World of Warships: Legends ship guide

Bogatyr

Also called: 博加特里 · Богатырь Beta
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
12 km gun rangeHigh HE / fire outputAll-Weather
On this page
Community Data

Bogatyr Community Stats

Log in to GamingDiver and upload your data to see Community Data for Bogatyr: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Bogatyr is a Tier II Soviet all-rounder light cruiser with 152mm guns at 11.6 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: top-decile main battery range in T2 CAs (11.6 km) and top-decile HE DPM in T2 CAs (134,118).

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. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 9.9 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 23,000 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

ELITE MAIN BATTERY
  • Long gun range · 11.6 km
  • HE DPM machine · 134118 HE
  • High fire pressure · 6.35 fires
  • Fire-starter cruiser
All-Weather

No stat falls into the cohort's bottom decile across T2 CAs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Bogatyr

Bogatyr is available in the Early Soviet Cruisers branch of the U.S.S.R. Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Bogatyr sits in the Early Soviet Cruisers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

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

Cohort position

Hide

Where Bogatyr 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.

Top 10%Main battery range11.55 km (2/26) Top 10%Fires per minute6.35 (2/25) Top 10%HE DPM134,118 (2/25) Top 25%AP DPM169,412 (6/25) Top 25%Secondary DPM (per side)135,000 (5/16) Top 25%AP arming threshold22 mm (4/25) Top 25%Max armor150 mm (7/26) Bottom 25%Stealth profile9.94 km / 5.96 km (21/26 / 23/26) Bottom 25%Main dispersion112.7 m (23/26) WorstTraverse-to-turn ratio3.18 × (1 of 3 tied) WorstSecondary HE pen13 mm (1 of 8 tied) WorstAP pen at 10 km27 mm (1 of 6 tied) WorstSecondary range2.5 km (1 of 7 tied) WorstNo AA (9 of 26 in cohort) WorstNo torpedoes (20 of 26 in cohort)
See 27 mid-pack stats

Not standouts for Bogatyr -- 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 points23,000 HP(12/26) Max speed24 kt(14/26) Smoke fire bloom4.42 km(20/26) Rudder shift6.7 s(19/26) Turning circle450 m(12/26) Main battery caliber152 mm(10/26) Main battery reload8.5 s(15/26) Sigma2(12/26) HE shell damage1,900(19/25) HE fire chance9%(8/25) Secondary HE alpha1,500(7/16) AP velocity823 m/s(15/25) HE velocity823 m/s(15/25) Acceleration27.5 s(16/26) AP fuse timer0.01 s(19/25) Engine power19,500 hp(17/26) Turn-speed retention43.3 hp/m(17/26) Displacement7,428 t(17/26) Power-to-weight2.63 hp/t(12/26) Citadel belt70 mm(17/26) Deck armor70 mm(9/26) NormSecondary fire chance4%(11 of 16 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit PointsInitial: 20,500 → 23,000
Displacement7,428 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
134.3 x 18.2 m (measured from the ship model)
Armor range6–150 mm
Plate armor thicknesses6, 10, 11, 12, 13, 25, 35, 70, 80, 150 mm
Armor material/layer entries48
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 0% → 3.3%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (2,070 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (2,300 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
11,500
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.
6,900
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 130 mm/55 Model 1913
Mounts / barrels10 mounts / 12 barrels
Reload timeInitial: 9 s → 8.5 s
Firing range (base)10.5 km
Firing range (top fire control)11.6 km
Turret traverse5 °/s
Turret armor125 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±134°, 120° port-only, 120° starboard-only, ±135°, 2x 128° arc, 2x 127° arc, 123° starboard-only, 123° port-only
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
46° off bow / 45° off stern
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 =(11554.430·81.11000+1.1)·30=112.7m
112.7 m at 11.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =112.7·0.6=67.6m
67.6 m at 11.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =112.7·0.62=33.8m
33.8 m at 11.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =67.6·0.62=20.3m
20.3 m at 11.6 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 9 s base reload = 53.3. All upgrades (top gun, 10-gun broadside + top hull shells): 10 broadside guns x 60 / 8.5 s all-upgrades reload = 70.6.
Initial: 53.3 → 70.6
HE shells
HE Damage2,100 → 1,900
HE Velocity753 m/s → 823 m/s
Fire Chance8% → 9%
HE penetration
ƒIn-game data: 22 mm = 152 mm caliber / 6.91 (non-standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒZero upgrades: 2,100 HE damage x 8 broadside guns = 16,800. All upgrades (top gun, 10-gun broadside + top hull shells): 1,900 HE damage x 10 broadside guns = 19,000.
Initial: 16,800 → 19,000
HE DPM
ƒZero upgrades: 16,800 HE full-salvo alpha x 60 / 9 s base reload = 112,000. All upgrades (top gun, 10-gun broadside + top hull shells): 19,000 HE full-salvo alpha x 60 / 8.5 s all-upgrades reload = 134,118.
Initial: 112,000 → 134,118
Fires/min
ƒZero upgrades: 53.3 shells/min x 9% fire chance = 4.8. All upgrades (top gun, 10-gun broadside + top hull shells): 70.6 shells/min x 9% fire chance = 6.35.
Initial: 4.8 → 6.35
AP shells
AP Damage2,700 → 2,400
AP Velocity792.5 m/s → 823 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 =107·1450·36.860.69·0.131.07·8231.38=163.5mm. Matches the in-game spec card.
163.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.6 km), where the shell has slowed to 222 m/s: P=107·1450·36.860.69·0.131.07·2221.38=26.8mm.
26.8 mm at 11.6 km
AP full-salvo alpha
ƒZero upgrades: 2,700 AP damage x 8 broadside guns = 21,600. All upgrades (top gun, 10-gun broadside + top hull shells): 2,400 AP damage x 10 broadside guns = 24,000.
Initial: 21,600 → 24,000
AP DPM
ƒZero upgrades: 21,600 AP full-salvo alpha x 60 / 9 s base reload = 144,000. All upgrades (top gun, 10-gun broadside + top hull shells): 24,000 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 169,412.
Initial: 144,000 → 169,412
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.
9
AA Defense
AA mount points0
Maximum AA range
ƒIn-game AA card max range: None km. Only the longest-reach family contributes at this distance.
None km
S
Secondary Battery
Mounts12
Firing range2.5 km
Shell Grouping (σ)1
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 @ 2.5 km
ƒ2.5 km × 57 + 30 = 172.5 m.
172.5 m
75 mm/50 Canet naval gun (×6)
Caliber75 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 mm
Show 1 more gun family
75 mm/50 Canet naval gun (×6)
Caliber75 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 mm
Maneuverability
Engine power19,500 hp
Maximum speed24 kt
Turning circle radius450 m
Rudder shift time6.7 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 24 / 4 + 4.9 = 10.9 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
10.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
30.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
7.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (21.6 kt of 24 kt), from our in-house acceleration model.
27.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (23.8 kt of 24 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.
46.2 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·24.0·0.5144450=1.57°/s, so ratio=ωturretωhull=51.57=3.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.2× drags
Concealment
Detectability by sea9.94 km
Detectability by air5.96 km
Smoke firing penalty4.42 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
11.55 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
11.94 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
8.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points20,500 → 23,000
  • Rudder shift10.9 → 8.7 s
Fire controlUpgrade
  • Main battery range10,504 → 11554.4 m
ArtilleryUpgrade
  • Base reload9 → 8.5 s

