World of Warships: Legends ship guide

Ognevoi

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 6.9 km detection
  • Avoid: Burning the 6.9 km concealment advantage on guns
Key characteristics
Long torps (10 km)2 sigma accuracySmokeEngine BoostWide dispersion
Community Data

Ognevoi Community Stats

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Playstyle

Overview

Ognevoi is a Tier VI Soviet stealth-leaning destroyer with strong surface detection (6.9 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: end-plate armor (20 mm) and best magazine armor in T6 DDs (20 mm).

Positioning

Hold concealment edges on the contested cap at 6.9 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 6.9 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Thick end plates

20.0 mm bow and stern plating, both in the top bracket of T6 DDs. Same-tier guns can't overmatch the ends.

Heavy magazine armor

20.0 mm magazine protection, best of T6 DDs. Detonation-resistant.

Thick citadel floor

20.0 mm citadel bottom, best of T6 DDs. Deep-water torps and underwater pen do less.

Thick bow plate

20.0 mm bow, best of T6 DDs. Harder for same-tier guns to overmatch.

Wide dispersion

95.9 m max horizontal dispersion, bottom decile of T6 DDs. Long-range salvos are noticeably wider than peers'.

Sluggish rudder

6.2 s rudder shift, bottom decile of T6 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Ognevoi

Ognevoi is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Santa Level 5 0.833333% Superprize: Premium Ship Event containers · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Event containers · Santa Level 4 · 2 paths combined · 1 of 12 ships
    Show 2 paths
    • Santa Level 40.166667%
    • Santa Level 4 → Santa Level 50.083333%
Show all 16 containers (13 more)
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Santa Level 3 0.083333% Superprize: Premium Ship Event containers · Santa Level 3 · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.041667%
    • Santa Level 3 → Santa Level 40.025%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
    • Santa Level 30.004167%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Santa Level 2 0.025% Superprize: Premium Ship Event containers · Santa Level 2 · 6 paths combined · 1 of 12 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.008333%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
    • Santa Level 2 → Santa Level 30.000625%
  • Champion's Box 0.016667% Superprize: Premium Ship Event containers · Champion's Box · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.008333%
    • Champion's Box → Santa Level 3 → Santa Level 40.005%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
    • Champion's Box → Santa Level 30.000833%
  • Mega Santa '23 0.01% Superprize: Premium Ship Event containers · Mega Santa '23 · 1 of 10 ships
  • Santa Level 1 0.006042% Superprize: Premium Ship Event containers · Santa Level 1 · 8 paths combined · 1 of 12 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
    • Santa Level 1 → Santa Level 30.000208%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Super Santa '23 0.0013% Superprize: Premium Ship Event containers · Super Santa '23 · 1 of 10 ships
  • Ultimate Crate 0.00013% Superprize: Premium Ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Rust'n'Rumble Event Event/store source Start: 2020-10-15 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • October 2020 Update 10,000 Doubloons 2020-10-01 Tier VI default; exact price not in source
Show direct source rows

Builds Beta

Anton Gurin, Rumble, and Sergio Splendento are useful Soviet destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Anton GurinSergio Splendento

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Ognevoi sits among Tier VI DDs (33 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.

BestEnd plates20 mm (1 of 7 tied / 1 of 6 tied) Top 25%Main battery caliber130 mm (9/33) Top 25%Main battery range10.78 km (9/33) Top 25%AP velocity870 m/s (8/30) Top 25%Max armor20 mm (7/33) Top 25%Citadel belt20 mm (6/32) Bottom 25%Rudder shift6.2 s (30/33) Bottom 25%Fires per minute4.27 (27/33) Bottom 25%HE DPM101,333 (27/33) Bottom 25%AP DPM133,333 (25/30) Bottom 25%Torpedo speed56 kt (26/33) Bottom 10%Air detection3.75 km (31/33) Bottom 10%Main dispersion95.9 m (31/33) WorstNo secondaries (30 of 33 in cohort)
See 24 mid-pack stats

