World of Warships: Legends ship guide

Serov

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Strong secondaries (4 km)Fire bombsFragile planes
Community Data

Serov Community Stats

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Playstyle

Overview

Serov is the Tier V Soviet torpedo-strike carrier with long-reach air torpedoes at 6 km. The kit pays out by killing fragile high-value targets in a single committed drop; the bomber squadrons are a sidearm. Standout traits: best heavy bombs in T5 CVs (6,100) and best top speed in T5 CVs (35.5 kt).

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.

Signature Traits

Heavy bombs

6100.0 damage per bomb, best of T5 CVs. Each successful drop bites harder.

Long air-torp range

6.0 km air-torpedo range, best of T5 CVs. Drop further out, planes leak less.

Fast for the class

35.5 kt, best of T5 CVs. Lets you rotate flanks or escape disengagements.

Nimble for the tonnage

9.23 hp per ton, best of T5 CVs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Light air torpedoes

3833.0 damage per air-dropped torpedo, bottom quartile of T5 CVs. Need multiple drops to threaten BBs.

Small squadrons

12.0 planes per squadron at peak, bottom quartile of T5 CVs. Fewer attack passes before reserves run dry.

Acquisition

How to get Serov

Serov is available in the Strike Carriers branch of the U.S.S.R. Tech Tree for 6,400,000 credits after researching it in the branch. Known module upgrades cost up to 1,610,000 credits.

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

Serov sits in the Strike Carriers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

Build for aircraft survivability, restoration, speed, and skip-bomb consistency. Current guidance should account for increased restoration times, reduced aircraft HP, reduced bomb damage/fire chance, and changed detectability.

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Cohort position

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Where Serov sits among Tier V CVs (6 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 speed35.5 kt (1/6) BestRudder shift12.4 s (1/6) BestDisplacement13,500 t (1/6) BestPower-to-weight9.23 hp/t (1/6) BestBomb damage6,100 (1/6) BestAir torpedo range6 km (1/6) Top 25%Engine power124,600 hp (2/6) Top 25%Turn-speed retention141.6 hp/m (2/6) Top 25%AA DPS394 (2/6) Top 25%Max armor120 mm (2/6) Top 25%Citadel belt120 mm (2/6) Top 25%Deck armor50 mm (2/6) WorstHE alpha1,200 (1 of 2 tied) WorstSecondary fire chance4% (5/5) WorstSecondary HE pen14 mm (5/5) WorstAir torpedo damage3,833 (6/6) WorstSquadron size12 (6/6) WorstPlane HP1,400 HP (6/6)
See 17 mid-pack stats

Not standouts for Serov -- 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 points39,500 HP(4/6) Concealment12.9 km(5/6) Air detection9.03 km(5/6) Secondary DPM (per side)144,000(3/5) Acceleration10.65 s(4/6) AA range4.5 km(5/6) AA threat906(5/6) Bomb fire chance25%(3/5) Bomb AP penetration25 mm(4/5) Air torpedo speed41 kn(4/6) Air torpedo stealth1.3 km(4/6) Squadron restore time150 s(5/6) Deck HP19,750 HP(4/6) NormSecondary dispersion bracket57(4 of 5 tied at this value) NormSecondary range4.5 km(3 of 5 tied at this value) NormBow armor30 mm(5 of 6 tied at this value) NormStern armor30 mm(4 of 6 tied at this value)

