World of Warships: Legends ship guide

Neustrashimy

Also called: 不惧 · Неустрашимый Beta
U.S.S.R. · Tier VIII · Destroyer · Tech Tree
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
SmokeEngine BoostSuper-healLong-reach AAEasily spotted
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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. 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: best DCP duration in T8 DDs (10 s) and top-decile AA reach in T8 DDs (5.2 km).

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; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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.

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.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Super-heal

Repair Party heals 1.5%/s, best of T8 DDs. Restores more HP per active second than peers.

Long DCP window

10.0 s Damage Control duration, best of T8 DDs. Stays fire / flood immune longer per activation.

Long-reach AA

5.2 km AA reach, top decile of T8 DDs.

Easily spotted

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

Acquisition

How to get Neustrashimy

Neustrashimy is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

Open in Build Tool →

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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 3 tied) Top 25%Main battery range11.1 km (7/27) Top 25%Main battery reload2.2 s (5/27) Top 25%Fires per minute8.73 (7/26) Top 25%AP DPM283,636 (6/25) Top 25%AP velocity950 m/s (7/25) Top 25%HE velocity950 m/s (5/26) Top 25%AP pen at 10 km89 mm (7/25) Top 25%AA range5.2 km (5/27) Bottom 25%Stealth profile7.58 km / 3.79 km (25/27 / 25/27) Bottom 25%Acceleration18.2 s (22/27) Bottom 25%Power-to-weight16.76 hp/t (23/27) Bottom 25%AA DPS187 (22/27)
See 29 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(11/27) Max speed36 kt(17/27) Rudder shift4.6 s(16/27) Traverse-to-turn ratio11.88 ×(13/27) Main battery caliber130 mm(9/27) HE shell damage1,800(16/26) HE fire chance8%(11/26) HE DPM196,364(12/26) AP shell damage2,600(9/25) Main dispersion90.7 m(15/27) AP fuse timer0.01 s(14/25) AP arming threshold22 mm(19/25) Engine power64,200 hp(15/27) Turn-speed retention91.7 hp/m(19/27) Displacement3,830 t(15/27) Effective HE DPM (incl. fire)267,926(11/26) AA threat721(21/27) Flak per wave (expected)1,000(15/22) Torpedo range9.99 km(15/26) Torpedo damage≈16,733(9/26) Torpedo speed65 kt(15/26) Torpedo reload100 s(11/26) Deck armor19 mm(11/21) NormAP ricochet start45°(19 of 25 tied at this value) NormAP auto-bounce angle60°(19 of 25 tied at this value) NormTurn speed retained81%(23 of 27 tied at this value) NormMax armor20 mm(23 of 27 tied at this value) NormCitadel belt20 mm(23 of 27 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit PointsInitial: 18,600 → 20,500
Displacement3,830 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistance40%
Fire duration30 s
Torp Reduction0%
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
HE fire DPM vs T8 BB62954
Effective HE DPM vs T8 BB235754
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1009330·80.51000+0.5)·30=90.7m
90.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.7·0.6=54.4m
54.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =90.7·0.32(σ=2)=29m
29 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =54.4·0.32(σ=2)=17.4m
17.4 m
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 2.5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.2 s all-upgrades reload = 109.1.
Initial: 96 → 109.1
HE shells
HE Damage1,800
HE Velocity950 m/s
Fire Chance8%
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 / 2.5 s base reload = 172,800. All upgrades (Main Battery Mod. 3 = -10% reload): 7,200 HE full-salvo alpha x 60 / 2.2 s all-upgrades reload = 196,364.
Initial: 172,800 → 196,364
Fires/min
ƒZero upgrades: 96 shells/min x 8% fire chance = 7.68. All upgrades (Main Battery Mod. 3 = -10% reload): 109.1 shells/min x 8% fire chance = 8.73.
Initial: 7.68 → 8.73
AP shells
AP Damage2,600
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·33.40.69·0.131.07·9501.38=244mm. Matches the in-game spec card.
244 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 376.7 m/s: P=107·1900·33.40.69·0.131.07·376.71.38=68.1mm.
68.1 mm
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 / 2.5 s base reload = 249,600. All upgrades (Main Battery Mod. 3 = -10% reload): 10,400 AP full-salvo alpha x 60 / 2.2 s all-upgrades reload = 283,636.
Initial: 249,600 → 283,636
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. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 100×0.85=85 s.
100 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 65 kt); the stock torpedo module runs 62 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
65 kt
Range9.99 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=50,200·0.333=16,733.
≈ 16,733
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.
17,933
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×2.6=7.7 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.
7.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.02 per hit, shown as 3.02×100=302%. 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.
302%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 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.
167,330
AA Defense
AA mount points6
Close-range AA DPS
ƒSum 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
187
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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 bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds
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 wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop.
2.5-5.2 km
Maneuverability
Engine power64,200 hp
Maximum speed36 kt
Turning circle radius700 m
Rudder shift time4.6 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 (32.4 kt of 36 kt), from our in-house acceleration model.
18.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
31.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.0·0.5144700=1.52°/s, so ratio=ωturretωhull=181.52=11.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
11.9× ok
Concealment
Detectability by sea7.58 km
Detectability by air3.79 km
Smoke firing penalty2.88 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.58 km
Detect Fire Sea9.58 km
Detect Fire Air6.79 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)
ƒHeal per second (1.5%) x effective active time (20 s) = up to 30% of max HP restored per charge.
· 12,300 HP (60% of max HP) total heal (all charges)
ƒ30% per charge x 2 charges = 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
ƒ1.5% of max HP (20,500 HP) per second = 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 shift7.6 → 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

