World of Warships: Legends ship guide

Neustrashimy

Also called: 不惧 · Неустрашимый Beta
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
SmokeEngine BoostDeep effective HPBig torpedo salvoSuper-healEasily spotted
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Community Data

Neustrashimy Community Stats

Across 1,100+ Standard battles from 57 players, Neustrashimy averages a 63% win rate, 52,000 damage and 1.0 kills per battle, and survives 52% of them.

Community Data

Neustrashimy Community Stats

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Playstyle

Overview

Neustrashimy is a Tier VIII Soviet gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her 130mm guns reload in 2.5 s, so the damage comes from staying in the trade rather than from any one salvo. She also packs the super-heal (1.5%/s, for 20 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: deep effective HP in T8 DDs (32,800, 2nd of 12) and fast heal cycle in T8 DDs (4,612 HP, 2nd of 12). The trade is surface detection in T8 DDs (7.6 km, 26th of 28).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 11.1 km of reach against 7.6 km of detection leaves about 3.5 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.9 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.2 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 7.6 km with 20,500 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +2.9 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

Deep effective HP ↗

32800 effective HP once Repair Party is counted, top decile of T8 DDs. Absorbs more total punishment than the raw HP pool suggests.

Big torpedo salvo ↗

10 tubes per side, best of T8 DDs. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.

ELITE REPAIR PARTY ↗
  • Super-heal
  • Fast heal cycle · 4612 HP
Easily spotted ↗

7.6 km surface detect, bottom decile of T8 DDs. Visible before you can react; position early.

Slow acceleration ↗

~5.2 s from a stop to 12 kt, bottom decile of T8 DDs. Sluggish rebuild after a turn or a stop, so a full stop or a hard turn leaves it exposed for longer.

Acquisition

How to get Neustrashimy

Neustrashimy is available in the Generalist Destroyers branch of the U.S.S.R. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

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

Show U.S.S.R. tech-tree branch diagram

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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 Neustrashimy sits among Tier VIII DDs (27 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.

BestRepair heal rate1.5 %/s (1 of 4 tied) Top 25%Main battery range11.1 km (8/28) Top 25%Main battery reload2.5 s (5/28) Top 25%Fires per minute7.47 (7/26) Top 25%AP velocity950 m/s (7/26) Top 25%HE velocity950 m/s (5/26) Top 25%AA range5.2 km (6/28) Bottom 25%Stealth profile7.58 km / 3.79 km (26/28 / 26/28) Bottom 25%Smoke fire bloom2.88 km (23/28) Bottom 25%Main dispersion98.3 m (24/28) Bottom 25%Time to 90% speed17.1 s (22/28) Bottom 25%Acceleration (0-12 kt)5.2 s (24/28) Bottom 25%AP arming threshold22 mm (21/26) Bottom 25%Power-to-weight16.76 hp/t (23/28) Bottom 25%AA DPS187 (23/28) Bottom 25%AA threat722 (22/28)
See 27 mid-pack stats

