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
Radar (13.5 km)High HP poolThickest plateFast heal cycleFast turret traverseSlow
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Community Data

Sovremenny Community Stats

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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

Surveillance Radar

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.

High HP pool

75000 HP, best of T7 DDs.

Thickest plate

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.

ELITE REPAIR PARTY
  • Fast heal cycle · 7875 HP
  • Extra heal charges · 3 Repair
ELITE MAIN BATTERY
  • Fast turret traverse · 38°
  • Heavy SAP pen · 76 mm
Slow acceleration

~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.

Acquisition

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 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 (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.

BestHit points75,000 HP (1/41) BestTraverse-to-turn ratio22.56 × (1/36) BestMain dispersion48.2 m (1/36) BestRepair charges3 (1 of 2 tied) BestMax armor90 mm (1/41) BestCitadel belt90 mm (1/41) BestEnd plates30 mm (1/41 / 1/41) Top 10%Deck armor70 mm (2/34) Top 25%Rudder shift3.5 s (11/41) Bottom 25%Max speed32 kt (37/41) Bottom 25%AA DPS32 (35/41) Bottom 25%AA threat64 (36/41) Bottom 10%Concealment8 km (40/41) Bottom 10%Acceleration30 s (40/41) Bottom 10%Displacement8,000 t (39/41) Bottom 10%Power-to-weight2.88 hp/t (39/41) WorstAir detection4.55 km (1 of 4 tied) WorstMain battery range9.5 km (36/36) WorstNo secondaries (34 of 41 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 41 in cohort)
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.

Main battery caliber130 mm(13/36) Main battery reload3.6 s(13/36) Repair heal rate0.7 %/s(6/9) NormTurn speed retained81%(39 of 41 tied at this value)

Stats & specs

Charting Tool
Survivability
Hit Points75,000
Displacement8,000 t
Armor range20–90 mm
Plate armor thicknesses20, 30, 60, 70, 90 mm
Armor material/layer entries25
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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.
75,000
Effective HP
ƒBase 75,000 HP plus everything Repair Party can restore: 0.7%/s x 20 s = 10,500 HP per charge, x3 charges = 31,500 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 — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
106,500
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 130 mm/70 AK-218
Mounts / barrels2 mounts / 4 barrels
Reload time4 s
Firing range9.5 km
Turret traverse38 °/s
Turret armor360 mm
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(950030·40.51000+0.5)·30=48.2m
48.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =48.2·0.6=29m
29 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =48.2·0.62=14.5m
14.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =29·0.62=8.7m
8.7 m
Turret turn time
ƒ180 degrees / 38 deg/s traverse speed = 4.7 s.
4.7 s
Shells/min
ƒZero 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.
Initial: 60 → 66.7
SAP shells
SAP Damage3,000
SAP Velocity950 m/s
SAP Pen (mm)76
AP shells
Min Ricochet80 deg
Guaranteed Ricochet80 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
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 time3.5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
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 after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
8 km
Detect Fire Sea10 km
Detect Fire Air7.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Repair Party3 charges · 90 s reload · 20 s active · 10,500 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.7%) x effective active time (20 s) = up to 14% of max HP restored per charge.
· 31,500 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.
· 525 HP/s (0.7% of max HP) heal per second
ƒ0.7% 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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 450×301000=13.5 km
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
Max Horiz Disp48.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(950030·40.51000+0.5)·30=48.2m
Shell scatter width @ 5 km32.5 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 Disp29 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =48.2·0.6=29m
Med Horiz Disp14.5 m
50%-hit horizontal radius: σH,50=σH·0.6σ =48.2·0.62=14.5m
Med Vert Disp8.7 m
50%-hit vertical radius: σV,50=σV·0.6σ =29·0.62=8.7m
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time4.7 s
180 degrees / 38 deg/s traverse speed = 4.7 s.
Shells/minInitial: 60 → 66.7
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

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
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
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index64
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.

Bow & stern30 mm

Overmatched by 6 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≈ 3,750 (~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.
Stern30 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.
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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Sovremenny can equip, from in-game data.

  • Sovremenny default exterior
    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.

Source status No high-context source card yet Filtered for precision