World of Warships: Legends ship guide

Provorny

Beta
U.S.S.R. · Tier VII · Destroyer · Premium
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 accuracy12 km gun rangeHigh HE / fire outputHigh fire chanceStiff AP fuse
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Community Data

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Playstyle

Overview

Provorny is a Tier VII 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 HE fire chance in T7 DDs (12) and best AP fuse timer in T7 DDs (0.025 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

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.

High fire chance

12.0% fire chance per HE shell, best of T7 DDs.

Deep-fuse AP

0.03 s AP fuse timer, best of T7 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.

Big-caliber overmatch

10.4 mm overmatch threshold, best of T7 DDs. Punishes bow-tanking ships peers can't crack.

Stiff AP fuse

25.0 mm AP arming threshold, worst of T7 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Wide dispersion

102.0 m max horizontal dispersion, worst of T7 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Provorny

Provorny is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Reforged in Red Campaign Breakdown Campaign Start: 2026-06-01 · End: open/unknown end Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Through the Spy Glass: Provorny Ship feature / release Start: 2026-06-02 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

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Cohort position

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Where Provorny sits among Tier VII 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.

BestMain battery caliber150 mm (1 of 4 tied) BestAP fuse timer0.03 s (1 of 6 tied) Top 10%Main battery range11.6 km (3/33) Top 10%Fires per minute8.37 (4/33) Top 10%AP DPM258,140 (3/31) Top 10%Max armor25 mm (3/33) Top 10%Citadel belt25 mm (3/29) Top 25%Hit points19,600 HP (7/33) Top 25%HE shell damage2,150 (5/33) Top 25%AP velocity900 m/s (7/31) Top 25%AP ricochet start50° (6/31) Top 25%AP auto-bounce angle65° (6/31) Top 25%Engine power70,000 hp (9/33) Top 25%Turn-speed retention111.1 hp/m (7/33) Bottom 25%Air detection3.58 km (27/33) Bottom 25%Rudder shift4.7 s (29/33) Bottom 25%Displacement3,691 t (28/33) Bottom 25%Deck armor13 mm (21/25) WorstTraverse-to-turn ratio4.75 × (33/33) WorstMain dispersion102 m (33/33) WorstAP arming threshold25 mm (1 of 4 tied) WorstTorpedo reload130 s (1 of 3 tied)
See 16 mid-pack stats

Not standouts for Provorny -- 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.

Max speed36 kt(19/33) Concealment7.15 km(25/33) Main battery reload4.3 s(20/33) HE DPM150,000(19/33) HE velocity835 m/s(20/33) Acceleration17.4 s(19/33) Power-to-weight18.97 hp/t(21/33) AA DPS158(22/33) AA range3.5 km(21/33) AA threat543(16/33) Torpedo range9.99 km(13/32) Torpedo damage≈15,000(20/32) Torpedo speed60 kt(24/32) NormRepair heal rate1 %/s(5 of 7 tied at this value) NormBow armor19 mm(25 of 29 tied at this value) NormStern armor19 mm(26 of 29 tied at this value)
Survivability
Hit Points19,600
Displacement3,691 t
Armor range13–25 mm
Plate armor thicknesses13, 19, 20, 25 mm
Armor material/layer entries25
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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.
5,900
Main Battery
ModuleArtillery: 150 mm/55 Tbts LC/36
Mounts / barrels4 mounts / 5 barrels
Reload time4.8 s
Firing range11.6 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, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1160030·80.51000+0.5)·30=102m
102 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =102·0.6=61.2m
61.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =102·0.32(σ=2)=32.6m
32.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =61.2·0.32(σ=2)=19.6m
19.6 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 / 4.8 s base reload = 62.5.
62.5
HE shells
HE Damage2,150
HE Velocity835 m/s
Fire Chance12%
HE penetration
ƒIn-game data: 30 mm = 150 mm caliber / 5 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,150 HE damage x 5 broadside guns = 10,750.
10,750
Base HE DPM
ƒ10,750 HE full-salvo alpha x 60 / 4.8 s base reload = 134,375.
134,375
Installed HE DPM
ƒ10,750 HE full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
150,000
Base fires/min
ƒ5 HE shells x 60 / 4.8 s reload x 12% fire chance = 7.5.
7.5
AP shells
AP Damage3,700
AP Velocity900 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·450.69·0.151.07·9001.38=289mm. Matches the in-game spec card.
289 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.5 km), where the shell has slowed to 466.1 m/s: P=107·2300·450.69·0.151.07·466.11.38=116.6mm.
116.6 mm
AP full-salvo alpha
ƒ3,700 AP damage x 5 broadside guns = 18,500.
18,500
Base AP DPM
ƒ18,500 AP full-salvo alpha x 60 / 4.8 s base reload = 231,250.
231,250
Installed AP DPM
ƒ18,500 AP full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 258,140.
258,140
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time130 s
Projectile speed60 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=45,000·0.333=15,000.
≈ 15,000
Torpedo detectability1.2 km
Flooding chance207%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming185 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,000 = 120,000.
120,000
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×1) + (37×3.5×1) = 158. 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.
158
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm 70-K2×1 37mm
37 mm V-116×2 37mm
Outer Medium aura
DPS37
Range3.5 km
Inner Medium aura
DPS8
Range3.2 km
Total DPS in Aura
ƒOuter Medium 37 + Inner Medium 8 = 45
45
Maneuverability
Engine moduleEngine: 70,000 hp
Engine power70,000 hp
Maximum speed36 kt
Turning circle radius630 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (32.4 kt of 36). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(70,0003,691)0.42=3.4414; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=17.4s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
17.4 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (35.6 kt of 36). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=29.7s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
29.7 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·36.0·0.5144630=1.68°/s, so ratio=ωturretωhull=81.68=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea7.15 km
Detectability by air3.58 km
Smoke firing penalty3.07 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.15 km
Detect Fire Sea9.15 km
Detect Fire Air6.58 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party2 charges · 80 s reload · 10 s active · 1% heal per second · 10% of max HP total heal
ƒHeal per second (1%) x active time (10 s) = up to 10% of max HP restored per charge if the consumable runs its full duration.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Smoke Generator2 charges · 240 s reload · 15 s emit / 69 s cloud active