Not standouts for Neustrashimy -- 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 points20,500 HP(12/28) Max speed36 kt(17/28) Rudder shift4.6 s(17/28) Turning circle700 m(16/28) Main battery caliber130 mm(9/28) HE shell damage1,800(17/26) HE fire chance8%(11/26) HE DPM168,000(12/26) AP shell damage2,600(10/26) AP DPM242,667(8/26) AP fuse timer0.01 s(14/26) Engine power64,200 hp(16/28) Power / turn radius91.7 hp/m(20/28) Displacement3,830 t(16/28) AP pen at 10 km93 mm(9/26) Effective HE DPM (incl. fire)229,233(11/26) Flak damage per salvo (expected)1,000(15/23) Torpedo range9.99 km(16/27) Torpedo damage≈16,733(9/27) Torpedo speed65 kt(17/27) Torpedo reaction time7.4 s(11/27) Torpedo reload100 s(13/27) NormAP ricochet start45°(19 of 26 tied at this value) NormAP auto-bounce angle60°(19 of 26 tied at this value) NormTurn speed retained81%(24 of 28 tied at this value) NormMax armor20 mm(24 of 28 tied at this value) NormCitadel belt20 mm(24 of 28 tied at this value)
Survivability
Hit PointsInitial: 18,600 → 20,500
Displacement3,830 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.
133.8 x 13.6 m
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
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 duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 20,500 HP = 1,845 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 20,500 HP = 2,050 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
10,300
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.
6,200
Effective HP
ƒBase 20,500 HP plus everything Repair Party can restore: 0.015 of max HP per second (1.5%) × 20 s × 20,500 HP = 6,150 HP per charge, × 2 charges = 12,300 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.
32,800
Repairable: penetration50%
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 × 3,000 = 6,000), 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.
3,000
Casemate 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
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 × 15,400 = 30,800), 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.
15,400
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 × 800 = 1,600), 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 ×. 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.
800
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 × 2,400 = 4,800), 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.
2,400
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 130 mm/58 SM-2-1
Mounts / barrels2 mounts / 4 barrels
Reload time2.5 s
Firing range (base)10.1 km
Firing range (top fire control)11.1 km
Turret traverse18 °/s
Turret armor20 mm
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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 / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (11.1 km) shells land in an ellipse about 98 m wide and 59 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(11102.330·8−0.51000+0.5)·30=98.3m
98.3 m at 11.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =98.3·0.6=59m
59 m at 11.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =98.3·0.62=29.5m
29.5 m at 11.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =59·0.62=17.7m
17.7 m at 11.1 km
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 2.571 s (2.5 s = 18 ticks) base reload = 93.3. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.286 s (2.2 s = 16 ticks) all-upgrades reload (2.5 s × 0.9 Main Battery Mod. 3 = 2.2 s) = 105.
Initial: 93.3 → 105
HE shells
HE alpha1,800
HE Velocity950 m/s
Fire Chance8%
HE fire DPM vs T8 BB61206
Effective HE DPM vs T8 BB229206
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,800 HE damage x 4 broadside guns = 7,200.
7,200
HE DPM
ƒZero upgrades: 7,200 HE full-salvo alpha x 60 / 2.571 s (2.5 s = 18 ticks) base reload = 168,000. All upgrades (Main Battery Mod. 3 = -10% reload): 7,200 HE full-salvo alpha x 60 / 2.286 s (2.2 s = 16 ticks) all-upgrades reload (2.5 s × 0.9 Main Battery Mod. 3 = 2.2 s) = 189,000.
Initial: 168,000 → 189,000
Fires/min
ƒZero upgrades: 93.3 shells/min × 0.08 (8% fire chance) = 7.47. All upgrades (Main Battery Mod. 3 = -10% reload): 105 shells/min × 0.08 (8% fire chance) = 8.4.
Initial: 7.47 → 8.4
AP shells
AP alpha2,600
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1900·33.40.69·0.13−1.07·9501.38=244mm.
244 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.1 km), where the shell has slowed to 440.8 m/s: P=10−7·1900·33.40.69·0.13−1.07·440.81.38=84.6mm.
84.6 mm at 11.1 km
AP full-salvo alpha
ƒ2,600 AP damage x 4 broadside guns = 10,400.
10,400
AP DPM
ƒZero upgrades: 10,400 AP full-salvo alpha x 60 / 2.571 s (2.5 s = 18 ticks) base reload = 242,667. All upgrades (Main Battery Mod. 3 = -10% reload): 10,400 AP full-salvo alpha x 60 / 2.286 s (2.2 s = 16 ticks) all-upgrades reload (2.5 s × 0.9 Main Battery Mod. 3 = 2.2 s) = 273,000.
Initial: 242,667 → 273,000
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.
10
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-41
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 125 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 100×0.85=85 s.
Initial: 125 s → 100 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 65.0 kt); the stock torpedo module runs 62.0 kt.
Initial: 62 kt → 65 kt
Range9.99 km
Maximum simulated damage
ƒInitial: 48,800 × 0.333 = 16,267 → 50,200 × 0.333 = 16,733 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most targets only intersect one hull section, so a hit transfers about 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=50,200·0.333=16,733. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
Initial: ≈ 16,267 → ≈ 16,733
Maximum damage (ammunition)
ƒ50,200 warhead alpha / 3 + 1,200 blast = 17,933. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
17,933
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,200
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km65 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.02 per hit, shown as 3.02×100=302%. 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.
302%
Torpedo launcher traverse25 °/s
Launch arcscentreline
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
167,330
AA Defense
AA mount points6
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
45 mm SM-164×2 45mm
25 mm 4M-1202×4 25mm
Far aura
Gunsmain battery (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 49 from dual-purpose main battery firing as AA in this range band.
49
Range5.2 km
Medium aura
Guns45 mm SM-16
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 1 hit probability = 98 - the same in-game units as the Close-range AA DPS headline.
98
Range3.5 km
Total DPS in Aura
ƒFar 49 + Medium 98 = 147
147
Near aura
Guns25 mm 4M-120
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 0.95 hit probability = 40 - the same in-game units as the Close-range AA DPS headline.
40
Range3.1 km
Total DPS in Aura
ƒFar 49 + Medium 98 + Near 40 = 187
187
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 250 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, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main 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
Maneuverability
Engine power64,200 hp
Maximum speed36.0 kt
Turning circle radius700 m
Rudder shift timeInitial: 5.9 s → 4.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36 / 4 + 4.9 = 13.9 kt. Base value; speed modifiers scale it.
13.9 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.
16.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36.0 kt).
17.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36.0 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.
28.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 18 − 6.7 = +11.3°/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 (+11.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.58 km x 0.955 = 7.24 km. Camouflage does not change detectability by air.
7.58 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.58 km x 0.955 (Grade IV permanent camo or any disposable camo) = 7.24 km.
7.24 km
Detectability by air3.79 km
Smoke firing penalty2.88 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.58 km) = 11.1 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.1 km
Detect when firing (air)
ƒAir detectability 3.79 km + gun-firing bloom 2.6 km = 6.39 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.
6.39 km
Detect when on fire (sea)
ƒSea detectability 7.58 km + 2.0 km while burning = 9.58 km.
9.58 km
Detect when on fire (air)
ƒAir detectability 3.79 km + 3.0 km while burning = 6.79 km.
6.79 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Repair Party2 charges · 120 s reload · 20 s active · 6,150 HP (30% of max HP) total heal (per charge)
ƒ0.015 of max HP per second (1.5%) × 20 s effective active time = 0.3 of max HP × 20,500 HP = 6,150 HP: up to 30% of max HP restored per charge.
· 12,300 HP (60% of max HP) total heal (all charges)
ƒ0.3 of max HP per charge × 2 charges = 0.6 × 20,500 HP = 12,300 HP: up to 60% of max HP if the whole Repair Party loadout is used.
· 308 HP/s (1.5% of max HP) heal per second
ƒ0.015 (1.5% of max HP) × 20,500 HP = 308 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Smoke Generator2 charges · 240 s reload · 20 s emit / 93 s cloud active · 450 m radius
Module options (3)

