Navarin
Beta- Push to within secondary range (~7 km) so the secondary battery starts contributing damage
- Avoid: Holding mid-range AP lines like a standard BB
Navarin Community Stats
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Navarin Community Stats
Playstyle
Overview
Navarin is a Tier VIII Soviet secondary battleship with top-decile 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: best AA reach in T8 BBs (5.2 km).
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
Holding mid-range AP lines like a standard BB
The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.
Signature Traits
6.0°/s turret traverse, best of T8 BBs. Tracks fast-rotating targets peers can't keep up with.
5.2 km AA reach, best of T8 BBs.
Improved secondary dispersion bracket (slope 33.0), top decile of T8 BBs. The bracket determines per-meter-of-range dispersion; lower slope = tighter cone.
15.2 km surface detect, top decile of T8 BBs. Stays dark longer.
18.0% torpedo damage reduction, bottom decile of T8 BBs. Torps hit for closer to their printed damage.
340.0 mm max plate, bottom decile of T8 BBs. Citadel windows open against peer-tier guns.
How to get Navarin
Navarin is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CampaignEarnable in the Echo of the Ionian campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
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Super VIII Crate
5%
One of the Tier VIII Premium ships
Event containers · Super VIII Crate · 1 of 20 ships
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Mystic Lantern
0.043478%
Tier VIII Premium ship
Event containers · 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 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Through the Spy Glass: Navarin Ship feature / release Start: 2024-10-15 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows
- Mystic Lantern 0.043478% · Tier VIII Premium ship
- Super VIII Crate 5% · One of the Tier VIII Premium ships
Builds Beta
Mikhail Kedrov is the official recommended commander direction, using Vicious Circle for turret traverse and skills such as Brawler to improve reload. Pair that with survivability and secondary or close-range support only if the map lets Navarin push safely.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Navarin sits among Tier VIII BBs (25 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 21 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16740/30·(12−2)/1000 + 2)·30 = 227.4 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 227.4 × 0.6 = 136.4 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 227.4 × 0.382 (σ=1.5) = 86.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 136.4 × 0.382 (σ=1.5) = 52.1 mƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
12 broadside guns x 60 / 35 s base reload = 20.6.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,850 HE damage x 12 broadside guns = 70,200.ƒ
70,200 HE full-salvo alpha x 60 / 35 s base reload = 120,343.ƒ
70,200 HE full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 133,714.ƒ
12 HE shells x 60 / 35 s reload x 41% fire chance = 8.43.AP shells
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floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2300 × 1116^0.69 × 0.406^-1.07 × 793^1.38 = 766.5 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (20.9 km), where the shell has slowed to 541.2 m/s: 1e-7 × 2300 × 1116^0.69 × 0.406^-1.07 × 541.2^1.38 = 452.4 mm.ƒ
11,000 AP damage x 12 broadside guns = 132,000.ƒ
132,000 AP full-salvo alpha x 60 / 35 s base reload = 226,286.ƒ
132,000 AP full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 251,429.ƒ
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.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (77×3.5×0.75) + (166×3.5×0.7) + (39×3.5×0.75) = 711. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 39 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 39 + Medium 77 = 116ƒ
Far 39 + Medium 77 + Near 166 = 282ƒ
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7 km × 33 + 30 = 261 m.Show 1 more gun family
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 20 s active · 1.12% heal per second · 22.4% of max HP total heal
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16740/30·(12−2)/1000 + 2)·30 = 227.4 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 227.4 × 0.6 = 136.4 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 227.4 × 0.382 (σ=1.5) = 86.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 136.4 × 0.382 (σ=1.5) = 52.1 mCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2300 × 1116^0.69 × 0.406^-1.07 × 793^1.38 = 766.5 mm. Matches the in-game spec card.Same formula at the ship's max firing range (20.9 km), where the shell has slowed to 541.2 m/s: 1e-7 × 2300 × 1116^0.69 × 0.406^-1.07 × 541.2^1.38 = 452.4 mm.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).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.All 12 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.5,850 HE damage x 12 broadside guns = 70,200.11,000 AP damage x 12 broadside guns = 132,000.70,200 HE full-salvo alpha x 60 / 35 s base reload = 120,343.132,000 AP full-salvo alpha x 60 / 35 s base reload = 226,286.70,200 HE full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 133,714.132,000 AP full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 251,429.12 broadside guns x 60 / 35 s base reload = 20.6.12 broadside guns x 60 / 31.5 s installed Artillery reload = 22.9.12 HE shells x 60 / 35 s reload x 41% fire chance = 8.43.12 HE shells x 60 / 31.5 s installed reload x 41% fire chance = 9.37.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (77×3.5×0.75) + (166×3.5×0.7) + (39×3.5×0.75) = 711. 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.Longest-reaching aura across AA-only + dual-purpose auras.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) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.7 km × 33 + 30 = 261 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: 18×1 130 mm (9/side) × 60/6 × 1800 = 162,000 + 8×2 130 mm (8/side) × 60/6 × 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 mm family.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.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.Armor
Hull HP 72,500, 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.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–181 mm) | 2,800 (4% of HP) | Overmatched by 460mm+ (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+ (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. |
| Stern | 32 mm primary (range 32–125 mm) | 1,300 (2% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 340 mm primary (range 32–340 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.30 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 (×0.30 direct pen, ×0.10 over-pen). |
| Superstructure | 19 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 HP | 34,700 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (130 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 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 | 21,800 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Navarin. Cards are condensed; use each source link for full context.
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.
- +3 more official change lines in the source post.
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.
Skins & permanent camouflages
Every custom exterior Navarin can equip, from in-game data.
DefaultThe ship’s standard exterior- DecorativeNavarin GoldenDecorative
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.
