Serov
Also called: 谢罗夫 · Серов · Serow Beta- 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
- Avoid: Trading a full squadron for one high-value kill
On this page
Serov Community Stats
Across 9,500+ Standard battles from 250+ players, Serov averages a 62% win rate, 39,900 damage and 1.0 kills per battle, and survives 67% of them.
Serov Community Stats
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Serov Community Stats
Record History
Playstyle
Overview
Serov is the Tier V Soviet skip-bomber carrier. Her HE skip bombs ricochet across the water into hulls for up to 6,100 per drop, best against lightly-armored or distracted ships and the tall superstructure of battleships. The air torpedoes are slow and light on damage, so the bombs carry the kit, and thin-skinned planes mean she keeps clear of AA-heavy ships. The trade is worst slow plane restore in T5 CVs (50 s, 8th of 8). Each squadron flies 6 planes and they come back 50 s apiece, so losing a full wave costs 300 seconds of reserves.
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. You are spotted at 12.9 km and run at 35.5 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. The helm answers quickly (9.6 s), so she can break an incoming salvo that slower hulls have to eat.
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. Replacing a lost aircraft takes 150 s at best, and your most fragile squadron flies at 1,400 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.
Signature Traits
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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show U.S.S.R. tech-tree branch diagram
Serov sits in the Strike Carriers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Official WG availability sources
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March update: All That is Gold Does Not Glitter
Tech tree line
Start: 2022-03-03
- Soviet aircraft carriers are here: with all-new skip bombers and unique full-squadron attacks, this researchable range is ready for you to try it out.
- Tier V Serov
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 Serov sits among Tier V CVs (7 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 15 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.
Peers in this cohort
Compare Tier V Aircraft CarriersStats & specs
Customize in the Build Tool →ƒ
6 planes per drop x 1 bomb each = 6.ƒ
Initial: 6 bombs x 5,500 alpha = 33,000 → 6 bombs x 6,100 alpha = 36,600. If every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.ƒ
6 planes per drop x 1 torpedo each = 6.ƒ
Initial: 6 torpedoes x 3,067 alpha = 18,402 → 6 torpedoes x 3,333 alpha = 19,998. If every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.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 112 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 28 raw aura damage × 3.5 × 1 hit probability = 98 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 112 + Medium 98 = 210ƒ
Initial: 52 × 3.5 × 0.95 = 173 → 70 × 3.5 × 0.95 = 233. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 112 + Medium 98 + Near 233 = 443ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 170 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 secondary 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 4.5 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
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: Initial: 8×2 85 mm (8/side) × 60/4 s × 1200 = 144,000 → 8×2 100 mm (8/side) × 60/3.857 s (3.75 s = 27 ticks) × 1400 = 174,222. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 7.5 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 56,233. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 174,222 + secondary fire DPM 56,233 = 230,455: shell damage plus fire damage against one T5 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
8×2 barrels / 2 sides × 60 / 3.857 s (3.75 s = 27 ticks) × 0.06 (6% fire chance) = 7.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.Show 1 more gun family
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Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
8×2 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 4.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
top speed / 4 + 4.9 = 35.5 / 4 + 4.9 = 13.8 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 (31.9 kt of 35.5 kt).ƒ
Time to reach 99% of top speed (35.1 kt of 35.5 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
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.9 km x 0.955 = 12.32 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 12.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.32 km.ƒ
Air detectability 9.03 km + gun-firing bloom 0 km = 9.03 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 12.9 km + 2.0 km while burning = 14.9 km.ƒ
Air detectability 9.03 km + 3.0 km while burning = 12.03 km.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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.
AA defense
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm 46k 4x4 -> 98 DPS @ 3.5 km; 2DSHKM 2BU 20x2 -> 233 DPS @ 1.2 km; 100mm B 54 CV 8x2 -> 112 DPS @ 4.5 km.@ 4.5 km: 112 from one family; @ 3.5 km: 98 + 112 = 210; @ 1.2 km: 98 + 233 + 112 = 443. 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.98 + 233 + 112 = 443 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).98 × 3.5 + 233 × 1.2 + 112 × 4.5 = 1127. 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.Secondary battery firepower
The only family (100 mm): 1400. Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.The only family (100 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.The only family (100 mm): 17 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: 17 mm from the 100 mm family.Ship Charts
Background
A light fleet carrier design based on the hull of the Project 68 cruiser that was developed in the U.S.S.R in the late 1930s (Project 71).
Armor Beta
Hull HP 38,600 → 39,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Nothing in its bracket overmatches it. Angled, every AP shell in matchmaking bounces.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm | 700 (2% of HP) | Overmatch not possible in its bracketAngle 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+ AP (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. |
| Stern | 19 mm primary (range 19–30 mm) | 800 (2% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 100 mm primary (range 19–120 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. |
| Superstructure | 10 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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 11,900 module HP | Incapacitated at 0 HP | When 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.
Ministry of Balance: Aerial Adjustments
- Torpedo bombers:
- Stock torpedo bomber restoration time increased from 105 to 150 s.
- Upgraded torpedo bomber restoration time increased from 105 to 150 s.
- Skip bombers:
- Stock skip bomber restoration time increased from 105 to 150 s.
- Upgraded skip bomber restoration time increased from 105 to 150 s.
Ministry of Balance: Carriers 2.0 – First Wave
- Stock Skip Bombers:
- 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.
- Aircraft restored increased from 1 to 3.
- Stock Torpedo Bombers:
- Maximum HP per aircraft reduced from 1,700 to 1,600 (squadron HP reduced from 10,200 to 9,600).
- Torpedo damage reduced from 3,833 to 3,567.
- Maximum flight range set to 22 kilometers.
- Aircraft restoration time increased from 60 to 105 seconds.
- Aircraft restored increased from 1 to 3.
- Upgraded Torpedo Bombers:
- Torpedo arming time reduced from 7 to 6 seconds.
- Maximum HP per aircraft reduced from 1,800 to 1,650 (squadron HP reduced from 10,800 to 9,900).
- Maximum flight range set to 23 kilometers.
- Aircraft restoration time increased from 70 to 105 seconds.
- Aircraft restored increased from 1 to 3.
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.
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.
Skins & permanent camouflages
Every custom exterior Serov can equip.
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.
