World of Warships: Legends ship guide

Chapayev

Also called: 恰巴耶夫 · Чапаев · Tschapaew Beta
HE fire-spam cruiserHE DPM plus Radar: farm fires while lighting caps for the team.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy, fast torpedoes16 km gun rangeRadar (11.7 km)High HE / fire outputFlat AP shellsEasily spotted
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Community Data

Chapayev Community Stats

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Playstyle

Overview

Chapayev is a Tier VII Soviet light cruiser whose 152mm guns farm HE fires and sustained DPM. Surveillance Radar (11.7 km) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: top-decile AP shell velocity in T7 CAs (950) and top-decile flat arc HE shells in T7 CAs (950).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. 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. A 890 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision. Yours reaches 11.7 km for 20 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

11.7 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.

Long-range radar

11.7 km Surveillance Radar range, best of the 17 T7 CAs with radar. Lights targets peer radars can't reach.

ELITE MAIN BATTERY
  • Flat AP shells · 950 m
  • Flat arc HE shells · 950 m
Super-heal

Repair Party heals 0.7%/s, top decile of T7 CAs. Restores more HP per active second than peers.

Easily spotted

14.3 km surface detect, bottom decile of T7 CAs. Visible before you can react; position early.

Short torp range

4 km torpedo range, bottom decile of the 42 T7 CAs with torpedoes. Must close to deliver.

Acquisition

How to get Chapayev

Chapayev is available in the Artillery Cruisers branch of the U.S.S.R. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,950,000 credits.

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

Chapayev sits in the Artillery 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.

AL Avrora

Shell-swap light cruiser
InspirationsAL Tallinn · AL Cheshire

Avrora's trait cuts shell switching time, so this build pays for both shell types: AP 3300 to 3630, HE 2200 to 2420, fire chance 12 to 15 percent. Fixated's plus 5 percent sigma cancels the minus 5 percent Hammering Strikes costs you.

Open in Build Tool →

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Cohort position

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Where Chapayev sits among Tier VII CAs (56 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%Torpedo damage≈16,733 (5/42) Top 10%Repair heal rate0.7 %/s (5/56) Top 25%Main battery range15.95 km (9/57) Top 25%Fires per minute12 (7/49) Top 25%HE DPM230,000 (11/49) Top 25%AP DPM340,000 (10/57) Top 25%AP velocity950 m/s (7/57) Top 25%HE velocity950 m/s (7/49) Top 25%Displacement14,040 t (15/57) Top 25%Power-to-weight8.87 hp/t (13/56) Top 25%Effective HE DPM (incl. fire)319,014 (11/49) Top 25%Torpedo speed65 kt (11/42) Top 25%Torpedo reload74 s (9/42) Bottom 25%Main dispersion143.1 m (47/57) Bottom 25%Secondary DPM (per side)89,600 (45/50) Bottom 25%Secondary HE pen17 mm (39/50) Bottom 25%AA DPS305 (45/57) Bottom 10%Stealth profile14.31 km / 8.59 km (55/57 / 55/57) Bottom 10%Turning circle890 m (54/57) Bottom 10%Flak per wave (expected)684 (54/57) WorstTorpedo range4.02 km (1 of 2 tied)
See 33 mid-pack stats

