Nanuchka
Also called: 纳努契卡 · Овод · Nanutschka Beta- Work island to island at 4.0 km concealment, the stealthiest hull in the mode
- Avoid: Firing cruise missiles at a manoeuvring target
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Nanuchka Community Stats
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Nanuchka Community Stats
Record History
Playstyle
Overview
Nanuchka is a missile corvette built for one thing: appear, fire the heaviest single salvo in the mode, and vanish. Lead with the homing pair. They aim themselves, hit for 32,000, and each carries 3,800 HP, the second toughest warhead here, so they survive point defence better than most. The single cruise launcher hits hardest of any cruise missile in the mode at 16,000, but it is unguided and sits on the same 30 s reload, so it is a bonus rather than a plan.
Positioning
Work island to island at 4.0 km concealment, the stealthiest hull in the mode. Engine Boost gets you into range, you fire, and Stealth drops you off the screens straight after. Launching from behind cover matters more here than anywhere else: at 300 kts her homing missiles are the second slowest in the mode, so every second of open flight is time for point defence to work.
Potato Avoidance
Firing cruise missiles at a manoeuvring target
One unguided launcher on a 30 s reload means a miss costs half a minute of output, so save it for ships that are stationary, committed to a turn, or busy with your team. The other mistake is staying out after the salvo lands: at 18,000 HP she is the most fragile ship in the mode and will not win a standing exchange. Her missile defence covers a full 360 degrees, which she shares only with Ticonderoga, but it tracks one missile at a time and reaches only 5.5 km, the shortest here, so it protects the withdrawal rather than letting her sit in the open.
Signature Traits
+60% speed, 30 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
Secondary sigma 2, best of T7 DDs. Auto-fire bunches inside the dispersion cone.
- Nimble for the tonnage · 34.33 hp
- Sharp rudder · 2.7 s
- Quick acceleration
4 km surface detect, top decile of T7 DDs. Stays dark longer.
- Slow for the class · 30 kt
- Underpowered engine · 23000 hp
Playstyle notes informed by Popcorn's in-game write-up; stats and figures from in-game data.
How to get Nanuchka
Nanuchka is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds
Concealment first, then missile reload to shorten the gap between strikes. Survivability is worth less than not being seen.
Rina Kade
Concealed missile hunterStays dark and strikes: Ghostly Wake and Tight Emissions hold concealment, Clean Launch and Cloaked Hunter make the launch itself count.
Recommended by Popcorn
Cohort position
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Where Nanuchka sits among Tier VII DDs (40 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 10 mid-pack stats
Not standouts for Nanuchka -- 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.
Peers in this cohort
Compare Tier VII DestroyersShow all 39 peers
Stats & specs
Charting Toolƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.ƒ
Time to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (29.7 kt of 30 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
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost3 charges · 60 s reload · 30 s active · +60% speed bonus
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.
AA defense
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 30mm AK 630M f 1x1 -> 32 DPS @ 2 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.4 km × 57 + 30 = 258 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: 1×1 76 mm (0.5/side) × 60/2 × 1350 = 20,250. 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: 1350 from the 76 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 76 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: 32 mm from the 76 mm family.Armor Beta
Hull HP 18,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 136+ 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 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm | ≈ 900 (~5% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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) | 25 mm primary (range 19–25 mm) | ≈ 13,500 (~75% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm | ≈ 900 (~5% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 25 mm primary (range 18–25 mm) | 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 | 11 mm primary (range 11–19 mm) | no cap | 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). |
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.
Ship Charts
Skins & permanent camouflages
Every custom exterior Nanuchka can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