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.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp90.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1009330·80.51000+0.5)·30=90.7m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 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.
Max Vert Disp54.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.7·0.6=54.4m
Shell scatter height @ 10 km53.8 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.
Med Horiz Disp29 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =90.7·0.32(σ=2)=29m
Med Vert Disp17.4 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =54.4·0.32(σ=2)=17.4m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close244 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·33.40.69·0.131.07·9501.38=244mm. Matches the in-game spec card.
AP Pen Far68.1 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 376.7 m/s: P=107·1900·33.40.69·0.131.07·376.71.38=68.1mm.
AP pen 5 km148 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km89 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time10 s
180 degrees / 18 deg/s traverse speed = 10 s.
HE full-salvo alpha7,200
1,800 HE damage x 4 broadside guns = 7,200.
AP full-salvo alpha10,400
2,600 AP damage x 4 broadside guns = 10,400.
HE DPMInitial: 172,800 → 196,364
Zero upgrades: 7,200 HE full-salvo alpha x 60 / 2.5 s base reload = 172,800. All upgrades (Main Battery Mod. 3 = -10% reload): 7,200 HE full-salvo alpha x 60 / 2.2 s all-upgrades reload = 196,364.
AP DPMInitial: 249,600 → 283,636
Zero upgrades: 10,400 AP full-salvo alpha x 60 / 2.5 s base reload = 249,600. All upgrades (Main Battery Mod. 3 = -10% reload): 10,400 AP full-salvo alpha x 60 / 2.2 s all-upgrades reload = 283,636.
Shells/minInitial: 96 → 109.1
Zero upgrades: 4 broadside guns x 60 / 2.5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.2 s all-upgrades reload = 109.1.
Fires/minInitial: 7.68 → 8.73
Zero upgrades: 96 shells/min x 8% fire chance = 7.68. All upgrades (Main Battery Mod. 3 = -10% reload): 109.1 shells/min x 8% fire chance = 8.73.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range59.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline 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.
Per-side salvo damage167,330
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.

AA defense

Close-range AA DPS187
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index721
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

Armor Beta

Hull HP 18,60020,500 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.

Bow & stern19 mm

Overmatched by 130+ 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)
Overmatch not possible in its bracketAngle 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)
Overmatch not possible in its bracketAngle 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)
Overmatch not possible in its bracketAngle 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 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.
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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Neustrashimy. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×4
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.
  • 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:
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • 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.