See all derived stats

Show

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 Disp112.7 m at 11.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(11554.430·81.11000+1.1)·30=112.7m
Shell scatter width @ 5 km67.5 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.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp67.6 m at 11.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =112.7·0.6=67.6m
Shell scatter height @ 10 km58.5 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11554.4=5777 m, and radiusOnMax=0.6 at 11554.4 m. Above the kink: k=0.5+(0.60.5)·10000577711554.45777=0.5731, so σV=σH·k=102·0.5731=58.5m.
Med Horiz Disp33.8 m at 11.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =112.7·0.62=33.8m
Med Vert Disp20.3 m at 11.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =67.6·0.62=20.3m
AP Pen Close163.5 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1450·36.860.69·0.131.07·8231.38=163.5mm. Matches the in-game spec card.
AP Pen Far26.8 mm at 11.6 km
Same formula at the ship's max firing range (11.6 km), where the shell has slowed to 222 m/s: P=107·1450·36.860.69·0.131.07·2221.38=26.8mm.
AP pen 5 km56 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km27 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km9.72 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.51·0.15228·41.4=0.000112. That runs from a 792.5 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km8.23 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4468·0.15228·49.76=8.15×105. That runs from a 753 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration22 mm
In-game data: 22 mm = 152 mm caliber / 6.91 (non-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 Radius9
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 alphaInitial: 8 → 10
Stock guns: 8 of 12 barrels bear on one beam. Top guns: 10 of 16. Alpha and DPM pair each configuration's salvo with its own reload.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alphaInitial: 16,800 → 19,000
Zero upgrades: 2,100 HE damage x 8 broadside guns = 16,800. All upgrades (top gun, 10-gun broadside + top hull shells): 1,900 HE damage x 10 broadside guns = 19,000.
AP full-salvo alphaInitial: 21,600 → 24,000
Zero upgrades: 2,700 AP damage x 8 broadside guns = 21,600. All upgrades (top gun, 10-gun broadside + top hull shells): 2,400 AP damage x 10 broadside guns = 24,000.
HE DPMInitial: 112,000 → 134,118
Zero upgrades: 16,800 HE full-salvo alpha x 60 / 9 s base reload = 112,000. All upgrades (top gun, 10-gun broadside + top hull shells): 19,000 HE full-salvo alpha x 60 / 8.5 s all-upgrades reload = 134,118.
AP DPMInitial: 144,000 → 169,412
Zero upgrades: 21,600 AP full-salvo alpha x 60 / 9 s base reload = 144,000. All upgrades (top gun, 10-gun broadside + top hull shells): 24,000 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 169,412.
Shells/minInitial: 53.3 → 70.6
Zero upgrades: 8 broadside guns x 60 / 9 s base reload = 53.3. All upgrades (top gun, 10-gun broadside + top hull shells): 10 broadside guns x 60 / 8.5 s all-upgrades reload = 70.6.
Fires/minInitial: 4.8 → 6.35
Zero upgrades: 53.3 shells/min x 9% fire chance = 4.8. All upgrades (top gun, 10-gun broadside + top hull shells): 70.6 shells/min x 9% fire chance = 6.35.

AA defense

AA DPS at point-blankNone
In-game AA card sum: None DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at None km is unknown.
Maximum AA rangeNone km
In-game AA card max range: None km. Only the longest-reach family contributes at this distance.

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 @ 2.5 km172.5 m
2.5 km × 57 + 30 = 172.5 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: 6×1 75 mm (3/side) × 60/4 × 1500 = 67,500 + 6×1 75 mm (3/side) × 60/4 × 1500 = 67,500. 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 20,50023,000 with hull upgrade, 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 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel70 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–150 mm)2,000 (9% of HP)
Overmatched by 127mm+ AP (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 13–25 mm)17,300 (75% of HP)
Overmatched by 203mm+ AP (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 6–80 mm)1,800 (8% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel70 mm primary (range 11–70 mm)≈ 165,500 (effectively 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.
Superstructure6 mm primary (range 6–70 mm)400 (2% 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 HP11,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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 HP6,900 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Bogatyr default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.