Neustrashimy
Beta- Hold concealment edges around the contested cap and lean into trades the heal can recover
- Avoid: Using the Repair Party as a panic button
Neustrashimy Community Stats
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Neustrashimy Community Stats
Playstyle
Overview
Neustrashimy is a Tier VIII Soviet destroyer with a Repair Party, a consumable most DDs in the cohort do not get. The heal lets her sustain trades and stay in the cap contest after the first detection cycle; that is the kit, not a panic button. Standout traits: best DCP duration in T8 DDs (10 s) and top-decile Repair Party duration in T8 DDs (20 s).
Positioning
Hold concealment edges around the contested cap and lean into trades the heal can recover. The Repair Party means you survive the first detection cycle other DDs do not, but it does not let you brawl open-water; stay near cover or smoke when the heal is on cooldown.
Potato Avoidance
Using the Repair Party as a panic button
The heal is part of the kit, not a save: most charges should land after a clean trade in cover, not mid-spotting cycle in open water. Used reactively, it covers one cap fight; used proactively, it covers two.
Signature Traits
Repair Party heals 1.5%/s, best of T8 DDs. Restores more HP per active second than peers.
10.0 s Damage Control duration, best of T8 DDs. Stays fire / flood immune longer per activation.
5.2 km AA reach, top decile of T8 DDs.
Citadel belt in the top bracket. Incoming AP rarely citadels through angle.
Armor deck in the top bracket. Plunging fire and HE land for reduced damage compared to peers.
7.58 km surface detect, bottom decile of T8 DDs. Visible before you can react; position early.
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.
Show U.S.S.R. tech-tree branch diagram
Neustrashimy sits in the Generalist Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Builds Beta
Build for concealment, survivability, gun reload, torpedo reload, and speed/utility.
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Cohort position
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Where Neustrashimy sits among Tier VIII DDs (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 26 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.
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 = (10093/30·(8−0.5)/1000 + 0.5)·30 = 90.7 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.7 × 0.6 = 54.4 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.7 × 0.32 (σ=2) = 29 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.4 × 0.32 (σ=2) = 17.4 mƒ
180 degrees / 18 deg/s traverse speed = 10 s.ƒ
4 broadside guns x 60 / 2.5 s base reload = 96.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,800 HE damage x 4 broadside guns = 7,200.ƒ
7,200 HE full-salvo alpha x 60 / 2.5 s base reload = 172,800.ƒ
7,200 HE full-salvo alpha x 60 / 2.2 s installed reload (Main Battery Mod. 3 = -10%) = 196,364.ƒ
4 HE shells x 60 / 2.5 s reload x 8% fire chance = 7.68.AP shells
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floor(130 mm caliber / 14.3) = 9 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 × 1900 × 33.4^0.69 × 0.13^-1.07 × 950^1.38 = 244 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 376.7 m/s: 1e-7 × 1900 × 33.4^0.69 × 0.13^-1.07 × 376.7^1.38 = 68.1 mm.ƒ
2,600 AP damage x 4 broadside guns = 10,400.ƒ
10,400 AP full-salvo alpha x 60 / 2.5 s base reload = 249,600.ƒ
10,400 AP full-salvo alpha x 60 / 2.2 s installed reload (Main Battery Mod. 3 = -10%) = 283,636.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
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×1) + (12×3.5×0.95) + (14×3.5×1) = 187. 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 14 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 14 + Medium 28 = 42ƒ
Far 14 + Medium 28 + Near 12 = 54
Damage Control Party∞ charges · 40 s reload · 10 s active
Repair Party2 charges · 120 s reload · 20 s active · 1.5% heal per second · 30% of max HP total heal
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Smoke Generator2 charges · 240 s reload · 15 s emit / 93 s cloud active
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 = (10093/30·(8−0.5)/1000 + 0.5)·30 = 90.7 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.7 × 0.6 = 54.4 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.7 × 0.32 (σ=2) = 29 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.4 × 0.32 (σ=2) = 17.4 mStandard destroyer dispersion baseline.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 × 1900 × 33.4^0.69 × 0.13^-1.07 × 950^1.38 = 244 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 376.7 m/s: 1e-7 × 1900 × 33.4^0.69 × 0.13^-1.07 × 376.7^1.38 = 68.1 mm.22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).floor(130 mm caliber / 14.3) = 9 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 4 barrels bear on the broadside.180 degrees / 18 deg/s traverse speed = 10 s.1,800 HE damage x 4 broadside guns = 7,200.2,600 AP damage x 4 broadside guns = 10,400.7,200 HE full-salvo alpha x 60 / 2.5 s base reload = 172,800.10,400 AP full-salvo alpha x 60 / 2.5 s base reload = 249,600.7,200 HE full-salvo alpha x 60 / 2.2 s installed reload (Main Battery Mod. 3 = -10%) = 196,364.10,400 AP full-salvo alpha x 60 / 2.2 s installed reload (Main Battery Mod. 3 = -10%) = 283,636.4 broadside guns x 60 / 2.5 s base reload = 96.4 broadside guns x 60 / 2.2 s installed Artillery reload = 109.1.4 HE shells x 60 / 2.5 s reload x 8% fire chance = 7.68.4 HE shells x 60 / 2.2 s installed reload x 8% fire chance = 8.73.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.10 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×1) + (12×3.5×0.95) + (14×3.5×1) = 187. 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.Armor
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. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 20 mm primary (range 19–20 mm) | 3,000 (15% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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 mm | 15,400 (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 | 20 mm primary (range 19–20 mm) | 2,400 (12% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 19 mm | 800 (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 | 10,300 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. |
| AA mount (45 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 | 6,200 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 Neustrashimy. Cards are condensed; use each source link for full context.
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.
- Armor.
- We have increased the exterior armor thickness for Tier VI Tech Tree battleships, setting the standard at 26 mm for the bow, stern, and auxiliary plating. This change grants all Tier VI Tech Tree battleships equal resistance against 152 mm HE shells.
- The affected ships are:
Skins & permanent camouflages
Every custom exterior Neustrashimy can equip, from in-game data.
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.
