World of Warships: Legends ship guide

Varyag

Beta
U.S.S.R. · Tier II · Cruiser · Premium
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracyStrong secondaries (4 km)Lobs over islandsNo AAEasily spotted
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Community Data

Varyag Community Stats

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Playstyle

Overview

Varyag is a Tier II Soviet light cruiser with 152mm guns at 11.2 km, 7.2-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: best high-arc AP shells in T2 CAs (57°) and top-decile armor plate in T2 CAs (152 mm).

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 22,800-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

High-arc AP shells

57.0° impact angle at max range, best of T2 CAs. Lobs over island cover.

Heavy armor

152.0 mm max plate, top decile of T2 CAs.

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

High-arc howitzer

Steep impact angle. Shells lob over island cover into targets you can't see directly.

Easily spotted

10.05 km surface detect, bottom decile of T2 CAs. Visible before you can react; position early.

Acquisition

How to get Varyag

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

Builds Beta

Prioritize cruiser accuracy, reload, concealment, and survivability. Use the strongest national cruiser commander available, with inspirations that tighten dispersion, improve DPM, or help you go dark between fights.

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Cohort position

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Where Varyag sits among Tier II CAs (25 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.

BestAir detection3.04 km (1/25) BestSecondary range3.5 km (1 of 3 tied) Top 25%Max armor152 mm (5/25) Bottom 25%AP fuse timer0.01 s (19/24) Bottom 10%Concealment10.05 km (24/25) WorstSecondary HE pen13 mm (1 of 7 tied) WorstNo AA (9 of 25 in cohort) WorstNo torpedoes (19 of 25 in cohort)
See 32 mid-pack stats

Not standouts for Varyag -- 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 points22,800 HP(12/25) Max speed25 kt(11/25) Rudder shift6.6 s(17/25) Traverse-to-turn ratio3.66 ×(19/25) Main battery caliber152 mm(9/25) Main battery range11.21 km(13/25) Main battery reload7.2 s(11/25) Sigma2(11/25) HE shell damage2,100(12/24) HE fire chance8%(13/24) Fires per minute4(12/24) HE DPM105,000(10/24) AP shell damage2,700(13/24) AP DPM135,000(9/24) Main dispersion110.3 m(18/25) Secondary DPM (per side)135,000(5/15) HE alpha1,500(7/15) AP velocity792.5 m/s(17/24) HE velocity753 m/s(17/24) Acceleration27.4 s(14/21) AP arming threshold25 mm(15/24) Engine power21,100 hp(11/25) Turn-speed retention46.9 hp/m(11/25) Displacement7,100 t(16/25) Power-to-weight2.97 hp/t(11/25) Citadel belt76 mm(7/19) Deck armor38 mm(11/19) NormSecondary fire chance4%(10 of 15 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormBow armor6 mm(18 of 19 tied at this value) NormStern armor6 mm(17 of 19 tied at this value)
Survivability
Hit Points22,800
Displacement7,100 t
Armor range6–152 mm
Plate armor thicknesses6, 10, 13, 16, 19, 38, 76, 152 mm
Armor material/layer entries35
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.
11,200
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.
6,800
Main Battery
ModuleArtillery: 152 mm/45 Model 1892
Mounts / barrels12 mounts / 12 barrels
Reload time8 s
Firing range11.2 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1120630·81.11000+1.1)·30=110.3m
110.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =110.3·0.6=66.2m
66.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =110.3·0.32(σ=2)=35.3m
35.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =66.2·0.32(σ=2)=21.2m
21.2 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ6 broadside guns x 60 / 8 s base reload = 45.
45
HE shells
HE Damage2,100
HE Velocity753 m/s
Fire Chance8%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 6 broadside guns = 12,600.
12,600
Base HE DPM
ƒ12,600 HE full-salvo alpha x 60 / 8 s base reload = 94,500.
94,500
Base fires/min
ƒ6 HE shells x 60 / 8 s reload x 8% fire chance = 3.6.
3.6
AP shells
AP Damage2,700
AP Velocity792.5 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1445·41.40.69·0.1521.07·792.51.38=141.8mm. Matches the in-game spec card.
141.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: P=107·1445·41.40.69·0.1521.07·229.11.38=25.6mm.
25.6 mm
AP full-salvo alpha
ƒ2,700 AP damage x 6 broadside guns = 16,200.
16,200
Base AP DPM
ƒ16,200 AP full-salvo alpha x 60 / 8 s base reload = 121,500.
121,500
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.
10
S
Secondary Battery
Mounts12
Firing range3.5 km
Shell Grouping (σ)1
Caliber75 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine moduleEngine: 21,100 hp
Engine power21,100 hp
Maximum speed25 kt
Turning circle radius450 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (22.5 kt of 25). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(21,1007,100)0.42=1.58; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=27.4s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
27.4 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (24.8 kt of 25). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=46s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
46 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·25.0·0.5144450=1.64°/s, so ratio=ωturretωhull=61.64=3.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.7× drags
Concealment
Detectability by sea10.05 km
Detectability by air3.04 km
Smoke firing penalty4.48 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.05 km
Detect Fire Sea12.05 km
Detect Fire Air6.04 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp110.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11206}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 110.3\,\text{m}$
Max Vert Disp66.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 110.3 \cdot 0.6 = 66.2\,\text{m}$
Med Horiz Disp35.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 110.3 \cdot 0.32\;(\sigma = 2) = 35.3\,\text{m}$
Med Vert Disp21.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 66.2 \cdot 0.32\;(\sigma = 2) = 21.2\,\text{m}$
AP Pen Close141.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1445 \cdot 41.4^{0.69} \cdot 0.152^{-1.07} \cdot 792.5^{1.38} = 141.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far25.6 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: $P = 10^{-7}\cdot 1445 \cdot 41.4^{0.69} \cdot 0.152^{-1.07} \cdot 229.1^{1.38} = 25.6\,\text{mm}$.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha6
Barrels that can bear on one beam (6 of 12); casemate/wing mounts only fire one side.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha12,600
2,100 HE damage x 6 broadside guns = 12,600.
AP full-salvo alpha16,200
2,700 AP damage x 6 broadside guns = 16,200.
Base HE DPM94,500
12,600 HE full-salvo alpha x 60 / 8 s base reload = 94,500.
Base AP DPM121,500
16,200 AP full-salvo alpha x 60 / 8 s base reload = 121,500.
Base shells/min45
6 broadside guns x 60 / 8 s base reload = 45.
Base fires/min3.6
6 HE shells x 60 / 8 s reload x 8% fire chance = 3.6.

AA defense

Close-range AA DPS0
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)135,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×1 75 mm (6/side) × 60/4 × 1500 = 135,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 75 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 75 mm family.
Max HE pen13 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 13 mm from the 75 mm family.

Armor Beta

Hull HP 22,800, 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.

Bow & stern6 mm

Overmatched by 104+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–19 mm)2,100 (9% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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.
Hull (midship)13 mm primary (range 6–16 mm)17,100 (75% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–16 mm)1,800 (8% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 13–76 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–152 mm)800 (4% 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 HP11,200 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.
Secondary mount (75 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
Rudder (module)separate HP pool, does not drain ship HP6,800 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Varyag 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

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