World of Warships: Legends ship guide

Navarin

Also called: 纳瓦林 · Наварин · Nawarin Beta
U.S.S.R. · Tier VIII · Battleship · Premium
Secondary battleshipClose inside secondary range and let the auto-fire battery work with the mains.
Playstyle
  • Push to within secondary range (~7 km) so the secondary battery starts contributing damage
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (7 km)Stealthy (15.2 km)Tight turning circleDeep effective HPLong-reach AALoose grouping
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Community Data

Navarin Community Stats

Across 3,000+ Standard battles from 190+ players, Navarin averages a 58% win rate, 76,000 damage and 0.9 kills per battle, and survives 31% of them.

Community Data

Navarin Community Stats

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Playstyle

Overview

Navarin is a Tier VIII Soviet secondary battleship with long secondary reach out to 7 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Standout traits: top-decile secondary dispersion in T8 BBs (261 m) and heavy secondary DPM (306,000). Concealment is the trait WG's own post highlights: 15.2 km is third-best among Tier VIII battleships, unusual for a hull this size, and it lets her reposition between trades without being tracked the whole way.

Positioning

Push to within secondary range (~7 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

ELITE SECONDARIES ↗
  • Tighter secondary dispersion · 261 m
  • Extended secondary range · 7 km
  • Heavy secondary DPM · 306000 secondary
Tight turning circle ↗

770 m turning circle, top quartile of T8 BBs. Comes around faster to bring the guns to bear or roll away from incoming fire.

Deep effective HP ↗

121220 effective HP once Repair Party is counted, top decile of T8 BBs. Absorbs more total punishment than the raw HP pool suggests.

Best-in-class stealth ↗

15.2 km surface detect, top decile of T8 BBs. Stays dark longer.

Loose grouping ↗

Sigma 1.5, bottom decile of T8 BBs. Shells scatter more; bracketing matters.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Navarin

Navarin is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency, Campaign, and 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Super VIII crate 4.761905% One of the Tier VIII Premium ships Event · Super VIII crate · 1 of 21 ships
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event · Mystic Lantern · 1 of 23 ships
Official WG availability sources
  • Echo of the Ionian Campaign Breakdown Campaign Start: 2024-10-14 · End: 2024-11-17
    • To successfully complete the Echo of the Ionian campaign and unlock Soviet Tier VIII Premium battleship Navarin, you must accumulate 2,475 Renown with an active Admiralty Backing.
  • Halloween Update: Crimson Tale Campaign Start: 2024-10-10
    • The main reward of this campaign is Soviet Tier VIII Premium battleship Navarin.
  • Anniversary Update: Tides of Adventure Event currency Start: 2026-07-30
    • You can also spend Mariner's Coins on one of three rare ships—Dalian, Navarin, or Tulsa—as well as ship skins, anniversary crates, and a new Commander guise.
  • Legendary Birthday: Adventures Are Calling! Event currency Start: 2026-07-31
    • You can also spend Mariner's Coins on one of three rare ships: Dalian, Navarin, or Tulsa.
    • Once you make your choice, you can purchase the remaining two for doubloons.
Show direct source rows

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.

Mikhail Kedrov

WG official

WG official build from Through the Spy Glass: Navarin.

Source: Through the Spy Glass: Navarin

Open in Build Tool →

Commanders frequently paired with this ship Mikhail Kedrov

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 Navarin sits among Tier VIII BBs (32 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.

BestAA range5.2 km (1 of 11 tied) Top 10%Stealth profile15.2 km / 12.16 km (3/33 / 3/33) Top 10%Turning circle770 m (3/33) Top 10%Secondary dispersion bracket33 (3/33) Top 25%Fires per minute8.43 (5/31) Top 25%Secondary DPM (per side)306,000 (7/33) Top 25%Secondary HE pen27 mm (5/31) Top 25%Secondary range7 km (5/33) Top 25%AA DPS711 (7/33) Top 25%AA threat2,255 (9/33) Top 25%Flak damage per salvo (expected)1,800 (7/33) Top 25%Repair heal rate1.12 %/s (6/33) Bottom 25%Max speed27.5 kt (28/33) Bottom 25%Main battery reload35 s (29/33) Bottom 25%AP shell damage11,000 (29/33) Bottom 25%Secondary HE alpha1,800 (25/31) Bottom 25%HE velocity793 m/s (27/31) Bottom 25%Time to 90% speed35.7 s (27/33) Bottom 25%Acceleration (0-12 kt)15 s (30/33) Bottom 10%Main battery range16.74 km (31/33) Bottom 10%Engine power100,000 hp (31/33) Bottom 10%Power / turn radius129.9 hp/m (31/33) Bottom 10%Power-to-weight2.02 hp/t (31/33) WorstSigma1.5 (1 of 3 tied) WorstNo torpedoes (26 of 33 in cohort) WorstMax armor340 mm (1 of 2 tied)
See 22 mid-pack stats

