World of Warships: Legends ship guide

Nanuchka

Also called: 纳努契卡 · Овод · Nanutschka Beta
U.S.S.R. · Tier VII · Destroyer · Premium
Missile boatNo guns and no torpedoes: everything comes from the missile launcher, so pick targets and manage the reload.
Playstyle
  • Work island to island at 4.0 km concealment, the stealthiest hull in the mode
  • Avoid: Firing cruise missiles at a manoeuvring target
Key characteristics
Stealthy (4.0 km)Engine BoostSharp secondariesNimble for the tonnageSlow
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Community Data

Nanuchka Community Stats

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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

Engine Boost

+60% speed, 30 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Sharp secondaries

Secondary sigma 2, best of T7 DDs. Auto-fire bunches inside the dispersion cone.

ELITE MOBILITY
  • Nimble for the tonnage · 34.33 hp
  • Sharp rudder · 2.7 s
  • Quick acceleration
Best-in-class stealth

4 km surface detect, top decile of T7 DDs. Stays dark longer.

MIXED MOBILITY
  • 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.

Acquisition

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 hunter

Stays 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

Hide

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.

BestConcealment4 km (1/41) BestRudder shift2.7 s (1 of 3 tied) BestSecondary sigma2 (1 of 2 tied) BestDisplacement670 t (1/41) BestPower-to-weight34.33 hp/t (1/41) Top 10%Acceleration12.6 s (4/41) Top 25%Air detection3.41 km (11/41) Top 25%Max armor25 mm (8/41) Top 25%Citadel belt25 mm (8/41) Bottom 25%Turn-speed retention50 hp/m (36/41) Bottom 25%AA DPS32 (35/41) Bottom 25%AA threat64 (36/41) WorstMax speed30 kt (1 of 3 tied) WorstEngine power23,000 hp (1 of 6 tied) WorstAA range2 km (1 of 7 tied) WorstNo torpedoes (4 of 41 in cohort)
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.

Hit points18,000 HP(23/41) Secondary DPM (per side)20,250(6/7) Secondary HE alpha1,350(6/7) Secondary fire chance8%(4/7) Secondary HE pen32 mm(5/7) Bow armor19 mm(21/41) Stern armor19 mm(22/41) Deck armor19 mm(17/34) NormTurn speed retained81%(39 of 41 tied at this value) NormSecondary range4 km(5 of 7 tied at this value)

Stats & specs

Charting Tool
Survivability
Hit Points18,000
Displacement670 t
Armor range11–25 mm
Plate armor thicknesses11, 18, 19, 25 mm
Armor material/layer entries21
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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.
4,500
Repairable: penetration50%
Repairable: steering gear50%
AA Defense
AA mount points1
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
30 mm/54 AK-630M1×1 30mm
Medium aura
Guns30 mm/54 AK-630M
Continuous DPS
ƒEffective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range2 km
S
Secondary Battery
Mounts1
Firing range4.0 km
Shell Grouping (σ)2
76 mm/59 AK-1761×1 76mm
Caliber76 mm
Reload time2 s
HE Damage1,350
Muzzle Velocity825 m/s
Fire Chance8%
Armor Pen32 mm
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 power23,000 hp
Maximum speed30 kt
Turning circle radius460 m
Rudder shift time2.7 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
12.6 s
Acceleration 0-99%
ƒTime 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.
20.6 s
Concealment
Detectability by sea4 km
Detectability by air3.41 km
Smoke firing penalty2.54 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
4 km
Detect Fire Sea6 km
Detect Fire Air6.41 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost3 charges · 60 s reload · 30 s active · +60% speed bonus
Stealth3 charges · 90 s reload
Missile Defense Boost∞ charges · 33 s reload · 7 s active

See all derived stats

Show

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

AA DPS at max range32
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.
Maximum AA range2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range32 DPS @ 2 km
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.
AA DPS at point-blank32
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index64
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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)20,250
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).
Max HE alpha1350
Maximum HE damage per shell across secondary HE families. Best on this ship: 1350 from the 76 mm family.
Max HE fire chance8%
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.
Max HE pen32 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: 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.

Bow & stern19 mm

Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming11 mm

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
Bow19 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.
Stern19 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.
Citadel25 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.
Superstructure11 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Nanuchka default exterior
    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.

Source status No high-context source card yet Filtered for precision