Not standouts for Chapayev -- 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 points37,000 HP(37/57) Max speed33.5 kt(19/57) Smoke fire bloom7.55 km(43/57) Rudder shift8.7 s(24/57) Traverse-to-turn ratio6.49 ×(17/57) Main battery caliber152 mm(41/57) Main battery reload7.2 s(20/57) Sigma2(29/57) HE shell damage2,300(35/49) HE fire chance12%(33/49) AP shell damage3,400(35/57) Secondary HE alpha1,400(37/50) Secondary fire chance6%(19/50) Acceleration25.3 s(17/56) AP fuse timer0.03 s(31/57) AP arming threshold25 mm(19/57) Engine power124,600 hp(21/56) Turn-speed retention140 hp/m(41/56) AP pen at 10 km142 mm(37/57) AA range5 km(29/57) AA threat1,204(39/57) Torpedo reaction time7.4 s(13/42) Max armor130 mm(37/57) Citadel belt120 mm(33/54) Bow armor26 mm(17/54) Stern armor26 mm(17/54) Deck armor50 mm(27/52) NormSecondary dispersion bracket57(47 of 50 tied at this value) NormAP ricochet start45°(40 of 57 tied at this value) NormAP auto-bounce angle60°(40 of 57 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value) NormSecondary range5 km(46 of 50 tied at this value) NormRepair charges2(50 of 56 tied at this value)
Survivability
Hit PointsInitial: 32,000 → 37,000
Displacement14,040 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.
201.7 x 18.7 m (measured from the ship model)
Armor range6–130 mm
Plate armor thicknesses6, 16, 20, 25, 26, 30, 40, 50, 70, 100, 120, 130 mm
Armor material/layer entries52
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: 33.3% → 36.6%
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 (3,330 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 (3,700 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.
18,500
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.
11,100
Effective HP
ƒBase 37,000 HP plus everything Repair Party can restore: 0.7%/s x 28 s = 7,252 HP per charge, x2 charges = 14,504 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.
51,504
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/57 MK-5 U
Mounts / barrels4 mounts / 12 barrels
Reload time8 s
Firing range (base)14.5 km
Firing range (top fire control)16 km
Turret traverse7.2 °/s
Turret armor175 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.
±151°, ±153°, ±155°, ±150°
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.
30° off bow / 29° off stern
AP pen max range93 mm
HE fire DPM vs T7 BB80112
Effective HE DPM vs T7 BB278112
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 =(15951.130·81.11000+1.1)·30=143.1m
143.1 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.1·0.6=85.8m
85.8 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =143.1·0.62=42.9m
42.9 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =85.8·0.62=25.8m
25.8 m at 16 km
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 8 s base reload = 90. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 7.2 s all-upgrades reload = 100.
Initial: 90 → 100
HE shells
HE Damage2,200 → 2,300
HE Velocity950 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒZero upgrades: 2,200 HE damage x 12 broadside guns = 26,400. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 2,300 HE damage x 12 broadside guns = 27,600.
Initial: 26,400 → 27,600
HE DPM
ƒZero upgrades: 26,400 HE full-salvo alpha x 60 / 8 s base reload = 198,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 7.2 s all-upgrades reload = 230,000.
Initial: 198,000 → 230,000
Fires/min
ƒZero upgrades: 90 shells/min x 12% fire chance = 10.8. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 100 shells/min x 12% fire chance = 12.
Initial: 10.8 → 12
AP shells
AP Damage3,300 → 3,400
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 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 =107·2216·550.69·0.1521.07·9501.38=339.7mm. Matches the in-game spec card.
339.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 372.2 m/s: P=107·2216·550.69·0.1521.07·372.21.38=93.2mm.
93.2 mm at 16 km
AP full-salvo alpha
ƒZero upgrades: 3,300 AP damage x 12 broadside guns = 39,600. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 3,400 AP damage x 12 broadside guns = 40,800.
Initial: 39,600 → 40,800
AP DPM
ƒZero upgrades: 39,600 AP full-salvo alpha x 60 / 8 s base reload = 297,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 40,800 AP full-salvo alpha x 60 / 7.2 s all-upgrades reload = 340,000.
Initial: 297,000 → 340,000
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Triple 1-N
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time74 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 65 kt); the stock torpedo module runs 60 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
65 kt
Range4.02 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=50,200·0.333=16,733.
≈ 16,733
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
17,933
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km65 kt×2.6855=7.4 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.02 per hit, shown as 3.02×100=302%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
302%
Torpedo launcher traverse25 °/s
Launch arcs150° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 16,733 = 50,199.
50,199
AA Defense
AA mount pointsInitial: 18 → 14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.2 km; dual-purpose mount auras extend it.
5 km
37 mm V-11Initial: 37 mm 70-K (14×1) → 37 mm V-11 (14×2)
12.7 mm DShKM-2B (stock hull only)4×2 13mm
100 mm/56 B-54 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 100mm
Far aura
Guns100 mm/56 B-54 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 91 from dual-purpose secondaries firing as AA in this range band.
91
Range5 km
Medium aura
Guns37 mm V-11
Continuous DPS
ƒEffective DPS: 68 raw aura damage × 3.5 × 0.9 hit probability = 214 - the same in-game units as the Close-range AA DPS headline.
214
Range3.5 km
Total DPS in Aura
ƒFar 91 + Medium 214 = 305
305
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
100 mm/56 B-54 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 100mm
Caliber100 mm
Reload time3.75 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 mm
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power124,600 hp
Maximum speed33.5 kt
Turning circle radius890 m
Rudder shift time8.7 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 = 33.5 / 4 + 4.9 = 13.3 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.
13.3 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.
25.6 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).
9.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.
25.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
41 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·33.5·0.5144890=1.11°/s, so ratio=ωturretωhull=7.21.11=6.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.5× slow
Concealment
Detectability by sea14.31 km
Detectability by air8.59 km
Smoke firing penalty7.55 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.
15.95 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.
11.63 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.
16.31 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.
11.59 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 20 s active · 11.7 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 390×301000=11.7 km
Repair Party2 charges · 55 s reload · 28 s active · 7,252 HP (19.6% of max HP) total heal (per charge)
ƒHeal per second (0.7%) x effective active time (28 s) = up to 19.6% of max HP restored per charge.
· 14,504 HP (39.2% of max HP) total heal (all charges)
ƒ19.6% per charge x 2 charges = up to 39.2% of max HP if the whole Repair Party loadout is used.
· 259 HP/s (0.7% of max HP) heal per second
ƒ0.7% of max HP (37,000 HP) per second = 259 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullTrade-off
  • Hit points32,000 → 37,000
  • Rudder shift15.9 → 11.4 s
  • AA mounts18 → 14
  • Close-range AA DPS63 → 68
  • Maximum AA range3.2 → 3.5 km
Fire controlUpgrade
  • Main battery range14,501 → 15951.1 m
TorpedoesUpgrade
  • Range3.72 → 4.02 km
  • Alpha damage46,500 → 50,200
  • Display damage15,500 → 16,733
  • Speed60 → 65 kt

