World of Warships: Legends ship guide

Serov

Also called: 谢罗夫 · Серов · Serow Beta
Skip-bomber carrierRicochet bombs into hulls; pick isolated ships and stay out of heavy AA.
Playstyle
  • 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
Key characteristics
Fire bombsFast for the classHeavy bombsLong air-torp rangeThick bow plateSlow plane restore
On this page
Community Data

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.

Community Data

Serov Community Stats

Log in to GamingDiver and upload your data to see Community Data for Serov: community win rate, damage, survival, spotting, and your own comparison.

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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

ELITE MOBILITY ↗
  • Fast for the class · 35.5 kt
  • Sharp rudder · 9.6 s
  • Quick acceleration
ELITE AIRCRAFT ↗
  • Heavy bombs · 6100 damage
  • Long air-torp range · 6 km
ELITE ARMOR ↗
  • Thick bow plate · 30 mm
  • Thickest plate · 120 mm
AIRCRAFT DOWNSIDES ↗
  • Slow plane restore · 50 s
  • Light air torpedoes · 3333 damage
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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show U.S.S.R. tech-tree branch diagram
Official WG availability sources
  • 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.

Open in Build Tool →

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.

BestMax speed35.5 kt (1/8) BestRudder shift9.6 s (1/8) BestAcceleration (0-12 kt)10.5 s (1/8) BestDisplacement13,500 t (1/8) BestPower-to-weight9.23 hp/t (1/8) BestBow armor30 mm (1/8) BestBomb alpha6,100 (1/8) BestAir torpedo range6 km (1/8) Top 25%Turning circle880 m (3/8) Top 25%Secondary DPM (per side)174,222 (2/7) Top 25%Time to 90% speed29.3 s (3/8) Top 25%Engine power124,600 hp (2/8) Top 25%Power / turn radius141.6 hp/m (2/8) Top 25%AA DPS443 (3/8) Top 25%Flak damage per salvo (expected)1,190 (2/7) Top 25%Max armor120 mm (2/8) Top 25%Citadel belt120 mm (2/8) Bottom 25%Squadron restore time150 s (7/8) WorstSecondary HE pen17 mm (1 of 2 tied) WorstAir torpedo alpha3,333 (8/8) WorstHangar capacity12 (8/8) WorstSquadron size6 (1 of 2 tied) WorstSquadron HP9,900 HP (8/8) WorstPlane HP1,400 HP (1 of 2 tied)
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.

Hit points39,500 HP(6/8) Concealment12.9 km(6/8) Air detection9.03 km(6/8) Secondary HE alpha1,400(6/7) Secondary fire chance6%(5/7) AA range4.5 km(5/8) AA threat1,127(4/8) Stern armor19 mm(4/8) Bomb fire chance25%(5/7) Bomb penetration25 mm(6/7) Air torpedo speed41 kn(6/8) Air torpedo stealth1.3 km(5/8) Deck HP19,750 HP(5/8) NormSecondary dispersion bracket57(4 of 7 tied at this value) NormSecondary range4.5 km(4 of 7 tied at this value)
Survivability
Hit PointsInitial: 38,600 → 39,500
Displacement13,500 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
213.3 x 28 m, draft 6.8 m
Armor range10–120 mm
Plate armor thicknesses10, 16, 19, 21, 30, 50, 75, 100, 120 mm
Armor material/layer entries40
Fire resistance
ƒstock hull: 1 − 0.8002 fire coefficient = 20%; top hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 20% → 23.3%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 39,500 HP = 9,480 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 39,500 HP = 2,962 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 700 = 1,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
700
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,000 = 20,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10,000
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 29,600 = 59,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
29,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 400 = 800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 800 = 1,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
800
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
✈
Squadrons
Total plane capacity58
Flight deck HP19,750
Hangar HP19,750
Skip bomber
Plane HPInitial: 1,400 → 1,500
Cruising speedInitial: 120.0 → 130.0 kt
OrdnanceInitial: HE skip bomb, 5,500 → 6,100 alpha
Squadron size6 planes
Planes per drop6
Bombs per plane1
Bombs per drop
ƒ6 planes per drop x 1 bomb each = 6.
6
Alpha per drop
ƒInitial: 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.
Initial: 33,000 → 36,600
Fire chanceInitial: 22% → 25%
Bomb penetration25 mm
Hangar max12
Hangar restore+3 every 150 s, start 12
Recovery time150 s
Torpedo bomber
Plane HPInitial: 1,600 → 1,650
Cruising speedInitial: 115.0 → 125.0 kt
OrdnanceInitial: torpedo, 3,067 → 3,333 alpha
Squadron size6 planes
Planes per drop6
Torpedoes per plane1
Torpedoes per drop
ƒ6 planes per drop x 1 torpedo each = 6.
6
Alpha per drop
ƒInitial: 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.
Initial: 18,402 → 19,998
Flooding chance33%
Torpedo arming time6 s
Torpedo arming distance127 m
Hangar max12
Hangar restore+3 every 150 s, start 12
Recovery time150 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points24
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
Initial: 4.5 km → 3.5 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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 85mm
Far aura
Guns85 mm/52 92-K (DP)
Continuous DPS
ƒEffective 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.
112
Range4.5 km
Medium aura
Guns37 mm 46-K
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 1 hit probability = 98 - the same in-game units as the Close-range AA DPS headline.
98
Range3.5 km
Total DPS in Aura
ƒFar 112 + Medium 98 = 210
210
Near aura
Guns12.7 mm DShKM-2B
Continuous DPS
ƒInitial: 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.
Initial: 173 → 233
Range1.2 km
Total DPS in Aura
ƒFar 112 + Medium 98 + Near 233 = 443
443
Flak
AA explosions
ƒEach ~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.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
Cloud spawn chance
ƒEvery 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.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe 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.
2.5-4.5 km
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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).
Initial: 144,000 → 174,222
Secondary fire DPM vs T5 BB (per side)
ƒFires/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.
56,233
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 174,222 + secondary fire DPM 56,233 = 230,455: shell damage plus fire damage against one T5 battleship, every shell hitting.
230,455
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
100 mm/56 B-54 (8×2) (upgraded hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time3.75 s
HE alpha1,400
Muzzle Velocity895 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ8×2 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.
7.5
HE Pen17 mm
Show 1 more gun family
85 mm/52 92-K (8×2) (stock hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber85 mm
Reload time4 s
HE alpha1,200
Muzzle Velocity792 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ8×2 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.
4.8
HE Pen14 mm
Maneuverability
Engine power124,600 hp
Maximum speed35.5 kt
Turning circle radius880 m
Rudder shift timeInitial: 13.4 s → 9.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35.5 / 4 + 4.9 = 13.8 kt. Base value; speed modifiers scale it.
13.8 kt
Crash stop
ƒSeconds 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.
34.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt).
29.3 s
Acceleration 0-99%
ƒTime 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.
43.9 s
Concealment
Detectability by sea
ƒBase 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.
12.9 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.32 km.
12.32 km
Detectability by air9.03 km
Detect when firing (air)
ƒAir detectability 9.03 km + gun-firing bloom 0 km = 9.03 km. The bloom tracks main-battery caliber x 0.020.
9.03 km
Detect when on fire (sea)
ƒSea detectability 12.9 km + 2.0 km while burning = 14.9 km.
14.9 km
Detect when on fire (air)
ƒAir detectability 9.03 km + 3.0 km while burning = 12.03 km.
12.03 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 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 shift13.4 → 9.6 s
  • Close-range AA DPS74 → 98
  • Maximum AA range4.5 → 3.5 km
  • Secondary battery reload4 → 3.75 s
  • Total secondary DPM144,000 → 174,222
  • Max HE alpha1,200 → 1,400
  • Max HE fire chance4 → 6 %
  • Max HE pen14 → 17 mm

Under the hood

Show ▾

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

AA DPS at max range112
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.
AA DPS layered by range112 DPS @ 4.5 km, 210 DPS @ 3.5 km, 443 DPS @ 1.2 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.
AA DPS at point-blank443
98 + 233 + 112 = 443 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index1127
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.
Near aura range1.2 km

Secondary battery firepower

Max HE alpha1400
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.
Max HE fire chance6%
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.
Max HE pen17 mm
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.
Open in Charting Tool

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.

Bow & stern30 mm

Nothing in its bracket overmatches it. Angled, every AP shell in matchmaking bounces.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

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
Bow30 mm700 (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.
Stern19 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.
Citadel100 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.
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 ×10Buff ×7Rework ×1Airstrike ×4Torpedo ×7
2024-06-27

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.
Read the full official post
2024-05-24

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.
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.

  • 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.