World of Warships: Legends ship guide

Neustrashimy '93

Also called: 不惧93 · Неустрашимый '93 · Neustrashimy ’93 Beta
U.S.S.R. · Tier VII · Destroyer · Premium
Missile boatNo main battery: strike at range with missiles and keep torpedoes for anything that closes.
Playstyle
  • 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
Key characteristics
Engine BoostPunchy HE secondariesThick deck armorHigh HP poolSlow

Variant of Neustrashimy

Cosmetic-only variant of Neustrashimy. Identical hull, modules, and consumables; differs in appearance and acquisition only.

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Community Data

Neustrashimy '93 Community Stats

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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

Engine Boost

+30% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE SECONDARIES
  • Punchy HE · 2200 max
  • Punch-through secondaries · 61 mm
Fast torp reload

12 s torpedo reload, top decile of T7 DDs. More frequent drops than peers.

ELITE ARMOR
  • Thick deck · 46 mm
  • Thick bow plate · 25 mm
High HP pool

46000 HP, top decile of T7 DDs.

Short torp range

4.98 km torpedo range, bottom decile of T7 DDs. Must close to deliver.

Acquisition

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 strike

Torpedo-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

Hide

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.

BestSecondary HE alpha2,200 (1 of 3 tied) BestSecondary HE pen61 mm (1 of 3 tied) BestTorpedo reload12 s (1 of 2 tied) Top 10%Hit points46,000 HP (4/41) Top 10%Max armor55 mm (5/41) Top 10%Citadel belt55 mm (5/41) Top 10%End plates25 mm (4/41 / 4/41) Top 10%Deck armor46 mm (3/34) Top 25%Rudder shift3 s (7/41) Bottom 25%Acceleration22.7 s (37/41) Bottom 25%Displacement4,400 t (36/41) Bottom 25%AA DPS32 (35/41) Bottom 25%AA threat99 (32/41) Bottom 25%Torpedo damage≈10,833 (33/37) Bottom 25%Torpedo speed56 kt (31/37) Bottom 10%Turn-speed retention42.6 hp/m (39/41) Bottom 10%Power-to-weight5.23 hp/t (38/41) WorstMax speed30 kt (1 of 3 tied) WorstAir detection4.55 km (1 of 4 tied) WorstEngine power23,000 hp (1 of 6 tied) WorstTorpedo range4.98 km (37/37)
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.

Concealment7 km(26/41) Secondary DPM (per side)33,000(3/7) Secondary fire chance8%(4/7) AA range3.1 km(31/41) NormSecondary sigma1(5 of 7 tied at this value) 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 Points46,000
Displacement4,400 t
Armor range15–55 mm
Plate armor thicknesses15, 25, 35, 46, 55 mm
Armor material/layer entries28
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.
23,000
Repairable: penetration50%
Repairable: steering gear50%
Torpedoes
ModuleTorpedoes: 533 mm torpedo tubes
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time12 s
Projectile speed56 kt
Range4.98 km
Maximum simulated damage
ƒEstimate 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: Dsim=α·c=32,500·0.333=10,833.
≈ 10,833
Maximum damage (ammunition)
ƒThe 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.
11,733
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6=7.6 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. 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.
192%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.
64,998
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
3.1 km
Kortik gun-missile system2×2 30mm
Medium aura
GunsKortik gun-missile system
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
Range3.1 km
S
Secondary Battery
Mounts1
Firing range4.0 km
Shell Grouping (σ)1
100 mm/59 AK-1001×1 100mm
Caliber100 mm
Reload time2 s
HE Damage2,200
Muzzle Velocity825 m/s
Fire Chance8%
Armor Pen61 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 radius540 m
Rudder shift time3 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.
22.7 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.
40.3 s
Concealment
Detectability by sea7 km
Detectability by air4.55 km
Smoke firing penalty3.65 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7 km
Detect Fire Sea9 km
Detect Fire Air7.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost3 charges · 90 s reload · 120 s active · +30% speed bonus
EMP Wave2 charges · 180 s reload · 6 s active
Missile Defense Targeting∞ charges · 7 s reload · 3 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.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range34.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage64,998
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.
Per-side salvo damage64,998
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.

AA defense

AA DPS at max range32
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.
Maximum AA range3.1 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.
AA DPS layered by range32 DPS @ 3.1 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 (3.1 km).
AA threat index99
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)33,000
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: 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).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 100 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 100 mm family.
Max HE pen61 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: 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.

Bow & stern25 mm

Overmatched by 102+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel55 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming15 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
Bow25 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.
Stern25 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.
Citadel55 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.
Superstructure15 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Neustrashimy '93 can equip, from in-game data.

  • Neustrashimy '93 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