Sovremenny
Also called: 现代 · Современный · Sowremenny Beta- 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
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Sovremenny Community Stats
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Sovremenny Community Stats
Record History
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
13.5 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
75000 HP, best of T7 DDs.
90 mm on her single heaviest plate, best of T7 DDs. Its thickest plate is beyond any HE or overmatch in the game, though that is one belt rather than the ship as a whole.
- Fast heal cycle · 7875 HP
- Extra heal charges · 3 Repair
- Fast turret traverse · 38°
- Heavy SAP pen · 76 mm
~30 s to 90% of top speed, bottom decile of T7 DDs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.
Playstyle notes informed by Popcorn's in-game write-up; stats and figures from in-game data.
How to get Sovremenny
Sovremenny is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
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 controlReach 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
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Where Sovremenny sits among Tier VII DDs (40 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 4 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.
Peers in this cohort
Compare Tier VII DestroyersShow all 39 peers
Stats & specs
Charting Toolƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 38 deg/s traverse speed = 4.7 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 4 s base reload = 60. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 3.6 s all-upgrades reload = 66.7.SAP shells
AP shells
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Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.ƒ
Time to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 10 s active
Repair Party3 charges · 90 s reload · 20 s active · 10,500 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.7%) x effective active time (20 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.7% of max HP (75,000 HP) per second = 525 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Surveillance Radar2 charges · 150 s reload · 20 s active · 13.5 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.Vertical dispersion ellipse height at max range: 50%-hit horizontal radius: 50%-hit vertical radius: All 4 barrels bear on the broadside.180 degrees / 38 deg/s traverse speed = 4.7 s.Zero upgrades: 4 broadside guns x 60 / 4 s base reload = 60. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 3.6 s all-upgrades reload = 66.7.AA defense
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.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.Armor Beta
Hull HP 75,000, 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.
Overmatched by 6 guns here: MusashiARP MusashiTsurugi and 3 more. Angling still helps against the rest.
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 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm | ≈ 3,750 (~5% of HP) | Overmatched by 460mm+ (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) | ≈ 56,250 (~75% of HP) | No common 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. |
| Stern | 30 mm primary (range 30–60 mm) | ≈ 3,750 (~5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 90 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. |
| Superstructure | 30 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.
Ship Charts
Skins & permanent camouflages
Every custom exterior Sovremenny can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