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 Disp143.1 m at 16 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15951.130·81.11000+1.1)·30=143.1m
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.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp85.8 m at 16 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.1·0.6=85.8m
Shell scatter height @ 10 km53.6 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=0.5·15951.1=7976 m, and radiusOnMax=0.6 at 15951.1 m. Above the kink: k=0.5+(0.60.5)·10000797615951.17976=0.5254, so σV=σH·k=102·0.5254=53.6m.
Med Horiz Disp42.9 m at 16 km
50%-hit horizontal radius: σH,50=σH·0.6σ =143.1·0.62=42.9m
Med Vert Disp25.8 m at 16 km
50%-hit vertical radius: σV,50=σV·0.6σ =85.8·0.62=25.8m
AP Pen Close339.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2216·550.69·0.1521.07·9501.38=339.7mm. Matches the in-game spec card.
AP Pen Far93.2 mm at 16 km
Same formula at the ship's max firing range (16 km), where the shell has slowed to 372.2 m/s: P=107·2216·550.69·0.1521.07·372.21.38=93.2mm.
AP pen 5 km217 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 km142 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 pen 15 km99 mm
AP penetration at a fixed 15 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 km5.34 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·0.321·0.15228·55=5.3×105. That runs from a 950 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 km5.34 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·0.321·0.15228·55=5.3×105. That runs from a 950 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 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 Radius15
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time25 s
180 degrees / 7.2 deg/s traverse speed = 25 s.
HE full-salvo alphaInitial: 26,400 → 27,600
Zero upgrades: 2,200 HE damage x 12 broadside guns = 26,400. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 2,300 HE damage x 12 broadside guns = 27,600.
AP full-salvo alphaInitial: 39,600 → 40,800
Zero upgrades: 3,300 AP damage x 12 broadside guns = 39,600. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 3,400 AP damage x 12 broadside guns = 40,800.
HE DPMInitial: 198,000 → 230,000
Zero upgrades: 26,400 HE full-salvo alpha x 60 / 8 s base reload = 198,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 7.2 s all-upgrades reload = 230,000.
AP DPMInitial: 297,000 → 340,000
Zero upgrades: 39,600 AP full-salvo alpha x 60 / 8 s base reload = 297,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 40,800 AP full-salvo alpha x 60 / 7.2 s all-upgrades reload = 340,000.
Shells/minInitial: 90 → 100
Zero upgrades: 12 broadside guns x 60 / 8 s base reload = 90. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 7.2 s all-upgrades reload = 100.
Fires/minInitial: 10.8 → 12
Zero upgrades: 90 shells/min x 12% fire chance = 10.8. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 100 shells/min x 12% fire chance = 12.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.4 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed65 kt
Travel time to max range23 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,200
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage100,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 16,733 = 100,398.
Per-side salvo damage50,199
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 16,733 = 50,199.

AA defense

AA DPS at max range91
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V21 14x2 -> 214 DPS @ 3.5 km; 100mm 70 SM 5 1S 4x2 -> 91 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.2 km; dual-purpose mount auras extend it.
AA DPS layered by range91 DPS @ 5 km, 305 DPS @ 3.5 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-blank305
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1204
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.

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)89,600
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: 4×2 100 mm (4/side) × 60/3.75 × 1400 = 89,600. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor Beta

Hull HP 32,00037,000 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 & stern26 mm

Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

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

Farming25 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
Bow26 mm primary (range 20–40 mm)1,600 (4% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm26 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)25 mm primary (range 25–130 mm)27,800 (75% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 6–40 mm)1,900 (5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 16–120 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.
Superstructure26 mm primary (range 26–130 mm)2,900 (8% 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 HP18,500 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 (100 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.
AA mount (37 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 HP11,100 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

Balance History

Balance updates affecting Chapayev. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×1
2020-06-18

Ministry of Balance

  • Chapayev's firepower is very pronounced, but where Kutuzov can be severely punished, her Tech Tree counterpart was able to withstand many a heavy shell thanks to her 30mm-thick extremity plating. To bring things into line and give Chapayev's opponents a better chance at survival, we're setting her plating values to 26mm. This will result in most battleships overmatching her armor at angles, but we don't think it's going to rob Chapayev of her power. Rather, it will make the gameplay more demanding from a maneuvering perspective, which is a natural strength of cruisers. At the same time, we're improving her Repair Party slightly - its cooldown has been reduced to 55 seconds, instead of 60, and the amount of HP restored has been increased by 16.67% per second.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.