World of Warships: Legends ship guide

Podvoisky

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 4-km torpedoes for a perfect shot
Key characteristics
2 sigma accuracy11 km gun rangeSmokeEngine BoostStiff AP fuse
Community Data

Podvoisky Community Stats

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Playstyle

Overview

Podvoisky is a Tier IV Soviet torpedo destroyer reaching 4 km. The torpedoes travel at 70 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best main battery range in T4 DDs (11.2 km) and best top speed in T4 DDs (42 kt).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 4 km reach at 70 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 4-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Long gun range

11.18 km main battery reach, best of T4 DDs.

Fast for the class

42.0 kt, best of T4 DDs. Lets you rotate flanks or escape disengagements.

Heavy powerplant

66000.0 hp engine, best of T4 DDs. More headroom for accelerating out of stops and maintaining speed in turns.

Holds speed in turns

94.3 hp per metre of turn radius, best of T4 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Stiff AP fuse

22.0 mm AP arming threshold, worst of T4 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Wide dispersion

91.2 m max horizontal dispersion, worst of T4 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Podvoisky

Podvoisky is available in the Fiery Destroyers branch of the U.S.S.R. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Podvoisky sits in the Fiery Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

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.

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Commanders frequently paired with this ship Anton GurinSergio Splendento

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Cohort position

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Where Podvoisky sits among Tier IV DDs (21 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.

BestMax speed42 kt (1/21) BestMain battery caliber130 mm (1 of 8 tied) BestMain battery range11.18 km (1/21) BestAP shell damage2,500 (1 of 4 tied) BestEngine power66,000 hp (1/21) BestTurn-speed retention94.3 hp/m (1/21) BestPower-to-weight31.43 hp/t (1/21) Top 10%Torpedo speed70 kt (2/21) Top 25%AP velocity861 m/s (5/19) Top 25%HE velocity861 m/s (5/21) Bottom 25%Main battery reload7.3 s (17/21) Bottom 10%Concealment6.54 km (20/21) WorstAir detection3.27 km (21/21) WorstMain dispersion91.2 m (1 of 2 tied) WorstAP arming threshold22 mm (1 of 8 tied) WorstTorpedo range4.02 km (21/21)
See 22 mid-pack stats

