Storozhevoi
Beta- Hold the concealment edge of the contested cap
- Avoid: Forcing a specialist role the ship was not built for
Storozhevoi Community Stats
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Storozhevoi Community Stats
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
7.0% fire chance per HE shell, best of T2 DDs.
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.
13.0 mm citadel belt, best of T2 DDs. Citadels through angle are rare.
10.0 mm superstructure, best of T2 DDs. HE farms less.
~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.)
4.02 km torpedo range, bottom decile of T2 DDs. Must close to deliver.
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.
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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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 81.3 × 0.6 = 48.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 81.3 × 0.32 (σ=2) = 26 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.8 × 0.32 (σ=2) = 15.6 mƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
3 broadside guns x 60 / 5 s base reload = 36.HE shells
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17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).ƒ
1,500 HE damage x 3 broadside guns = 4,500.ƒ
4,500 HE full-salvo alpha x 60 / 5 s base reload = 54,000.ƒ
3 HE shells x 60 / 5 s reload x 7% fire chance = 2.52.AP shells
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floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
1,800 AP damage x 3 broadside guns = 5,400.ƒ
5,400 AP full-salvo alpha x 60 / 5 s base reload = 64,800.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Medium 3 + Near 2 = 5
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
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 81.3 × 0.6 = 48.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 81.3 × 0.32 (σ=2) = 26 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.8 × 0.32 (σ=2) = 15.6 mCanonical 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.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.17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).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.All 3 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.1,500 HE damage x 3 broadside guns = 4,500.1,800 AP damage x 3 broadside guns = 5,400.4,500 HE full-salvo alpha x 60 / 5 s base reload = 54,000.5,400 AP full-salvo alpha x 60 / 5 s base reload = 64,800.3 broadside guns x 60 / 5 s base reload = 36.3 HE shells x 60 / 5 s reload x 7% fire chance = 2.52.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).3 launchers x 3 tubes.9 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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
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 |
|---|---|---|---|---|
| Bow | 13 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. |
| Stern | 10 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. |
| Citadel | 13 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). |
| Superstructure | 10 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 HP | 3,900 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 2,300 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Storozhevoi can equip, from in-game data.
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.