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

Survivability
Hit PointsInitial: 38,600 → 39,500
Displacement13,500 t
Armor range10–120 mm
Plate armor thicknesses10, 16, 19, 21, 30, 50, 75, 100, 120 mm
Armor material/layer entries40
Fire resistanceInitial: 20% → 23.3%
Fire duration60 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.
11,900
Squadrons
Total plane capacity58
Flight deck HP19,750
Hangar HP19,750
Skip bomber
Plane HP1,400
OrdnanceHE skip bomb, 5,500 dmg
Fire chance22%
Bomb penetration25 mm
Hangar max12
Hangar restore+3 every 150 s, start 12
Torpedo bomber
Plane HP1,600
Ordnancetorpedo, 3,567 dmg
Hangar max12
Hangar restore+3 every 150 s, start 12
Skip bomber
Plane HP1,500
OrdnanceHE skip bomb, 6,100 dmg
Fire chance25%
Bomb penetration25 mm
Hangar max12
Hangar restore+3 every 150 s, start 12
Torpedo bomber
Plane HP1,650
Ordnancetorpedo, 3,833 dmg
Hangar max12
Hangar restore+3 every 150 s, start 12
AA Defense
AA mount points24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×1) + (70×3.5×0.95) + (18×3.5×1) = 394. 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.
394
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm 46-KInitial: 37 mm V-11 (4×2) → 37 mm 46-K (4×4)
12.7 mm DShKM-2BInitial: 12.7 mm DSHK (20×1) → 12.7 mm DShKM-2B (20×2)
85 mm/52 92-K (DP)8×2 85mm
Outer Medium aura
DPS
ƒIncludes 18 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
Initial: 40 → 18
Range4.5 km
Inner Medium aura
DPS28
Range3.5 km
Total DPS in Aura
ƒOuter Medium 18 + Inner Medium 28 = 46
46
Near aura
DPSInitial: 52 → 70
Range1.2 km
Total DPS in Aura
ƒOuter Medium 18 + Inner Medium 28 + Near 70 = 116
116
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Caliber85 mm
Reload time4 s
HE Damage1,200
Muzzle Velocity792 m/s
Fire Chance4%
Armor Pen14 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 124,600 hp
Engine power124,600 hp
Maximum speed35.5 kt
Turning circle radius880 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea12.9 km
Detectability by air9.03 km
Detect after firing main guns12.9 km
Detect Fire Sea14.9 km
Detect Fire Air12.03 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
Module options (1)

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

HullTrade-off
  • Hit points38,600 → 39,500
  • Rudder shift17.4 → 12.4 s
  • Close-range AA DPS74 → 98
  • Maximum AA range4.5 → 3.5 km

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.

AA defense

Close-range AA DPS394
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×1) + (70×3.5×0.95) + (18×3.5×1) = 394. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index906
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)144,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 85 mm (8/side) × 60/4 × 1200 = 144,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 85 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 85 mm family.
Max HE pen14 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 14 mm from the 85 mm family.

Armor

Hull HP 38,60039,500 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
Bow30 mm700 (2% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
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 16–30 mm)29,600 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–30 mm)800 (2% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel120 mm primary (range 19–120 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure10 mm primary (range 10–50 mm)400 (1% 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).
Secondary mount (85 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 HP11,900 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.

Balance History

Balance updates affecting Serov. Cards are condensed; use each source link for full context.

Nerf ×8Buff ×7Rework ×1Airstrike ×3Torpedo ×5
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Stock torpedo bomber restoration time increased from 105 to 150 s.
  • Upgraded torpedo bomber restoration time increased from 105 to 150 s.
  • Stock skip bomber restoration time increased from 105 to 150 s.
  • Upgraded skip bomber restoration time increased from 105 to 150 s.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Maximum HP per aircraft reduced from 1,500 to 1,400 (squadron HP reduced from 9,000 to 8,400).
  • Maximum flight range set to 24 kilometers.
  • Bomb damage reduced from 6,100 to 5,500.
  • Bomb fire-setting chances reduced from 25 to 22%.
  • Aircraft restoration time increased from 60 to 105 seconds.
  • Aircraft restored increased from 1 to 3.
  • Upgraded Skip Bombers:
  • Maximum HP per aircraft reduced from 1,600 to 1,500 (squadron HP reduced from 9,600 to 9,000).
  • Maximum flight range set to 25 kilometers.
  • Aircraft restoration time increased from 70 to 105 seconds.
  • +4 more official change lines in the source post.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • Stock & upgraded skip bomb fire-setting chances decreased from 35% to 25%.
  • Stock & upgraded skip bomb raw HE penetration decreased from 32 to 25 mm.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 14.1 to 12.9 km; air detectability range changed from 11.3 to 9 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Serov 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.