World of Warships: Legends ship guide

Sovremenny

Also called: 现代 · Современный · Sowremenny Beta
U.S.S.R. · Tier VII · Destroyer · Premium
Missile destroyerGuns for the close fight, missiles for anything you cannot reach.
Playstyle
  • Pick a flank and push it as your team's damage-dealing tank, with Repair Party and 75,000 HP to pay for the ground you take
  • Work targets inside 9.5 km with SAP
  • Avoid: Getting caught in a crossfire
Key characteristics
Engine BoostHigh HP poolDeep effective HPThickest plateFast heal cycleSlow
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Community Data

Sovremenny Community Stats

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Community Data

Sovremenny Community Stats

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Archived

Sovremenny was playable in the Modern Era game mode, which has ended. It left the game on 5 October 2026. This page is kept as a historical record: the stats show the ship as it last was in World of Warships: Legends.

Playstyle

Overview

Sovremenny is the Modern Era heavyweight: the best armour and the highest HP of the six, and the only one with manually aimed main battery guns. The 2x4 130 mm SAP battery on a 4 s reload is her reliable damage. SAP cannot be shot down the way a missile can, it flies flat and fast so it needs very little lead, and it keeps working while everything else is on cooldown. The homing missiles are the spike on top: 40,000 damage, but a 90 s reload and the slowest missiles in the mode at 250 kts.

Positioning

Pick a flank and push it as your team's damage-dealing tank, with Repair Party and 75,000 HP to pay for the ground you take. Work targets inside 9.5 km with SAP. Use Radar to find ships sitting behind islands, then answer them with homing missiles, which is the one thing the guns cannot reach. Take fights one at a time and you should win almost any single engagement in this group.

Potato Avoidance

Getting caught in a crossfire

Her missile defence tracks three missiles at once, the most in the mode, but the sector is 90 degrees, not 360 like Ticonderoga's and not even the widest here (Oliver Hazard Perry covers 120). Missiles arriving from two directions at once cannot all be intercepted, and focus fire is what actually kills this ship. Enter a fight from one side, with an island covering the other.

Signature Traits

Engine Boost

+30% speed (about +9.6 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE HP ↗
  • High HP pool · 70000 HP
  • Deep effective · 99400 effective
ELITE ARMOR ↗
  • Thickest plate · 90 mm
  • Thick end plates · 30 mm
  • Heavy citadel belt · 90 mm
Fast heal cycle ↗

7350 HP restored per minute of cycling, best of T7 DDs. Gets you back into the fight sooner rather than healing more overall.

Easily spotted ↗

8 km surface detect, bottom decile of T7 DDs. Visible before you can react; position early.

Short gun range ↗

9 km main battery reach, bottom decile of T7 DDs. Outranged by peers; close distance or lean on terrain.

Playstyle notes informed by Popcorn's in-game write-up; stats and figures from in-game data.

Acquisition

How to get Sovremenny

Sovremenny is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

  • Premium/EventAvailability usually depends on store rotations, event reruns, collaborations, coupons, or special offers.

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

Builds

Survivability first, then main-battery reload, since the SAP guns are the damage and the hull is what buys time to use them. Missile reload matters less than it looks on a 90 s cycle.

Elena Rojas

Long-range control

Reach and rate of fire: Long-Range Compliance stretches the engagement, Gun Automation and Return Fire Protocol keep the guns working while Sphere of Influence anchors the area.

Recommended by Popcorn

Cohort position

Hide ▾

Where Sovremenny sits among Tier VII DDs (41 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.

BestHit points70,000 HP (1/42) BestTraverse-to-turn ratio22.56 × (1/37) BestMain dispersion46.5 m (1/37) BestRepair charges3 (1 of 2 tied) BestMax armor90 mm (1/42) BestCitadel belt90 mm (1/42) BestEnd plates30 mm (1/42 / 1/42) Top 25%Turning circle560 m (7/42) Bottom 25%Max speed32 kt (38/42) Bottom 25%AA DPS32 (37/42) Bottom 25%AA threat64 (38/42) Bottom 10%Concealment8 km (41/42) Bottom 10%Time to 90% speed30 s (41/42) Bottom 10%Acceleration (0-12 kt)7.8 s (40/42) Bottom 10%Displacement8,000 t (40/42) Bottom 10%Power-to-weight2.88 hp/t (40/42) WorstSmoke fire bloom3.65 km (1 of 4 tied) WorstAir detection4.55 km (1 of 4 tied) WorstMain battery range9 km (37/37) WorstNo secondaries (35 of 42 in cohort) WorstEngine power23,000 hp (1 of 6 tied) WorstTurn-speed retention41.1 hp/m (1 of 2 tied) WorstAA range2 km (1 of 7 tied) WorstNo torpedoes (4 of 42 in cohort)
See 5 mid-pack stats

Not standouts for Sovremenny -- 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.

Rudder shift3.8 s(17/42) Main battery caliber130 mm(14/37) Main battery reload4 s(14/37) Repair heal rate0.7 %/s(6/10) NormTurn speed retained81%(40 of 42 tied at this value)

Stats & specs

Charting Tool
Survivability
Hit Points70,000
Displacement8,000 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
157.9 x 17.2 m (measured from the ship model)
Armor range20–90 mm
Plate armor thicknesses20, 30, 60, 70, 90 mm
Armor material/layer entries25
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Does not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 70,000 HP = 6,300 HP on this ship. 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.25% of max HP per second × 40 s = 10% of the pool = 10% × 70,000 HP = 7,000 HP on this ship. Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Steering gear HP
ƒRead from the game data (the hull's module durability). Durability 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.
70,000
Effective HP
ƒBase 70,000 HP plus everything Repair Party can restore: 0.7%/s x 20 s = 9,800 HP per charge, x3 charges = 29,400 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent, and when Repair Party IS pressed it returns ~97% of the per-charge figure above.
99,400
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒRead from the game data (the hull's bow hit location). Damage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it are heavily reduced. 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.
35,000
Casemate section HP
ƒRead from the game data (the hull's casemate hit location). This 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
ƒRead from the game data (the hull's hull hit location). Damage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it are heavily reduced. 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.
70,000
Superstructure section HP
ƒRead from the game data (the hull's superstructure hit location). Damage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it are heavily reduced. 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.
21,000
Stern section HP
ƒRead from the game data (the hull's stern hit location). Damage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it are heavily reduced. 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.
35,000
Main Battery
ModuleArtillery: 130 mm/70 AK-218
Mounts / barrels2 mounts / 4 barrels
Reload time4 s
Firing range9 km
Turret traverse38 °/s
Turret armor360 mm
Guns to bear
ƒ180° − 155° (the most restricted aft-facing mount's arc) = 25° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
25° off bow / 35° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 44% tighter (better) horizontal dispersion and 44% less vertical spread at max range (9.0 km) than a standard destroyer: about 46 m wide × 28 m tall, against 82 m × 50 m. Also on this curve (5): Elbing, Felix Schultz, Gustav Julius Maerker, Tiger '59, Z-31.
Pinpoint destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(900030·4−0.51000+0.5)·30=46.5m
46.5 m at 9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =46.5·0.6=27.9m
27.9 m at 9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =46.5·0.62=13.9m
13.9 m at 9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =27.9·0.62=8.4m
8.4 m at 9 km
Turret turn time
ƒ180 degrees / 38 deg/s traverse speed = 4.7 s.
4.7 s
Shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
SAP shells
SAP alpha3,000
SAP Velocity950 m/s
SAP Pen (mm)76
SAP Min Ricochet80 deg
SAP Guaranteed Ricochet80 deg
SAP Fuse Timer0.03 s
SAP Fuse Threshold25 mm
SAP full-salvo alpha
ƒ3,000 SAP damage x 4 broadside guns = 12,000.
12,000
SAP DPM
ƒ12,000 SAP full-salvo alpha x 60 / 4 s base reload = 180,000.
180,000
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
30 mm/54 AK-630M4×1 30mm
Medium aura
Guns30 mm/54 AK-630M
Continuous DPS
ƒEffective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range2 km
Maneuverability
Engine power23,000 hp
Maximum speed32 kt
Turning circle radius560 m
Rudder shift time3.8 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.9 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.
28.4 s
Engine boost threshold (reverse)
ƒRead from the game data (the engine's reverse power threshold). Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
30 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
54.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·32.0·0.5144560=1.68°/s, so ratio=ωturretωhull=381.68=22.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
22.6× snappy
Concealment
Detectability by sea8 km
Detectability by air4.55 km
Smoke firing penalty3.65 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 8 km) = 9 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
9 km
Detect when firing (air)
ƒAir detectability 4.55 km + gun-firing bloom 3.54 km = 8.09 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
8.09 km
Detect when on fire (sea)
ƒSea detectability 8 km + 2.0 km while burning = 10 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
10 km
Detect when on fire (air)
ƒAir detectability 4.55 km + 3.0 km while burning = 7.55 km; matches the in-game 'Detect Fire Air' value on every captured ship.
7.55 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Repair Party3 charges · 90 s reload · 20 s active · 9,800 HP (14% of max HP) total heal (per charge)
ƒ0.7% of max HP per second × 20 s effective active time = up to 14% of max HP restored per charge.
· 29,400 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 490 HP/s (0.7% of max HP) heal per second
ƒ0.7% of max HP (70,000 HP) per second = 490 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost3 charges · 90 s reload · 120 s active · +30% speed bonus
Missile Defense Targeting∞ charges · 7 s reload · 3 s active

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Dispersion typePinpoint destroyer
In practice: 44% tighter (better) horizontal dispersion and 44% less vertical spread at max range (9.0 km) than a standard destroyer: about 46 m wide × 28 m tall, against 82 m × 50 m. Also on this curve (5): Elbing, Felix Schultz, Gustav Julius Maerker, Tiger '59, Z-31.
vs standard DD44% tighter H · 44% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard destroyer curve, both evaluated at this ship's max range (9.0 km) with the same model as Max Horiz/Vert Disp: horizontal 46 / 82 m − 1 = -44%, vertical 28 / 50 m − 1 = -44%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Max Horiz Disp46.5 m at 9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(900030·4−0.51000+0.5)·30=46.5m
Shell scatter width @ 5 km32.5 m
(166.7 × (4 − 0.5) / 1000 + 0.5) × 30 = 32.5 m. Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp27.9 m at 9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =46.5·0.6=27.9m
Med Horiz Disp13.9 m at 9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =46.5·0.62=13.9m
Med Vert Disp8.4 m at 9 km
50%-hit vertical radius: σV,50=σV·0.6σ =27.9·0.62=8.4m
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.
Turret turn time4.7 s
180 degrees / 38 deg/s traverse speed = 4.7 s.
SAP full-salvo alpha12,000
3,000 SAP damage x 4 broadside guns = 12,000.
SAP DPM180,000
12,000 SAP full-salvo alpha x 60 / 4 s base reload = 180,000.
Shells/min60
4 broadside guns x 60 / 4 s base reload = 60.

AA defense

AA DPS at max range32
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 30mm AK 630M f 4x1 -> 32 DPS @ 2 km.
Maximum AA range2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range32 DPS @ 2 km
@ 2 km: 32 from one family. 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-blank32
32 = 32 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index64
32 × 2 = 64. 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.
Open in Charting Tool

Ship Charts

Background

The Sovremenny-class destroyers (Project 956) were developed by the Soviet Union in response to the United States' new multi-role Spruance-class ships. These destroyers formed a core component of the Soviet Navy during the later Cold War.

Armor Beta

Hull HP 70,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern30 mm

Overmatched by 6 AP guns here: MusashiARP MusashiTsurugi and 3 more. Angling still helps against the rest.

Belt / citadel90 mm

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

Farming30 mm

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

Section Plates HP cap Threats Tactic
Bow30 mm≈ 3,500 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle 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)90 mm primary (range 60–90 mm)≈ 52,500 (~75% of HP)
No common AP caliber overmatches90 mm: standard HE shatters; improved HE (DE / FR BB) pens from 380mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 30–60 mm)≈ 3,500 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel90 mm primary (range 20–90 mm)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.
Superstructure30 mm primary (range 30–70 mm)no cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Sovremenny can equip.

  • Sovremenny 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.