World of Warships: Legends ship guide

Navarin

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Push to within secondary range (~7 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
Strong secondaries (7 km)Stealthy (15.2 km)Slow
Community Data

Navarin Community Stats

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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

Fast turret traverse

6.0°/s turret traverse, best of T8 BBs. Tracks fast-rotating targets peers can't keep up with.

Long-reach AA

5.2 km AA reach, best of T8 BBs.

Tight secondaries

Improved secondary dispersion bracket (slope 33.0), top decile of T8 BBs. The bracket determines per-meter-of-range dispersion; lower slope = tighter cone.

Best-in-class stealth

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

Weak torp belt

18.0% torpedo damage reduction, bottom decile of T8 BBs. Torps hit for closer to their printed damage.

Thin armor

340.0 mm max plate, bottom decile of T8 BBs. Citadel windows open against peer-tier guns.

Acquisition

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.

Best listed chance for this ship

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • 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

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.

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Commanders frequently paired with this ship Mikhail Kedrov

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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.

BestSecondary dispersion bracket33 (1 of 2 tied) BestAA range5.2 km (1 of 7 tied) Top 10%Stealth profile15.2 km / 12.16 km (2/25 / 2/25) Top 10%Secondary HE pen27 mm (3/23) Top 10%Secondary range7 km (3/25) Top 25%Traverse-to-turn ratio5.7 × (4/25) Top 25%Fires per minute9.37 (5/25) Top 25%Secondary DPM (per side)306,000 (6/25) Top 25%AA DPS711 (5/25) Top 25%Repair heal rate1.12 %/s (5/25) Bottom 25%Max speed27.5 kt (22/25) Bottom 25%Main battery range16.74 km (23/25) Bottom 25%Main battery reload31.5 s (23/25) Bottom 25%Sigma1.5 (23/25) Bottom 25%AP shell damage11,000 (22/25) Bottom 25%HE alpha1,800 (19/23) Bottom 25%HE velocity793 m/s (21/25) Bottom 10%Engine power100,000 hp (24/25) Bottom 10%Turn-speed retention129.9 hp/m (24/25) Bottom 10%Power-to-weight2.02 hp/t (24/25) WorstNo torpedoes (18 of 25 in cohort) WorstMax armor340 mm (25/25)
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.

