.ƒ
max(main battery range, sea detectability 5.95 km) = 9.83 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 2.98 km + gun-firing bloom 2.4 km = 5.38 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.ƒ
Sea detectability 5.95 km + 2.0 km while burning = 7.95 km.ƒ
Air detectability 2.98 km + 3.0 km while burning = 5.98 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 77 s cloud active · 450 m radius
Engine Boost2 charges · 160 s reload · 100 s active · +5% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×3 flak burst boost ƒ
Repeats the flak burst pattern ×3 within each salvo - more clouds in the air over the salvo, at the same spots.
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard destroyer dispersion curve.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~30mm armor instead of ~20mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.4 mounts × 1 barrels = 4; all 4 bear on the broadside.Model inputs
Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1600 m / (72.0 kt × 2.6855) = 8.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).6000 m / (72.0 kt × 2.6855) = 31 s. range / (speed kt x 2.6855 m/s per knot on the game clock).1 launcher × 4 tubes.1 launcher × 4 tubes = 4, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 6,300 = 25,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 20mm Oerlikon MK V 4x2 -> 78 DPS @ 2 km; 20mm Oerlikon MK4 2x1 -> 39 DPS @ 2 km.@ 2 km: 78 + 39 = 117. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.78 + 39 = 117 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).78 × 2 + 39 × 2 = 234. 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.Ship Charts
Background
In 1938, Turkey ordered four I-class ships from Britain. When World War II began, Britain bought two, including Muavenet, which became HMS Inconstant. She served in the Home Fleet and then the Eastern Fleet, participating in Madagascar operations and Malta convoys in 1942. Later, she escorted convoys in the Atlantic and covered the Normandy landings. In 1946, she was returned to Turkey and renamed Muavenet again, honoring the destroyer that sank British battleship Goliath in World War I.
Armor Beta
Hull HP 9,800 → 11,900 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 10 mm | 1,800 (15% of HP) | Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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 | 10 mm primary (range 6–10 mm) | 1,200 (10% of HP) | Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 10 mm | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 10 mm | 600 (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 HP | 6,000 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| AA mount (20 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 | 3,600 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.
Balance History
Balance updates affecting Muavenet. Cards are condensed; use each source link for full context.
Ministry of Balance: Spring Renewal
- Stock main battery reload time reduced from 6 to 5.5 s.
- Upgraded main battery reload time reduced from 5.5 to 5 s.
- Torpedo damage increased from 6,200 to 7,000.
- Torpedo reload time reduced from 75 to 70 s.
Skins & permanent camouflages
Every custom exterior Muavenet can equip.
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.