Not standouts for Ognevoi -- 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 points16,100 HP(14/33) Max speed37 kt(15/33) Concealment6.9 km(15/33) Traverse-to-turn ratio5.43 ×(21/33) Main battery reload4.5 s(17/33) HE fire chance8%(17/33) AP shell damage2,500(9/30) HE velocity870 m/s(10/33) Acceleration11.1 s(25/33) AP arming threshold22 mm(23/30) Engine power52,200 hp(16/33) Turn-speed retention85.6 hp/m(20/33) Displacement2,763 t(20/33) Power-to-weight18.89 hp/t(23/33) AA DPS148(11/33) AA range3.5 km(18/33) AA threat383(18/33) Torpedo range9.99 km(10/33) Torpedo damage15,100(17/33) Torpedo reload92 s(21/33) Deck armor16 mm(11/22) NormAP fuse timer0.01 s(26 of 30 tied at this value) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value)

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

SmokeEngine Boost
Survivability
Hit Points16,100
Displacement2,763 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 16, 19, 20 mm
Armor material/layer entries28
Fire resistance30%
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.
8,100
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.
4,800
Main Battery
ModuleArtillery: 130 mm/50 B-2LM
Mounts / barrels2 mounts / 4 barrels
Reload time5 s
Firing range10.8 km
Turret traverse9.7 °/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 = (10783/30·(8−0.5)/1000 + 0.5)·30 = 95.9 m
95.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 95.9 × 0.6 = 57.5 m
57.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 95.9 × 0.319 (σ=2) = 30.6 m
30.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.5 × 0.32 (σ=2) = 18.4 m
18.4 m
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
Base shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
Base HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
91,200
Base fires/min
ƒ4 HE shells x 60 / 5 s reload x 8% fire chance = 3.84.
3.84
AP shells
AP Damage2,500
AP Velocity870 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 × 1615 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 184.1 mm. Matches the in-game spec card.
184.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.5 km), where the shell has slowed to 366.6 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 366.6^1.38 = 55.9 mm.
55.9 mm
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
Base AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.
120,000
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.
9
Torpedoes
ModuleTorpedoes: 533 mm Quintuple 2-N
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time92 s
Projectile speed56 kt
Range9.99 km
Maximum simulated damage14,000 (est.)
Alpha damage42,000
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
140,000
AA Defense
AA mount points11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×1) + (27×3.5×1) + (14×3.5×0.95) = 148. 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.
148
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
76 mm 39-K1×2 76mm
37 mm 70-K6×1 37mm
12.7 mm DShK4×1 13mm
Far aura
DPS2
Range3.5 km
Medium aura
DPS27
Range3.2 km
Total DPS in Aura
ƒFar 2 + Medium 27 = 29
29
Near aura
DPS14
Range1.2 km
Total DPS in Aura
ƒFar 2 + Medium 27 + Near 14 = 43
43
Maneuverability
Engine moduleEngine: 52,200 hp
Engine power52,200 hp
Maximum speed37 kt
Turning circle radius610 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.4× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.75 km
Smoke firing penalty2.85 km
Detect after firing main guns6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.75 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 85 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (2)

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

HullUpgrade
  • Turret traverse9.7 → 9.85 °/s
TorpedoesUpgrade
  • Reload55 → 92 s

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 Disp95.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10783/30·(8−0.5)/1000 + 0.5)·30 = 95.9 m
Max Vert Disp57.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 95.9 × 0.6 = 57.5 m
Med Horiz Disp30.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 95.9 × 0.319 (σ=2) = 30.6 m
Med Vert Disp18.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.5 × 0.32 (σ=2) = 18.4 m
AP Pen Close184.1 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 × 1615 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 184.1 mm. Matches the in-game spec card.
AP Pen Far55.9 mm
Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 366.6 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 366.6^1.38 = 55.9 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 Radius9
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 time18.6 s
180 degrees / 9.7 deg/s traverse speed = 18.6 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
AP full-salvo alpha10,000
2,500 AP damage x 4 broadside guns = 10,000.
Base HE DPM91,200
7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
Base AP DPM120,000
10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.
Base shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Base fires/min3.84
4 HE shells x 60 / 5 s reload x 8% fire chance = 3.84.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range68.6 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 damage140,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage140,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS148
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×1) + (27×3.5×1) + (14×3.5×0.95) = 148. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index383
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 range1.2 km

Armor

Hull HP 16,100, 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 6–20 mm)1,900 (12% of HP)
Overmatched by 305mm+ (Rasputin, Toulon)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)16 mm primary (range 16–19 mm)12,100 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 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 16–20 mm)1,700 (11% of HP)
Overmatched by 305mm+ (Rasputin, Toulon)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).
Superstructure16 mm1,300 (8% 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 HP8,100 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 (76 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 HP4,800 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.
Exteriors

Skins & permanent camouflages

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

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.