Not standouts for Podvoisky -- 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 points12,700 HP(7/21) Rudder shift3.8 s(10/21) Traverse-to-turn ratio4.52 ×(14/21) HE shell damage1,900(8/21) HE fire chance8%(11/21) Fires per minute3.29(15/21) HE DPM78,082(12/21) AP DPM102,740(10/19) Acceleration10.9 s(13/21) Displacement2,100 t(15/21) AA DPS80(10/21) AA range3.2 km(7/21) AA threat258(8/21) Torpedo damage14,400(7/21) Torpedo reload70 s(12/21) Max armor13 mm(11/21) Citadel belt13 mm(9/20) Bow armor13 mm(9/20) Stern armor13 mm(9/20) Deck armor13 mm(8/19) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 11,700 → 12,700
Displacement2,100 t
Armor range10–13 mm
Plate armor thicknesses10, 13 mm
Armor material/layer entries23
Fire resistanceInitial: 13.3% → 16.6%
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.
6,400
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.
3,800
Main Battery
ModuleArtillery: 130 mm/55 B-7
Mounts / barrels5 mounts / 5 barrels
Reload time8.1 s
Firing range (base)10.2 km
Firing range (top fire control)11.2 km
Turret traverse8 °/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 = (10162/30·(8−0.5)/1000 + 0.5)·30 = 91.2 m
91.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 91.2 × 0.6 = 54.7 m
54.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 91.2 × 0.319 (σ=2) = 29.1 m
29.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.7 × 0.32 (σ=2) = 17.5 m
17.5 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ5 broadside guns x 60 / 8.1 s base reload = 37.
37
HE shells
HE Damage1,900
HE Velocity861 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 5 broadside guns = 9,500.
9,500
Base HE DPM
ƒ9,500 HE full-salvo alpha x 60 / 8.1 s base reload = 70,370.
70,370
Base fires/min
ƒ5 HE shells x 60 / 8.1 s reload x 8% fire chance = 2.96.
2.96
AP shells
AP Damage2,500
AP Velocity861 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 × 1652 × 33.5^0.69 × 0.13^-1.07 × 861^1.38 = 185.6 mm. Matches the in-game spec card.
185.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14 km), where the shell has slowed to 350.5 m/s: 1e-7 × 1652 × 33.5^0.69 × 0.13^-1.07 × 350.5^1.38 = 53.7 mm.
53.7 mm
AP full-salvo alpha
ƒ2,500 AP damage x 5 broadside guns = 12,500.
12,500
Base AP DPM
ƒ12,500 AP full-salvo alpha x 60 / 8.1 s base reload = 92,593.
92,593
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: 53-38
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed70 kt
Range4.02 km
Maximum simulated damage13,400 (est.)
Alpha damage40,200
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming216 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
80,400
AA Defense
AA mount points5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×1) = 80. 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.
80
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.2 km
37 mm 70-K (upgraded hull only)5×1 37mm
45 mm 21-K (stock hull only)3×1 45mm
12.7 mm DShK (stock hull only)2×1 13mm
Medium aura
DPS23
Range3.2 km
Maneuverability
Engine moduleEngine: 66,000 hp
Engine power66,000 hp
Maximum speed42 kt
Turning circle radius700 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.5× drags
Concealment
Detectability by sea6.54 km
Detectability by air3.27 km
Smoke firing penalty2.5 km
Detect after firing main guns6.54 km
Detect Fire Sea8.54 km
Detect Fire Air6.27 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 77 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points11,700 → 12,700
  • Rudder shift5.3 → 3.8 s
  • Close-range AA DPS12 → 23
  • Maximum AA range2.5 → 3.2 km
  • Turret traverse8 → 20 °/s
Fire controlUpgrade
  • Main battery range10,162 → 11178.2 m
TorpedoesUpgrade
  • Speed69 → 70 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 Disp91.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10162/30·(8−0.5)/1000 + 0.5)·30 = 91.2 m
Max Vert Disp54.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 91.2 × 0.6 = 54.7 m
Med Horiz Disp29.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 91.2 × 0.319 (σ=2) = 29.1 m
Med Vert Disp17.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.7 × 0.32 (σ=2) = 17.5 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close185.6 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 × 1652 × 33.5^0.69 × 0.13^-1.07 × 861^1.38 = 185.6 mm. Matches the in-game spec card.
AP Pen Far53.7 mm
Same formula at the ship's max firing range (14 km), where the shell has slowed to 350.5 m/s: 1e-7 × 1652 × 33.5^0.69 × 0.13^-1.07 × 350.5^1.38 = 53.7 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 alpha5
All 5 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha9,500
1,900 HE damage x 5 broadside guns = 9,500.
AP full-salvo alpha12,500
2,500 AP damage x 5 broadside guns = 12,500.
Base HE DPM70,370
9,500 HE full-salvo alpha x 60 / 8.1 s base reload = 70,370.
Base AP DPM92,593
12,500 AP full-salvo alpha x 60 / 8.1 s base reload = 92,593.
Base shells/min37
5 broadside guns x 60 / 8.1 s base reload = 37.
Base fires/min2.96
5 HE shells x 60 / 8.1 s reload x 8% fire chance = 2.96.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range22.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage80,400
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage80,400
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS80
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×1) = 80. 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 range3.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index258
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Armor

Hull HP 11,70012,700 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
Bow13 mm primary (range 10–13 mm)2,100 (17% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 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.
Stern13 mm primary (range 10–13 mm)900 (7% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 10–13 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).
Superstructure10 mm primary (range 10–13 mm)800 (6% 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 HP6,400 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 (37 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 HP3,800 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 Podvoisky can equip, from in-game data.

  • Podvoisky default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision