World of Warships: Legends ship guide

Soobrazitelny

Also called: 灵敏 · Сообразительный · Soobrasitelnyi Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long, heavy torpedoes (8 km)Heavy AP pen10.2 km gun rangeStrong AASmokeEasily spotted
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Community Data

Soobrazitelny Community Stats

Across 2,500+ Standard battles from 200+ players, Soobrazitelny averages a 56% win rate, 30,300 damage and 1.1 kills per battle, and survives 35% of them.

Community Data

Soobrazitelny Community Stats

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Playstyle

Overview

Soobrazitelny is a Tier IV Soviet gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her 130mm guns reload in 7 s, so the damage comes from staying in the trade rather than from any one salvo. AA (186 AA DPS at 3.2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best heavy AP shells in T4 DDs (2,500, 3rd of 19) and torpedo alpha in T4 DDs (14,000, 3rd of 21). The trade is surface detection in T4 DDs (6.4 km, 19th of 21).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.2 km of reach against 6.4 km of detection leaves about 3.7 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.5 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 3.7 km) reads straight in regardless. Both phases of a turn are slow (5.5 s on the rudder, a 610 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 6.4 km with 11,300 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +2.9 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 2500 damage
  • Big-caliber AP overmatch · 9 mm
  • Long gun range · 10.2 km
Top-tier AA ↗

186 AA DPS, best of T4 DDs (median 79).

ELITE TORPEDOES ↗
  • Heavy torpedoes · 14000 damage
  • Long-range torps · 8 km
Easily spotted ↗

6.4 km surface detect, bottom decile of T4 DDs. Visible before you can react; position early.

Stiff AP fuse ↗

22 mm AP arming threshold, worst of T4 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Soobrazitelny

Soobrazitelny is available in the Generalist Destroyers branch of the U.S.S.R. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

History: Early Access Aug 2021 (temporary crate drops, now ended).

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

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Best listed chance for this ship

Official WG availability sources
  • September update: the Redinforcements Early Access Start: 2021-08-26
    • Three fresh-off- the-dock dangerous Soviet destroyers: Soobrazitelny (Russian for Sharp) at Tier IV, Boevoi (Russian for Pugnacious) at Tier V and Kiev at Tier VI wait for you in Early Access as an alternate branch.
    • You can receive these warships with unique personal missions, one per ship, while opening dedicated Soviet destroyer crates and Big crates (with a better chance to get an Early Access DD).
  • Speed, Size, and Might: The Red Navy Grows Early Access Start: 2021-08-31
    • First in the ranks and, fittingly, in Early Access, come three feisty Soviet destroyers: Soobrazitelny (Russian for “Sharp”) at Tier IV, Boevoi (Russian for “Warlike”) at Tier V, and Kiev at Tier VI, forming an alternate branch of Russian DDs.
    • You can receive these warships, along with personal missions that are available once per ship, in dedicated Soviet Destroyer Crates and Soviet Destroyer Big Crates (with better chances of getting one of the Early Access vessels).
  • Halloween Update: Double the Fun, Double the Trouble Tech tree line Start: 2021-09-30
    • A Russian destroyer alternate branch is coming in hot out of the Early Access:
    • Tier IV Soobrazitelny
Show direct source rows

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

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Cohort position

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Where Soobrazitelny sits among Tier IV DDs (20 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 caliber130 mm (1 of 8 tied) BestHE fire chance9% (1 of 7 tied) BestAP shell damage2,500 (1 of 4 tied) BestAP pen at 10 km73 mm (1 of 3 tied) BestAA DPS186 (1/21) BestAA threat454 (1/21) BestTorpedo range8.04 km (1/21) Top 10%HE velocity870 m/s (3/21) Top 10%Engine power54,000 hp (3/21) Top 10%Torpedo damage≈14,000 (3/21) Top 25%Main battery range10.16 km (4/21) Top 25%AP velocity870 m/s (3/19) Top 25%Power / turn radius88.5 hp/m (4/21) Top 25%Power-to-weight22.46 hp/t (6/21) Top 25%Torpedo reload60 s (6/21) Top 25%Citadel belt16 mm (6/21) Bottom 25%Stealth profile6.42 km / 3.21 km (19/21 / 19/21) Bottom 25%Smoke fire bloom2.46 km (19/21) Bottom 25%Turning circle610 m (18/21) Bottom 25%Main dispersion91.2 m (19/21) Bottom 25%Torpedo reaction time8 s (19/21) Bottom 10%Displacement2,404 t (20/21) WorstRudder shift5.5 s (21/21) WorstAP arming threshold22 mm (1 of 8 tied)
See 18 mid-pack stats

Not standouts for Soobrazitelny -- 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 points11,300 HP(15/21) Max speed36.5 kt(13/21) Main battery reload7 s(13/21) HE shell damage1,900(8/21) Fires per minute3.09(11/21) HE DPM65,143(15/21) AP DPM85,714(12/19) Time to 90% speed15.8 s(7/21) Acceleration (0-12 kt)4.9 s(11/21) Effective HE DPM (incl. fire)87,502(15/21) AA range3.2 km(7/21) Flak damage per salvo (expected)240(5/7) Torpedo speed65 kt(8/21) Max armor16 mm(9/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value) NormRepair heal rate0.5 %/s(2 of 3 tied at this value)
Survivability
Hit PointsInitial: 10,400 → 11,300
Displacement2,404 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.
112.4 x 10.2 m (ship-model figure)
Armor range10–16 mm
Plate armor thicknesses10, 13, 16 mm
Armor material/layer entries21
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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: 13.3% → 16.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 11,300 HP = 1,017 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 11,300 HP = 1,130 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%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
5,700
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.
3,400
Effective HP
ƒBase 11,300 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 11,300 HP = 1,582 HP per charge, × 2 charges = 3,164 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
14,464
Repairable: penetration50%
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 × 1,400 = 2,800), 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 ×. 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.
1,400
Casemate 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
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 × 8,500 = 17,000), 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.
8,500
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 × 1,400 = 2,800), 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.
1,400
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 × 1,000 = 2,000), 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.
1,000
Main Battery
ModuleArtillery: 130 mm/50 B-13-IIs
Mounts / barrels4 mounts / 4 barrels
Reload time7 s
Firing range (base)9.2 km
Firing range (top fire control)10.2 km
Turret traverse6 °/s
Turret armor13 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±148°, ±158°, ±147°, ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° 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.
30° off bow / 33° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.2 km) shells land in an ellipse about 91 m wide and 55 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.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(10161.830·8−0.51000+0.5)·30=91.2m
91.2 m at 10.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91.2·0.6=54.7m
54.7 m at 10.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =91.2·0.62=27.4m
27.4 m at 10.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =54.7·0.62=16.4m
16.4 m at 10.2 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒ4 broadside guns x 60 / 7 s base reload = 34.3.
34.3
HE shells
HE alpha1,900
HE Velocity870 m/s
Fire Chance9%
HE fire DPM vs T4 BB22328
Effective HE DPM vs T4 BB87470
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 7 s base reload = 65,143.
65,143
Fires/min
ƒ34.3 shells/min × 0.09 (9% fire chance) = 3.09.
3.09
AP shells
AP alpha2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1615·33.50.69·0.13−1.07·8701.38=184.1mm.
184.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.2 km), where the shell has slowed to 439.6 m/s: P=10−7·1615·33.50.69·0.13−1.07·439.61.38=71.8mm.
71.8 mm at 10.2 km
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 7 s base reload = 85,714.
85,714
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.
9
Torpedoes
ModuleTorpedoes: 533 mm Triple 1-N
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 70 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 60×0.85=51 s.
Initial: 70 s → 60 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 65.0 kt); the stock torpedo module runs 60.0 kt.
Initial: 60 kt → 65 kt
RangeInitial: 6.03 km → 8.04 km
Maximum simulated damage
ƒInitial: 40,200 × 0.333 = 13,400 → 42,000 × 0.333 = 14,000 (warhead alpha × saturation coefficient, stock → upgraded torpedo). 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: Dsim=α·c=42,000·0.333=14,000. 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.
Initial: ≈ 13,400 → ≈ 14,000
Maximum damage (ammunition)
ƒ42,000 warhead alpha / 3 + 1,100 blast = 15,100. 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.
15,100
Torpedo module damage
ƒPer-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.
1,100
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km65 kt×2.6855=8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.5 per hit, shown as 2.5×100=250%. 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.
250%
Torpedo launcher traverse25 °/s
Launch arcscentreline 270°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
84,000
AA Defense
AA mount pointsInitial: 9 → 15
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
Initial: 3 km → 3.2 km
76 mm 34-K2×1 76mm
37 mm 70-K (upgraded hull only)7×1 37mm
12.7 mm DShKInitial: 2×1 → 4×1 13mm
12.7 mm Browning M2 mod. 12×1 13mm
45 mm 21-K (stock hull only)3×1 45mm
Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 1 hit probability = 108 - the same in-game units as the Close-range AA DPS headline.
108
Range3.2 km
Far aura
Guns76 mm 34-K
Continuous DPS
ƒInitial: 3 × 3.5 × 1 = 10 → 2 × 3.5 × 1 = 7. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 10 → 7
Range3 km
Total DPS in Aura
ƒMedium 108 + Far 7 = 115
115
Near aura
Guns12.7 mm Browning M2 mod. 1 + 12.7 mm DShK
Continuous DPS
ƒInitial: 20 × 3.5 × 0.95 = 66 → 21 × 3.5 × 0.95 = 70. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 66 → 70
Range1.2 km
Total DPS in Aura
ƒMedium 108 + Far 7 + Near 70 = 185
185
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 120 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, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
120
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 AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
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 3 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.
2.5-3 km
Maneuverability
Engine power54,000 hp
Maximum speed36.5 kt
Turning circle radius610 m
Rudder shift time5.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36.5 / 4 + 4.9 = 14.0 kt. Base value; speed modifiers scale it.
14.0 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.
14.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt).
15.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.1 kt of 36.5 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.
26.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 7.8 = -1.8°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 1.8°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.42 km x 0.955 = 6.13 km. Camouflage does not change detectability by air.
6.42 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.42 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.13 km.
6.13 km
Detectability by air3.21 km
Smoke firing penalty2.46 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.42 km) = 10.16 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.16 km
Detect when firing (air)
ƒAir detectability 3.21 km + gun-firing bloom 2.6 km = 5.81 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.
5.81 km
Detect when on fire (sea)
ƒSea detectability 6.42 km + 2.0 km while burning = 8.42 km.
8.42 km
Detect when on fire (air)
ƒAir detectability 3.21 km + 3.0 km while burning = 6.21 km.
6.21 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 1,582 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 11,300 HP = 1,582 HP: up to 14% of max HP restored per charge.
· 3,164 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 11,300 HP = 3,164 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 56 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 11,300 HP = 56 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Smoke Generator2 charges · 240 s reload · 20 s emit / 77 s cloud active · 450 m radius
Module options (3)

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

HullUpgrade
  • Hit points10,400 → 11,300
  • AA mounts9 → 15
  • Close-range AA DPS30 → 54
  • Maximum AA range3 → 3.2 km
Fire controlUpgrade
  • Main battery range9,238 → 10161.8 m
TorpedoesUpgrade
  • Range6.03 → 8.04 km
  • Reload70 → 60 s
  • Alpha damage40,200 → 42,000
  • Display damage13,400 → 14,000
  • Speed60 → 65 kt

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

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(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.
Shell scatter width @ 10 km90 m
(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.
Shell scatter height @ 5 km26 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10161.8=5081 m, and radiusOnMax=0.6 at 10161.8 m. Below the kink: k=0.2+(0.5−0.2)·50005081=0.4952, so σV=σH·k=52.5·0.4952=26m.
Shell scatter height @ 10 km53.7 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10161.8=5081 m, and radiusOnMax=0.6 at 10161.8 m. Above the kink: k=0.5+(0.6−0.5)·10000−508110161.8−5081=0.5968, so σV=σH·k=90·0.5968=53.7m.
AP pen 5 km114 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1615·33.50.69·0.13−1.07·615.91.38=114mm, where 615.9 m/s is the shell's speed when it arrives at 5 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km73 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1615·33.50.69·0.13−1.07·444.21.38=73mm, where 444.2 m/s is the shell's speed when it arrives at 10 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.98 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.5=5.66×10−5. That runs from a 870 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.
HE flight time @ 10 km5.99 s
How long an HE 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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.4=5.68×10−5. That runs from a 870 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.
Guns per full salvo (alpha, DPM)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,615
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass33.5 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2857
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity870 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity870 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time8 s
1400 m / (65.0 kt × 2.6855) = 8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range46.1 s
8040 m / (65.0 kt × 2.6855) = 46.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage84,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range109
Only families that reach 3.2 km contribute at the outer edge of the AA bubble. In-game families: 76mm34K 2x1 -> 7 DPS @ 3 km; 37mm70K 7x1 -> 109 DPS @ 3.2 km; 12 DShK 4x1 -> 47 DPS @ 1.2 km; Browning M2 Mod1 2x1 -> 23 DPS @ 1.2 km.
AA DPS layered by range109 DPS @ 3.2 km, 116 DPS @ 3 km, 186 DPS @ 1.2 km
@ 3.2 km: 109 from one family; @ 3 km: 7 + 109 = 116; @ 1.2 km: 7 + 109 + 47 + 23 = 186. 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-blank186
7 + 109 + 47 + 23 = 186 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index454
7 × 3 + 109 × 3.2 + 47 × 1.2 + 23 × 1.2 = 454. 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
Open in Charting Tool

Ship Charts

Background

Soobrazitelny was a one of 18 destroyers built for the Soviet Navy in the late 1930s that were collectively known as Project 7U (Improved). The main changes from the Gnevny class were unit machinery (four boilers instead of three). Fitting the additional machinery in the same hull presented significant challenges, leading to an increase in weight, cramped accommodation and a reduction in fuel capacity.

Armor Beta

Hull HP 10,400 → 11,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–16 mm)1,400 (12% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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)16 mm8,500 (75% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–16 mm)1,000 (9% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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 (12% 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP5,700 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (76 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 HP3,400 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 Soobrazitelny. Cards are condensed; use each source link for full context.

Buff ×3Rework ×1Torpedo ×2Consumable ×2
2025-10-30

Ministry of Balance: Preparing for Winter

  • Stock torpedo range increased from 5 to 6 km.
  • Upgraded torpedo range increased from 7 to 8 km.
  • Added Repair Party consumable.
  • Changed the order of consumables to be consistent throughout the Soviet destroyer Tech Tree branch: Damage Control Party, Repair Party, Engine Boost, Smoke Generator.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Soobrazitelny can equip.

  • Soobrazitelny 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.