World of Warships: Legends ship guide

Storozhevoi

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold the concealment edge of the contested cap
  • Avoid: Forcing a specialist role the ship was not built for
Key characteristics
2 sigma accuracyHigh fire chanceSmokeEngine BoostSlow acceleration
Community Data

Storozhevoi Community Stats

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Playstyle

Overview

Storozhevoi is a Tier II Soviet all-rounder destroyer (5.9 km surface detection and 4 km torpedoes): balanced between gun pressure, torpedoes, and concealment without a cohort-best trait in any one. The kit pays out by reading the match - contest the cap when the matchup favors you, kite when it doesn't. Standout traits: best HE fire chance in T2 DDs (7) and best nimble for the tonnage in T2 DDs (28.4 HP).

Positioning

Hold the concealment edge of the contested cap. Cycle between cap contesting (when peer DDs are not outranging you) and torpedo lanes (when they are); without a dominant kit trait the value is choosing the right matchup, not committing to one playstyle.

Potato Avoidance

Forcing a specialist role the ship was not built for

An all-rounder pays out by reading the match and adapting, not by treating the ship like a brawler or a sniper or a cap contester when she is none of those. If you find yourself thinking 'this ship would be better at X,' pick a ship built for X next match.

Signature Traits

High fire chance

7.0% fire chance per HE shell, best of T2 DDs.

Nimble for the tonnage

28.4 hp per ton, best of T2 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Heavy citadel belt

13.0 mm citadel belt, best of T2 DDs. Citadels through angle are rare.

Hardened superstructure

10.0 mm superstructure, best of T2 DDs. HE farms less.

Slow acceleration

~12.25 s to max forward speed, worst of T2 DDs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Short torp range

4.02 km torpedo range, bottom decile of T2 DDs. Must close to deliver.

Acquisition

How to get Storozhevoi

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

Builds Beta

Anton Gurin, Rumble, and Sergio Splendento are useful Soviet destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Anton GurinSergio Splendento

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Storozhevoi sits among Tier II 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.

BestPower-to-weight28.4 hp/t (1/20) BestCitadel belt13 mm (1 of 4 tied) Top 10%Bow armor13 mm (3/20) Top 10%Deck armor13 mm (3/20) Top 25%Rudder shift2.7 s (5/20) Top 25%Main battery range8.84 km (5/20) Top 25%Fires per minute2.8 (5/20) Top 25%AP shell damage1,800 (5/18) Top 25%Engine power28,400 hp (4/20) Top 25%Turn-speed retention58 hp/m (4/20) Top 25%Max armor13 mm (4/20) Bottom 25%Concealment5.91 km (17/20) Bottom 25%Main dispersion81.3 m (18/20) Bottom 10%Air detection2.96 km (19/20) Bottom 10%Traverse-to-turn ratio3.8 × (19/20) WorstAcceleration12.25 s (1 of 2 tied) WorstTorpedo range4.02 km (20/20)
See 20 mid-pack stats

Not standouts for Storozhevoi -- 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 points7,800 HP(14/20) Max speed35 kt(7/20) Main battery caliber102 mm(9/20) Main battery reload4.5 s(9/20) HE shell damage1,500(8/20) HE DPM60,000(9/20) AP DPM72,000(7/18) AP velocity823 m/s(8/18) HE velocity823 m/s(10/20) AP arming threshold17 mm(9/18) Displacement1,000 t(8/20) AA DPS17(9/20) AA range2 km(11/20) AA threat28(9/16) Torpedo damage6,167(14/20) Torpedo speed51 kt(15/20) Torpedo reload33 s(7/20) Stern armor10 mm(7/20) NormAP fuse timer0.01 s(16 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value)