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

HullUpgrade
  • Hit points18,600 → 20,500
  • Rudder shift5.9 → 4.6 s
Fire controlUpgrade
  • Main battery range10,093 → 11102.3 m
TorpedoesUpgrade
  • Reload125 → 100 s
  • Alpha damage48,800 → 50,200
  • Display damage16,267 → 16,733
  • Speed62 → 65 kt

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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km24.7 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=0.5·11102.3=5551 m, and radiusOnMax=0.6 at 11102.3 m. Below the kink: k=0.2+(0.5−0.2)·50005551=0.4702, so σV=σH·k=52.5·0.4702=24.7m.
Shell scatter height @ 10 km52.2 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=0.5·11102.3=5551 m, and radiusOnMax=0.6 at 11102.3 m. Above the kink: k=0.5+(0.6−0.5)·10000−555111102.3−5551=0.5801, so σV=σH·k=90·0.5801=52.2m.
AP pen 5 km149 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 =10−7·1900·33.40.69·0.13−1.07·664.71.38=149mm, where 664.7 m/s is the shell's speed when it arrives at 5 km (from 950 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 km93 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 =10−7·1900·33.40.69·0.13−1.07·472.81.38=93mm, where 472.8 m/s is the shell's speed when it arrives at 10 km (from 950 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 km5.54 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·0.2906·0.1328·33=5.84×10−5. That runs from a 950 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 km5.54 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·0.2941·0.1328·33.4=5.84×10−5. That runs from a 950 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)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,900
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 mass33.4 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 coefficient0.2941
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity950 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity950 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
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.

Torpedoes

Estimated torpedo reaction time7.4 s
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range57.2 s
9990 m / (65.0 kt × 2.6855) = 57.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count10
2 launchers × 5 tubes.
Per-side salvo10 torpedoes
2 launchers × 5 tubes = 10, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage167,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range49
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 45mm SM 16 4x2 -> 98 DPS @ 3.5 km; 25mm 4M120 2x4 -> 40 DPS @ 3.1 km; Far AA (?) -> 49 DPS @ 5.2 km.
AA DPS layered by range49 DPS @ 5.2 km, 147 DPS @ 3.5 km, 187 DPS @ 3.1 km
@ 5.2 km: 49 from one family; @ 3.5 km: 98 + 49 = 147; @ 3.1 km: 98 + 40 + 49 = 187. 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-blank187
98 + 40 + 49 = 187 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index722
98 × 3.5 + 40 × 3.1 + 49 × 5.2 = 722. 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 range3.1 km
Open in Charting Tool

Ship Charts

Background

The first Soviet Navy destroyer designed and built after World War II (Project 41). A number of innovative solutions were implemented in the ship's design, including the most advanced torpedo tubes of the time and the latest artillery mounts, which served both as the main battery and AA defenses.

Armor Beta

Hull HP 18,600 → 20,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)3,000 (15% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm15,400 (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.
Stern19 mm primary (range 19–20 mm)2,400 (12% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 mm800 (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 HP10,300 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.
AA mount (45 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 HP6,200 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 Neustrashimy. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×3
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time reduced from 4 to 2.5 seconds.
  • Stock Torpedo reload time reduced from 140 to 125 seconds.
  • Upgraded Torpedo reload time reduced from 125 to 100 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Neustrashimy can equip.

  • Neustrashimy 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.