Progressor
Also called: 进步 Beta- Sit in open water at the edge of 12 km where peer DDs cannot return fire and most cruisers have to push to engage
- Avoid: Burning Main Battery Reload Booster on a hopeful salvo
On this page
Progressor Community Stats
Across 180+ Standard battles from 29 players, Progressor averages a 59% win rate, 57,700 damage and 1.0 kills per battle, and survives 39% of them.
Progressor Community Stats
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Progressor Community Stats
Record History
Playstyle
Overview
Progressor is a Tier VIII Pan-Asian long-range gunboat destroyer reaching 12 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is long-range AP work from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. 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 deep effective HP in T8 DDs (35,520, 1st of 12) and high HP pool in T8 DDs (22,200 HP, 4th of 28). The trade is surface detection in T8 DDs (7.3 km, 23rd of 28).
Positioning
Sit in open water at the edge of 12 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on.
Potato Avoidance
Burning Main Battery Reload Booster on a hopeful salvo
These torpedoes ignore the Destroyer class
With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.
Signature Traits
Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 3/28 T8 DDs.
7.5 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.
- Deep effective · 35520 effective
- High HP pool · 22200 HP
12 km main battery reach, top decile of T8 DDs.
7.3 km surface detect, bottom quartile of T8 DDs. Visible before you can react; position early.
~5.2 s from a stop to 12 kt, bottom decile of T8 DDs. Sluggish rebuild after a turn or a stop, so a full stop or a hard turn leaves it exposed for longer.
How to get Progressor
Progressor is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Retrofuturism Box '26
0.666667%
One of these ships
Event · Retrofuturism Box '26 · 1 of 3 ships
Official WG availability sources
-
September Update: Full Progress Ahead
Store / event post
Start: 2026-09-03
- Check out the Store for new ships Progressor and Metro Aegis, retro-tech skins, and Commander guises
-
Nostalgic Waves: Retrofuturism Sails Again
Store / event post
Start: 2026-09-04
- Progressor will be available in the Store, both individually and in a special bundle. She can also drop from the new Retrofuturism Box ’26.
Show direct source rows
- Retrofuturism Box '26 0.666667% · One of these ships
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Progressor 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.
See 21 mid-pack stats
Not standouts for Progressor -- 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.
Peers in this cohort
Compare Tier VIII DestroyersStats & specs
Customize in the Build Tool →ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (12.0 km) shells land in an ellipse about 105 m wide and 63 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 18 deg/s traverse speed = 10 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 3.5 s base reload = 68.6. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 3.1 s all-upgrades reload = 77.4.AP shells
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floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (12 km), where the shell has slowed to 385.1 m/s: .ƒ
3,000 AP damage x 4 broadside guns = 12,000.ƒ
Zero upgrades: 12,000 AP full-salvo alpha x 60 / 3.5 s base reload = 205,714. All upgrades (Main Battery Mod. 3 = -10% reload): 12,000 AP full-salvo alpha x 60 / 3.1 s all-upgrades reload = 232,258.ƒ
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.ƒ
Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
43,500 warhead alpha / 3 + 1,200 blast = 15,700. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 3.02 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 14,500 = 145,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Effective 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 46 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 40 raw aura damage × 3.5 × 1 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 46 + Medium 140 = 186ƒ
Effective DPS: 16 raw aura damage × 3.5 × 0.95 hit probability = 53 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 46 + Medium 140 + Near 53 = 239ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (31.5 kt of 35.0 kt).ƒ
Time to reach 99% of top speed (34.6 kt of 35.0 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.3 km x 0.955 = 6.97 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 7.3 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.97 km.ƒ
max(main battery range, sea detectability 7.3 km) = 12 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 3.65 km + gun-firing bloom 2.68 km = 6.33 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 7.3 km + 2.0 km while burning = 9.3 km.ƒ
Air detectability 3.65 km + 3.0 km while burning = 6.65 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Surveillance Radar2 charges · 180 s reload · 15 s active · 7.5 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Repair Party2 charges · 120 s reload · 20 s active · 6,660 HP (30% of max HP) total heal (per charge) ƒ
1.5% of max HP per second × 20 s effective active time = up to 30% of max HP restored per charge.ƒ
30% per charge x 2 charges = up to 60% of max HP if the whole Repair Party loadout is used.ƒ
1.5% of max HP (22,200 HP) per second = 333 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard destroyer dispersion curve.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 12000 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 12000 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 975 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.2 mounts × 2 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
800 m / (65.0 kt × 2.6855) = 4.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).10000 m / (65.0 kt × 2.6855) = 57.3 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 5 tubes.2 launchers × 5 tubes = 10, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 14,500 = 145,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 57mm Type 66 4x2 -> 140 DPS @ 4 km; 25mm Type 61 4x2 -> 53 DPS @ 2.5 km; Far AA (?) -> 46 DPS @ 5.2 km.@ 5.2 km: 46 from one family; @ 4 km: 140 + 46 = 186; @ 2.5 km: 140 + 53 + 46 = 239. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.140 + 53 + 46 = 239 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).140 × 4 + 53 × 2.5 + 46 × 5.2 = 932. 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.Ship Charts
Background
From 1949 through 1956, a scientific and technical support program was in effect between the U.S.S.R. and P.R.C. Under this program, the Soviets shared the blueprints of promising warships with China - including the technical documentation for the Project 41 destroyer. While China didn't build any ships of this project in its original form, they built fifteen 051-class (Luda-class) missile destroyers from 1968 through 1987 that were based on Project 41.
Armor Beta
Hull HP 22,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | ≈ 1,110 (~5% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle 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 mm | ≈ 16,650 (~75% of HP) | Overmatched by 283mm+ AP (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. |
| Stern | 19 mm primary (range 6–20 mm) | ≈ 1,110 (~5% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 mm) | 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. |
| Superstructure | 19 mm | no cap | 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). |
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.
Skins & permanent camouflages
Every custom exterior Progressor can equip.
DefaultThe ship’s standard exterior- DecorativeProgressorDecorative
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.