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

SmokeEngine Boost
Survivability
Hit Points7,800
Displacement1,000 t
Armor range6–13 mm
Plate armor thicknesses6, 7, 9, 10, 13 mm
Armor material/layer entries27
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
3,900
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.
2,300
Main Battery
ModuleArtillery: 102 mm/60 Model 1911
Mounts / barrels3 mounts / 3 barrels
Reload time5 s
Firing range8.8 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8839/30·(8−0.5)/1000 + 0.5)·30 = 81.3 m
81.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 81.3 × 0.6 = 48.8 m
48.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 81.3 × 0.32 (σ=2) = 26 m
26 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.8 × 0.32 (σ=2) = 15.6 m
15.6 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ3 broadside guns x 60 / 5 s base reload = 36.
36
HE shells
HE Damage1,500
HE Velocity823 m/s
Fire Chance7%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 3 broadside guns = 4,500.
4,500
Base HE DPM
ƒ4,500 HE full-salvo alpha x 60 / 5 s base reload = 54,000.
54,000
Base fires/min
ƒ3 HE shells x 60 / 5 s reload x 7% fire chance = 2.52.
2.52
AP shells
AP Damage1,800
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1488 × 17.5^0.69 × 0.102^-1.07 × 823^1.38 = 130.1 mm. Matches the in-game spec card.
130.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (11 km), where the shell has slowed to 279.3 m/s: 1e-7 × 1488 × 17.5^0.69 × 0.102^-1.07 × 279.3^1.38 = 29.3 mm.
29.3 mm
AP full-salvo alpha
ƒ1,800 AP damage x 3 broadside guns = 5,400.
5,400
Base AP DPM
ƒ5,400 AP full-salvo alpha x 60 / 5 s base reload = 64,800.
64,800
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.
3
Torpedoes
ModuleTorpedoes: 450 mm Goncharov Triple
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time33 s
Projectile speed51 kt
Range4.02 km
Maximum simulated damage5,567 (est.)
Alpha damage16,700
Torpedo detectability0.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming157 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
50,103
AA Defense
AA mount points3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (2×3.5×0.95) = 17. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
17
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm Vickers1×1 40mm
7.62 mm Maxim machine gun2×1 8mm
Medium aura
DPS3
Range2 km
Near aura
DPS2
Range1 km
Total DPS in Aura
ƒMedium 3 + Near 2 = 5
5
Maneuverability
Engine moduleEngine: 28,400 hp
Engine power28,400 hp
Maximum speed35 kt
Turning circle radius490 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea5.91 km
Detectability by air2.96 km
Smoke firing penalty2 km
Detect after firing main guns5.91 km
Detect Fire Sea7.91 km
Detect Fire Air5.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 65 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp81.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8839/30·(8−0.5)/1000 + 0.5)·30 = 81.3 m
Max Vert Disp48.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 81.3 × 0.6 = 48.8 m
Med Horiz Disp26 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 81.3 × 0.32 (σ=2) = 26 m
Med Vert Disp15.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.8 × 0.32 (σ=2) = 15.6 m
AP Pen Close130.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1488 × 17.5^0.69 × 0.102^-1.07 × 823^1.38 = 130.1 mm. Matches the in-game spec card.
AP Pen Far29.3 mm
Same formula at the ship's max firing range (11 km), where the shell has slowed to 279.3 m/s: 1e-7 × 1488 × 17.5^0.69 × 0.102^-1.07 × 279.3^1.38 = 29.3 mm.
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
AP 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.
Broadside guns used for alpha3
All 3 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha4,500
1,500 HE damage x 3 broadside guns = 4,500.
AP full-salvo alpha5,400
1,800 AP damage x 3 broadside guns = 5,400.
Base HE DPM54,000
4,500 HE full-salvo alpha x 60 / 5 s base reload = 54,000.
Base AP DPM64,800
5,400 AP full-salvo alpha x 60 / 5 s base reload = 64,800.
Base shells/min36
3 broadside guns x 60 / 5 s base reload = 36.
Base fires/min2.52
3 HE shells x 60 / 5 s reload x 7% fire chance = 2.52.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range30.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage50,103
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage50,103
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS17
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (2×3.5×0.95) = 17. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index28
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 km

Armor

Hull HP 7,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 6–13 mm)1,100 (14% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm13 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.
Stern10 mm primary (range 6–10 mm)700 (9% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 6–13 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure10 mm primary (range 10–13 mm)500 (6% 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 HP3,900 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (40 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 HP2,300 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Storozhevoi default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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