Not standouts for Navarin -- 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 points72,500 HP(23/33) Smoke fire bloom14.66 km(11/33) Rudder shift16.1 s(11/33) Main battery caliber406 mm(19/33) HE shell damage5,850(13/31) HE DPM120,343(13/31) AP DPM226,286(21/33) Main dispersion227.4 m(15/33) Secondary fire chance9%(13/31) AP velocity793 m/s(23/33) AP arming threshold68 mm(17/33) Displacement49,529 t(11/33) AP pen at 10 km581 mm(25/33) Effective HE DPM (incl. fire)189,445(9/31) Repair charges3(14/33) Citadel belt340 mm(21/31) NormAP fuse timer0.033 s(30 of 33 tied at this value) NormAP ricochet start45°(29 of 33 tied at this value) NormAP auto-bounce angle60°(29 of 33 tied at this value) NormTurn speed retained81%(32 of 33 tied at this value) NormBow armor32 mm(29 of 31 tied at this value) NormStern armor32 mm(29 of 31 tied at this value)
Survivability
Hit Points72,500
Displacement49,529 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
216.7 x 31.2 m
Armor range19–340 mm
Plate armor thicknesses19, 25, 32, 35, 50, 75, 113, 125, 181, 230, 300, 340 mm
Armor material/layer entries66
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 72,500 HP = 13,050 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 72,500 HP = 14,500 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.274 hull torpedo-damage coefficient / 0.333 unprotected baseline = 18%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
18%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
34,700
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.
21,800
Effective HP
ƒBase 72,500 HP plus everything Repair Party can restore: 0.0112 of max HP per second (1.12%) × 20 s × 72,500 HP = 16,240 HP per charge, × 3 charges = 48,720 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
103,571–121,220
Repairable: penetration50%
Repairable: citadel30%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,800 = 5,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,800
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 15,100 = 30,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
15,100
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 54,400 = 108,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
54,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,600 = 5,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,300 = 2,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 406 mm/45 MK-4-16
Mounts / barrels3 mounts / 12 barrels
Reload time35 s
Firing range16.7 km
Turret traverse6 °/s
Turret armor400 mm
Turret traverse arcs
ƒHow 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.
±143°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 143° (the most restricted forward-facing mount's arc) = 37° 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.
30° off bow / 37° off stern
Shell Grouping (σ)1.5
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (16.7 km) shells land in an ellipse about 227 m wide and 136 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1674030·12−21000+2)·30=227.4m
227.4 m at 16.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.4·0.6=136.4m
136.4 m at 16.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =227.4·0.61.5=91m
91 m at 16.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =136.4·0.61.5=54.6m
54.6 m at 16.7 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 35 s base reload = 20.6. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 31.571 s (31.5 s = 221 ticks) all-upgrades reload (35 s × 0.9 Main Battery Mod. 3 = 31.5 s) = 22.8.
Initial: 20.6 → 22.8
HE shells
HE alpha5,850
HE Velocity793 m/s
Fire Chance41%
HE fire DPM vs T8 BB69138
Effective HE DPM vs T8 BB189480
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,850 HE damage x 12 broadside guns = 70,200.
70,200
HE DPM
ƒZero upgrades: 70,200 HE full-salvo alpha x 60 / 35 s base reload = 120,343. All upgrades (Main Battery Mod. 3 = -10% reload): 70,200 HE full-salvo alpha x 60 / 31.571 s (31.5 s = 221 ticks) all-upgrades reload (35 s × 0.9 Main Battery Mod. 3 = 31.5 s) = 133,412.
Initial: 120,343 → 133,412
Fires/min
ƒZero upgrades: 20.6 shells/min × 0.41 (41% fire chance) = 8.43. All upgrades (Main Battery Mod. 3 = -10% reload): 22.8 shells/min × 0.41 (41% fire chance) = 9.35.
Initial: 8.43 → 9.35
AP shells
AP alpha11,000
AP Velocity793 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range492 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2300·11160.69·0.406−1.07·7931.38=766.5mm.
766.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.7 km), where the shell has slowed to 575.1 m/s: P=10−7·2300·11160.69·0.406−1.07·575.11.38=492mm.
492 mm at 16.7 km
AP full-salvo alpha
ƒ11,000 AP damage x 12 broadside guns = 132,000.
132,000
AP DPM
ƒZero upgrades: 132,000 AP full-salvo alpha x 60 / 35 s base reload = 226,286. All upgrades (Main Battery Mod. 3 = -10% reload): 132,000 AP full-salvo alpha x 60 / 31.571 s (31.5 s = 221 ticks) all-upgrades reload (35 s × 0.9 Main Battery Mod. 3 = 31.5 s) = 250,860.
Initial: 226,286 → 250,860
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.
200
AA Defense
AA mount points28
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
37 mm V-1118×2 37mm
23 mm 4U-2310×4 23mm
130 mm/60 BL-101 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 130mm
Far aura
Guns130 mm/60 BL-101 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 102 from dual-purpose secondaries firing as AA in this range band.
102
Range5.2 km
Medium aura
Guns37 mm V-11
Continuous DPS
ƒEffective DPS: 77 raw aura damage × 3.5 × 0.75 hit probability = 202 - the same in-game units as the Close-range AA DPS headline.
202
Range3.5 km
Total DPS in Aura
ƒFar 102 + Medium 202 = 304
304
Near aura
Guns23 mm 4U-23
Continuous DPS
ƒEffective DPS: 166 raw aura damage × 3.5 × 0.7 hit probability = 407 - the same in-game units as the Close-range AA DPS headline.
407
Range2.5 km
Total DPS in Aura
ƒFar 102 + Medium 202 + Near 407 = 711
711
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
S
Secondary Battery
Mounts26
Firing range7.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 8.1 + 7.2 = 15.3. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
15.3
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 18×1 130 mm (9/side) × 60/6 s × 1800 = 162,000 + 8×2 130 mm (8/side) × 60/6 s × 1800 = 144,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
306,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 15.3 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 125,417. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
125,417
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 306,000 + secondary fire DPM 125,417 = 431,417: shell damage plus fire damage against one T8 battleship, every shell hitting.
431,417
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 7 km
ƒ7 km × 33 + 30 = 261 m.
261 m
130 mm/55 Model 1913 (18×1)
Caliber130 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity823 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ18×1 barrels / 2 sides × 60 / 6 s × 0.09 (9% fire chance) = 8.1. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
8.1
HE Pen27 mm
Show 1 more gun family
130 mm/60 BL-101 (8×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber130 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity823 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 6 s × 0.09 (9% fire chance) = 7.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
7.2
HE Pen27 mm
Maneuverability
Engine power100,000 hp
Maximum speed27.5 kt
Turning circle radius770 m
Rudder shift time16.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27.5 / 4 + 4.9 = 11.8 kt. Base value; speed modifiers scale it.
11.8 kt
Crash stop
ƒSeconds 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.
49.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.8 kt of 27.5 kt).
35.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.2 kt of 27.5 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.
57.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.0 = +2.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.2 km x 0.955 = 14.52 km. Camouflage does not change detectability by air.
15.2 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.2 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.52 km.
14.52 km
Detectability by air12.16 km
Smoke firing penalty14.66 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.2 km) = 16.74 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.74 km
Detect when firing (air)
ƒAir detectability 12.16 km + gun-firing bloom 8.12 km = 20.28 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
20.28 km
Detect when on fire (sea)
ƒSea detectability 15.2 km + 2.0 km while burning = 17.2 km.
17.2 km
Detect when on fire (air)
ƒAir detectability 12.16 km + 3.0 km while burning = 15.16 km.
15.16 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 20 s active · 16,240 HP (22.4% of max HP) total heal (per charge)
ƒ0.0112 of max HP per second (1.12%) × 20 s effective active time = 0.224 of max HP × 72,500 HP = 16,240 HP: up to 22.4% of max HP restored per charge.
· 48,720 HP (67.2% of max HP) total heal (all charges)
ƒ0.224 of max HP per charge × 3 charges = 0.672 × 72,500 HP = 48,720 HP: up to 67.2% of max HP if the whole Repair Party loadout is used.
· 812 HP/s (1.12% of max HP) heal per second
ƒ0.0112 (1.12% of max HP) × 72,500 HP = 812 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting4 charges · 100 s reload · 30 s active · +100% grouping · -50% dispersion

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

vs standard BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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.
Shell scatter width @ 10 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km41.7 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16740=8370 m, and radiusOnMax=0.6 at 16740 m. Below the kink: k=0.2+(0.5−0.2)·50008370=0.3792, so σV=σH·k=110·0.3792=41.7m.
Shell scatter height @ 10 km83.1 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16740=8370 m, and radiusOnMax=0.6 at 16740 m. Above the kink: k=0.5+(0.6−0.5)·10000−837016740−8370=0.5195, so σV=σH·k=160·0.5195=83.1m.
Shell scatter height @ 15 km121.6 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16740=8370 m, and radiusOnMax=0.6 at 16740 m. Above the kink: k=0.5+(0.6−0.5)·15000−837016740−8370=0.5792, so σV=σH·k=210·0.5792=121.6m.
AP pen 5 km666 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·11160.69·0.406−1.07·715.91.38=666mm, where 715.9 m/s is the shell's speed when it arrives at 5 km (from 793 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km581 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·11160.69·0.406−1.07·648.41.38=581mm, where 648.4 m/s is the shell's speed when it arrives at 10 km (from 793 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km512 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·11160.69·0.406−1.07·5921.38=512mm, where 592 m/s is the shell's speed when it arrives at 15 km (from 793 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.07 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.289·0.40628·1116=1.68×10−5. That runs from a 793 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.07 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.289·0.40628·1116=1.68×10−5. That runs from a 793 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)12
3 mounts × 4 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,300
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,116 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.289
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity793 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity793 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range102
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V21 18x2 -> 202 DPS @ 3.5 km; 23mm 4U 23 quadruple 10x4 -> 407 DPS @ 2.5 km; 130mm 60 BL 101 B 8x2 -> 102 DPS @ 5.2 km.
AA DPS layered by range102 DPS @ 5.2 km, 304 DPS @ 3.5 km, 711 DPS @ 2.5 km
@ 5.2 km: 102 from one family; @ 3.5 km: 202 + 102 = 304; @ 2.5 km: 202 + 407 + 102 = 711. 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-blank711
202 + 407 + 102 = 711 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index2255
202 × 3.5 + 407 × 2.5 + 102 × 5.2 = 2255. 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 range2.5 km

Secondary battery dispersion

Secondary dispersion @ 5 km195 m
Same per-type line evaluated at a fixed 5 km: 5 km × 33 + 30 = 195 m.

Secondary battery firepower

Max HE alpha1800
max(1800 (130 mm), 1800 (130 mm)) = 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 mm family.
Max HE fire chance9%
max(9% (130 mm), 9% (130 mm)) = 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.
Max HE pen27 mm
max(27 mm (130 mm), 27 mm (130 mm)) = 27 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: 27 mm from the 130 mm family.
Open in Charting Tool

Ship Charts

Background

In February 1914, work on a new battleship design commenced, with the primary focus being to arrange 16-inch (406 mm) guns in quadruple-gun turrets. The secondary battery comprised 5.1-inch (130 mm) guns produced by the Obukhov factory, while the main turrets were positioned along the ship's centerline. Because of the outbreak of World War I, no ships of this design were laid down.

Armor Beta

Hull HP 72,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel340 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–181 mm)2,800 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–300 mm)54,400 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–125 mm)1,300 (2% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel340 mm primary (range 32–340 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.
Superstructure19 mm primary (range 19–300 mm)2,600 (4% 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 HP34,700 magazine HPTurret knocked outPer-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.
Secondary mount (130 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 HP21,800 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.

Balance History

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

Nerf ×2Buff ×9Consumable ×4
2025-09-04

September Update: The Valor Armada

  • Total HP increased from 69,400 to 72,500.
  • Bow HP increased from 2,600 to 2,800.
  • Casemate HP increased from 14,400 to 15,100.
  • Stern HP increased from 1,200 to 1,300.
  • Hull HP increased from 52,100 to 54,400.
  • Steering gear HP increased from 20,800 to 21,800.
  • Repair Party consumable has been updated:
  • Citadel damage repairs improved from 10 to 30%.
  • Restored HP increased from 0.5% to 1.12% per second.
  • Consumable duration reduced from 28 to 20 s.
Read the full official post
2024-10-10

Ministry of Balance: Trick and Treat

  • HP restored by the Repair Party consumable reduced from 777 to 347 per second.
  • Repair Party consumable duration increased from 20 to 28 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Navarin can equip.

  • Navarin 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.