World of Warships: Legends ship guide

Ognevoi

Also called: 火力 · Огневой · Ognewoi Beta
U.S.S.R. · Tier VI · Destroyer · Premium
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 you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (10 km)SmokeEngine BoostThick end platesUnderwater bow platingSluggish rudder
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Community Data

Ognevoi Community Stats

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Playstyle

Overview

Ognevoi is a Tier VI 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. Standout traits: end-plate armor (19 mm) and best magazine armor in T6 DDs (20 mm).

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.

ELITE ARMOR
  • Thick end plates · 19.0 mm
  • Heavy magazine · 20.0 mm
  • Thick citadel floor · 20.0 mm
  • Underwater bow plating · 20.0 mm
  • Heavy armor · 20.0 mm
  • Thick bow plate · 19.0 mm
Sluggish rudder

4.8 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 Archived · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 40 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Archived · 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 Archived · 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 Archived · 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 · Mystic Lantern · 1 of 44 ships
  • Santa Level 3 0.083333% Superprize: Premium Ship Archived · 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 Archived · 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 Archived · 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 Archived · 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 Archived · Mega Santa '23 · 1 of 10 ships
  • Santa Level 1 0.006042% Superprize: Premium Ship Archived · 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 Archived · 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 · Mystic Box · 1 of 44 ships
  • Super Santa '23 0.0013% Superprize: Premium Ship Archived · Super Santa '23 · 1 of 10 ships
  • Ultimate Crate 0.00013% Superprize: Premium Ship Archived · 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

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

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

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Commanders frequently paired with this ship Anton GurinRumbleSergio Splendento

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Cohort position

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Where Ognevoi sits among Tier VI DDs (41 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 plates19 mm (1 of 7 tied / 1 of 7 tied) Top 25%Main battery caliber130 mm (9/41) Top 25%Main battery range10.78 km (9/41) Top 25%AP pen at 10 km69 mm (9/35) Top 25%Max armor20 mm (7/41) Top 25%Citadel belt20 mm (7/39) Bottom 25%Fires per minute3.84 (35/41) Bottom 25%HE DPM91,200 (35/41) Bottom 25%AP DPM120,000 (31/37) Bottom 25%AP arming threshold22 mm (31/37) Bottom 25%Effective HE DPM (incl. fire)119,916 (35/41) Bottom 25%Flak per wave (expected)280 (15/17) Bottom 25%Torpedo speed56 kt (34/41) Bottom 10%Air detection3.75 km (39/41) Bottom 10%Rudder shift4.8 s (38/41) Bottom 10%Main dispersion95.9 m (39/41) WorstNo secondaries (37 of 41 in cohort)
See 25 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(16/41) Max speed37 kt(19/41) Concealment6.9 km(21/41) Traverse-to-turn ratio5.43 ×(25/41) Main battery reload5 s(23/41) HE fire chance8%(19/41) AP shell damage2,500(11/37) AP velocity870 m/s(11/37) HE velocity870 m/s(13/41) Acceleration17.9 s(30/41) Engine power52,200 hp(19/41) Turn-speed retention85.6 hp/m(24/41) Displacement2,763 t(25/41) Power-to-weight18.89 hp/t(29/41) AA DPS148(15/41) AA range3.5 km(23/41) AA threat383(22/41) Torpedo range9.99 km(13/41) Torpedo damage≈14,000(19/41) Torpedo reload92 s(27/41) Deck armor16 mm(14/27) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value)
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%
Main Battery
ModuleArtillery: 130 mm/50 B-2LM
Mounts / barrels2 mounts / 4 barrels
Reload time5 s
Firing range10.8 km
Turret traverse9.7 °/s
HE fire DPM vs T6 BB28716
Effective HE DPM vs T6 BB119916
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 =(1078330·80.51000+0.5)·30=95.9m
95.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.9·0.6=57.5m
57.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95.9·0.319(σ=2)=30.6m
30.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.5·0.32(σ=2)=18.4m
18.4 m
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
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
HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
91,200
Fires/min
ƒ48 shells/min 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: P=107·K·m0.69·d1.07·v01.38 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. 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: P=107·1615·33.50.69·0.131.07·366.61.38=55.9mm.
55.9 mm
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
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 time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 55 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 92×0.85=78.2 s.
92 s
Projectile speed56 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=42,000·0.333=14,000.
≈ 14,000
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.
15,100
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6=7.6 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.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.5 per hit, shown as 2.5×100=250%. 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.
250%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 14,000 = 140,000.
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. 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.
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
Guns76 mm 39-K
Continuous DPS
ƒEffective DPS: 2 raw aura damage × 3.5 × 1 hit probability = 7 - the same in-game units as the Close-range AA DPS headline.
7
Range3.5 km
Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 1 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.
94
Range3.2 km
Total DPS in Aura
ƒFar 7 + Medium 94 = 101
101
Near aura
Guns12.7 mm DShK
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.95 hit probability = 47 - the same in-game units as the Close-range AA DPS headline.
47
Range1.2 km
Total DPS in Aura
ƒFar 7 + Medium 94 + Near 47 = 148
148
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 140 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
140
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 AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
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 3.5 km - once planes get inside the band, new waves stop.
2.5-3.5 km
Maneuverability
Engine power52,200 hp
Maximum speed37 kt
Turning circle radius610 m
Rudder shift time4.8 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 (33.3 kt of 37 kt), from our in-house acceleration model.
17.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 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.
30.5 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·37.0·0.5144610=1.79°/s, so ratio=ωturretωhull=9.71.79=5.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.4× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.75 km
Smoke firing penalty2.85 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.9 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 · 20 s emit / 85 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (1)

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

TorpedoesUpgrade
  • Reload55 → 92 s

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 Disp95.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1078330·80.51000+0.5)·30=95.9m
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 Disp57.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.9·0.6=57.5m
Shell scatter height @ 10 km52.7 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 Disp30.6 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95.9·0.319(σ=2)=30.6m
Med Vert Disp18.4 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.5·0.32(σ=2)=18.4m
AP Pen Close184.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. 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: P=107·1615·33.50.69·0.131.07·366.61.38=55.9mm.
AP pen 5 km113 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 km69 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 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.
HE DPM91,200
7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
AP DPM120,000
10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.
Shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Fires/min3.84
48 shells/min 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
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 14,000 = 140,000.
Per-side salvo damage140,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 14,000 = 140,000.

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. 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 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 Beta

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.

Bow & stern19 mm

Overmatched by 122+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 6–20 mm)1,900 (12% 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)16 mm primary (range 16–19 mm)12,100 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 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 16–20 mm)1,700 (11% 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.
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.

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Exteriors

Skins & permanent camouflages

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

Primary official WG sources

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