Neustrashimy '93
Also called: 不惧93 · Неустрашимый '93 · Neustrashimy ’93 Beta- Sit at 15 km, further out than anything else here can answer, and keep the cruise launcher cycling every 8 s
- Avoid: Closing to homing range out of habit
Variant of Neustrashimy
Cosmetic-only variant of Neustrashimy. Identical hull, modules, and consumables; differs in appearance and acquisition only.
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Neustrashimy '93 Community Stats
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Neustrashimy '93 Community Stats
Record History
Playstyle
Overview
Neustrashimy '93 has the longest reach in the mode at 15 km on both missile types, and the best cruise missile in the game: a single launcher on an 8 s reload firing 7,500 at 750 kts. That is faster and harder-hitting than any peer's cruise missile, and at 9,000 HP, level with Nanuchka's, those missiles are also the hardest to shoot down. The homing pair adds 24,000 every 60 s, and torpedoes on a 12 s reload cover anything that reaches her.
Positioning
Sit at 15 km, further out than anything else here can answer, and keep the cruise launcher cycling every 8 s. At 750 kts those missiles arrive far quicker than a peer's, which leaves point defence much less time to react. Engine Boost, three charges of 120 s, is for changing firing position rather than escaping. EMP Wave handles a push that gets close enough to matter.
Potato Avoidance
Closing to homing range out of habit
The range is the whole ship, and 46,000 HP loses the short fight, so the usual missile-boat instinct to sneak in and alpha-strike gives up the advantage. Her 60 degree targeting sector is also the narrowest in the mode, so she has to point the camera at a threat earlier than anyone else to answer it. Note too that she carries no Radar, so she cannot find ships camping behind islands the way Sovremenny or Arleigh Burke can; against a dug-in opponent you need a team spot or a different angle.
Signature Traits
+30% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
- Punchy HE · 2200 max
- Punch-through secondaries · 61 mm
12 s torpedo reload, top decile of T7 DDs. More frequent drops than peers.
- Thick deck · 46 mm
- Thick bow plate · 25 mm
46000 HP, top decile of T7 DDs.
4.98 km torpedo range, bottom decile of T7 DDs. Must close to deliver.
How to get Neustrashimy '93
Neustrashimy '93 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds
Missile reload first, since her cruise launcher is the fastest-cycling weapon in the mode, then survivability. Anything extending range compounds the one thing she does better than everyone.
Bram Prentiss
Torpedo strikeTorpedo-forward: Extended Reach and Tight Pattern set up the spread, Shot in the Dark covers the blind launch, Overtake Protocol closes the gap.
Recommended by Popcorn
Cohort position
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Where Neustrashimy '93 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 7 mid-pack stats
Not standouts for Neustrashimy '93 -- 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
Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): , equivalently . Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 1.92 per hit, shown as . Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 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 · 90 s reload · 120 s active · +30% speed bonus
Missile Defense Targeting∞ charges · 7 s reload · 3 s active
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.
Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.AA defense
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 3M87 Kortik 2x2 -> 32 DPS @ 3.1 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 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 (3.1 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: 1×1 100 mm (0.5/side) × 60/2 × 2200 = 33,000. 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: 2200 from the 100 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 100 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: 61 mm from the 100 mm family.Armor Beta
Hull HP 46,000, 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 102+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 | 25 mm | ≈ 2,300 (~5% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | 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 25–35 mm) | ≈ 34,500 (~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 | 25 mm primary (range 25–35 mm) | ≈ 2,300 (~5% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 55 mm primary (range 15–55 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 | 15 mm primary (range 15–46 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 Neustrashimy '93 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.
