World of Warships: Legends ship guide

Neustrashimy

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges around the contested cap and lean into trades the heal can recover
  • Avoid: Using the Repair Party as a panic button
Key characteristics
2 sigma accuracySmokeEngine BoostEasily spotted
Community Data

Neustrashimy Community Stats

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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

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.

Heavy belt

Citadel belt in the top bracket. Incoming AP rarely citadels through angle.

Heavy armor deck

Armor deck in the top bracket. Plunging fire and HE land for reduced damage compared to peers.

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 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
U.S.S.R. Tech Tree

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.

BestRepair heal rate1.5 %/s (1 of 3 tied) Top 25%Main battery range11.1 km (6/25) Top 25%Main battery reload2.2 s (5/25) Top 25%Fires per minute8.73 (5/24) Top 25%AP DPM283,636 (5/23) Top 25%AP velocity950 m/s (6/23) Top 25%HE velocity950 m/s (5/24) Top 25%AA range5.2 km (5/25) Bottom 25%Power-to-weight16.76 hp/t (21/25) Bottom 25%AA DPS187 (20/25) Bottom 10%Stealth profile7.58 km / 3.79 km (24/25 / 24/25)
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.

Hit points20,500 HP(9/25) Max speed36 kt(15/25) Rudder shift6 s(16/25) Traverse-to-turn ratio11.88 ×(11/25) Main battery caliber130 mm(8/25) HE shell damage1,800(15/24) HE fire chance8%(11/24) HE DPM196,364(9/24) AP shell damage2,600(7/23) Main dispersion90.7 m(15/25) Acceleration11.8 s(18/25) AP fuse timer0.01 s(13/23) AP arming threshold22 mm(18/23) Engine power64,200 hp(13/25) Turn-speed retention91.7 hp/m(17/25) Displacement3,830 t(15/25) AA threat721(19/25) Torpedo range9.99 km(15/24) Torpedo damage17,933(9/24) Torpedo speed65 kt(15/24) Torpedo reload100 s(11/24) Deck armor19 mm(9/18) NormAP ricochet start45°(17 of 23 tied at this value) NormAP auto-bounce angle60°(17 of 23 tied at this value) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 2SmokeEngine Boost
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%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10093/30·(8−0.5)/1000 + 0.5)·30 = 90.7 m
90.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.7 × 0.6 = 54.4 m
54.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.7 × 0.32 (σ=2) = 29 m
29 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.4 × 0.32 (σ=2) = 17.4 m
17.4 m
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Base shells/min
ƒ4 broadside guns x 60 / 2.5 s base reload = 96.
96
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
Base HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 2.5 s base reload = 172,800.
172,800
Installed HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 2.2 s installed reload (Main Battery Mod. 3 = -10%) = 196,364.
196,364
Base fires/min
ƒ4 HE shells x 60 / 2.5 s reload x 8% fire chance = 7.68.
7.68
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: 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.
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: 1e-7 × 1900 × 33.4^0.69 × 0.13^-1.07 × 376.7^1.38 = 68.1 mm.
68.1 mm
AP full-salvo alpha
ƒ2,600 AP damage x 4 broadside guns = 10,400.
10,400
Base AP DPM
ƒ10,400 AP full-salvo alpha x 60 / 2.5 s base reload = 249,600.
249,600
Installed AP DPM
ƒ10,400 AP full-salvo alpha x 60 / 2.2 s installed reload (Main Battery Mod. 3 = -10%) = 283,636.
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 time100 s
Projectile speed65 kt
Range9.99 km
Maximum simulated damage16,733 (est.)
Alpha damage50,200
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
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.
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
DPS
ƒIncludes 14 continuous AA damage from dual-purpose main battery firing as AA in this range band.
14
Range5.2 km
Medium aura
DPS28
Range3.5 km
Total DPS in Aura
ƒFar 14 + Medium 28 = 42
42
Near aura
DPS12
Range3.1 km
Total DPS in Aura
ƒFar 14 + Medium 28 + Near 12 = 54
54
Maneuverability
Engine moduleEngine: 64,200 hp
Engine power64,200 hp
Maximum speed36 kt
Turning circle radius700 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio11.9× ok
Concealment
Detectability by sea7.58 km
Detectability by air3.79 km
Smoke firing penalty2.88 km
Detect after firing main guns7.58 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 · 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
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

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp90.7 m
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 m
Max Vert Disp54.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.7 × 0.6 = 54.4 m
Med Horiz Disp29 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.7 × 0.32 (σ=2) = 29 m
Med Vert Disp17.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.4 × 0.32 (σ=2) = 17.4 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close244 mm
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.
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: 1e-7 × 1900 × 33.4^0.69 × 0.13^-1.07 × 376.7^1.38 = 68.1 mm.
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.
Base HE DPM172,800
7,200 HE full-salvo alpha x 60 / 2.5 s base reload = 172,800.
Base AP DPM249,600
10,400 AP full-salvo alpha x 60 / 2.5 s base reload = 249,600.
Installed HE DPM196,364
7,200 HE full-salvo alpha x 60 / 2.2 s installed reload (Main Battery Mod. 3 = -10%) = 196,364.
Installed AP DPM283,636
10,400 AP full-salvo alpha x 60 / 2.2 s installed reload (Main Battery Mod. 3 = -10%) = 283,636.
Base shells/min96
4 broadside guns x 60 / 2.5 s base reload = 96.
Installed shells/min109.1
4 broadside guns x 60 / 2.2 s installed Artillery reload = 109.1.
Base fires/min7.68
4 HE shells x 60 / 2.5 s reload x 8% fire chance = 7.68.
Installed fires/min8.73
4 HE shells x 60 / 2.2 s installed reload 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage167,330
per-side salvo x per-torpedo simulated damage.

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.
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

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.

Section Plates HP cap Threats Tactic
Bow20 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 mm15,400 (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.
Stern20 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.
Citadel20 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).
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.

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.

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.