Hit points72,500 HP(18/25) Rudder shift20.9 s(9/25) Main battery caliber406 mm(14/25) HE shell damage5,850(11/25) HE DPM133,714(11/25) AP DPM251,429(15/25) Main dispersion227.4 m(18/25) Secondary fire chance9%(11/23) AP velocity793 m/s(18/25) Acceleration9 s(11/25) AP arming threshold68 mm(15/25) Displacement49,529 t(8/25) AA threat2,257(8/25) Repair charges3(11/25) Citadel belt340 mm(17/25) Bow armor32 mm(13/25) Deck armor125 mm(16/25) NormAP fuse timer0.03 s(22 of 25 tied at this value) NormAP ricochet start45°(23 of 25 tied at this value) NormAP auto-bounce angle60°(23 of 25 tied at this value) NormStern armor32 mm(23 of 25 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 3
Survivability
Hit Points72,500
Displacement49,529 t
Armor range19–340 mm
Plate armor thicknesses19, 25, 32, 35, 50, 75, 113, 125, 181, 230, 300, 340 mm
Armor material/layer entries66
Fire resistance40%
Fire duration60 s
Torp Reduction18%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
ModuleArtillery: 406 mm/45 MK-4-16
Mounts / barrels3 mounts / 12 barrels
Reload time35 s
Firing range16.7 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16740/30·(12−2)/1000 + 2)·30 = 227.4 m
227.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 227.4 × 0.6 = 136.4 m
136.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 227.4 × 0.382 (σ=1.5) = 86.8 m
86.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 136.4 × 0.382 (σ=1.5) = 52.1 m
52.1 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ12 broadside guns x 60 / 35 s base reload = 20.6.
20.6
HE shells
HE Damage5,850
HE Velocity793 m/s
Fire Chance41%
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
Base HE DPM
ƒ70,200 HE full-salvo alpha x 60 / 35 s base reload = 120,343.
120,343
Installed HE DPM
ƒ70,200 HE full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 133,714.
133,714
Base fires/min
ƒ12 HE shells x 60 / 35 s reload x 41% fire chance = 8.43.
8.43
AP shells
AP Damage11,000
AP Velocity793 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical 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.
766.5 mm
AP Pen Far
ƒSame 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.
452.4 mm
AP full-salvo alpha
ƒ11,000 AP damage x 12 broadside guns = 132,000.
132,000
Base AP DPM
ƒ132,000 AP full-salvo alpha x 60 / 35 s base reload = 226,286.
226,286
Installed AP DPM
ƒ132,000 AP full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 251,429.
251,429
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
Close-range AA DPS
ƒSum 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.
711
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
37 mm V-1118×2 37mm
23 mm 4U-2310×4 23mm
130 mm/60 BL-101 (DP)8×2 130mm
Far aura
DPS
ƒIncludes 39 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
39
Range5.2 km
Medium aura
DPS77
Range3.5 km
Total DPS in Aura
ƒFar 39 + Medium 77 = 116
116
Near aura
DPS166
Range2.5 km
Total DPS in Aura
ƒFar 39 + Medium 77 + Near 166 = 282
282
S
Secondary Battery
Mounts26
Firing range7.0 km
Shell Grouping (σ)1
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)
Caliber130 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity823 m/s
Fire Chance9%
Armor Pen27 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
130 mm/60 BL-101 (×8)
Caliber130 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity823 m/s
Fire Chance9%
Armor Pen27 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed27.5 kt
Turning circle radius770 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.7× slow
Concealment
Detectability by sea15.2 km
Detectability by air12.16 km
Smoke firing penalty14.66 km
Detect after firing main guns15.2 km
Detect Fire Sea17.2 km
Detect Fire Air15.16 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 20 s active · 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
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse6 → 10 °/s

See all derived stats

Show

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 (σ)1.5
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp227.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16740/30·(12−2)/1000 + 2)·30 = 227.4 m
Max Vert Disp136.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 227.4 × 0.6 = 136.4 m
Med Horiz Disp86.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 227.4 × 0.382 (σ=1.5) = 86.8 m
Med Vert Disp52.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 136.4 × 0.382 (σ=1.5) = 52.1 m
AP Pen Close766.5 mm
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.
AP Pen Far452.4 mm
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.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius200
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.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha70,200
5,850 HE damage x 12 broadside guns = 70,200.
AP full-salvo alpha132,000
11,000 AP damage x 12 broadside guns = 132,000.
Base HE DPM120,343
70,200 HE full-salvo alpha x 60 / 35 s base reload = 120,343.
Base AP DPM226,286
132,000 AP full-salvo alpha x 60 / 35 s base reload = 226,286.
Installed HE DPM133,714
70,200 HE full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 133,714.
Installed AP DPM251,429
132,000 AP full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 251,429.
Base shells/min20.6
12 broadside guns x 60 / 35 s base reload = 20.6.
Installed shells/min22.9
12 broadside guns x 60 / 31.5 s installed Artillery reload = 22.9.
Base fires/min8.43
12 HE shells x 60 / 35 s reload x 41% fire chance = 8.43.
Installed fires/min9.37
12 HE shells x 60 / 31.5 s installed reload x 41% fire chance = 9.37.

AA defense

Close-range AA DPS711
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.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2257
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 typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km261 m
7 km × 33 + 30 = 261 m.

Secondary battery firepower

Secondary DPM (per side)306,000
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).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 mm family.
Max HE fire chance9%
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
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
Bow32 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.
Stern32 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.
Citadel340 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).
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 HPMagazine detonation1–30% chance · below ~75% HPPer-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 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.

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.

Nerf ×2Buff ×9Main Battery ×1Consumable ×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.
  • +3 more official change lines in the source post.
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, from in-game data.

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.