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp102 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11600}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 102\,\text{m}$
Max Vert Disp61.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 102 \cdot 0.6 = 61.2\,\text{m}$
Med Horiz Disp32.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 102 \cdot 0.32\;(\sigma = 2) = 32.6\,\text{m}$
Med Vert Disp19.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 61.2 \cdot 0.32\;(\sigma = 2) = 19.6\,\text{m}$
AP Pen Close289 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2300 \cdot 45^{0.69} \cdot 0.15^{-1.07} \cdot 900^{1.38} = 289\,\text{mm}$. Matches the in-game spec card.
AP Pen Far116.6 mm
Same formula at the ship's max firing range (14.5 km), where the shell has slowed to 466.1 m/s: $P = 10^{-7}\cdot 2300 \cdot 45^{0.69} \cdot 0.15^{-1.07} \cdot 466.1^{1.38} = 116.6\,\text{mm}$.
HE penetration30 mm
In-game data: 30 mm = 150 mm caliber / 5 (non-standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha10,750
2,150 HE damage x 5 broadside guns = 10,750.
AP full-salvo alpha18,500
3,700 AP damage x 5 broadside guns = 18,500.
Base HE DPM134,375
10,750 HE full-salvo alpha x 60 / 4.8 s base reload = 134,375.
Base AP DPM231,250
18,500 AP full-salvo alpha x 60 / 4.8 s base reload = 231,250.
Installed HE DPM150,000
10,750 HE full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
Installed AP DPM258,140
18,500 AP full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 258,140.
Base shells/min62.5
5 broadside guns x 60 / 4.8 s base reload = 62.5.
Installed shells/min69.8
5 broadside guns x 60 / 4.3 s installed Artillery reload = 69.8.
Base fires/min7.5
5 HE shells x 60 / 4.8 s reload x 12% fire chance = 7.5.
Installed fires/min8.37
5 HE shells x 60 / 4.3 s installed reload x 12% fire chance = 8.37.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage120,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,000 = 120,000.
Per-side salvo damage120,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,000 = 120,000.

AA defense

Close-range AA DPS158
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×1) + (37×3.5×1) = 158. 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 index543
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 Beta

Hull HP 19,600, 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 131+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,700 (14% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst &#x27;43)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 mm14,700 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst &#x27;43)Angle bounces 203mm19 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 19–20 mm)1,900 (10% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst &#x27;43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel25 mm primary (range 13–25 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.
Superstructure13 mm1,400 (7% 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).
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 HP5,900 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Provorny 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.