World of Warships: Legends ship guide

Gremyashchy

Also called: 轰鸣 FE · Гремящий FE · Gremjaschtschi FE · Gremyashchy FE Beta
U.S.S.R. · Tier IV · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (8 km)10 km gun rangeHigh HE / fire outputHigh fire chanceStrong AAStiff AP fuse
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Community Data

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Playstyle

Overview

Gremyashchy is a Tier IV Soviet gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her 130mm guns reload in 5.3 s, so the damage comes from staying in the trade rather than from any one salvo. AA (145 AA DPS at 3.2 km) ranks 3 of 21 in T4 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best HE fire chance in T4 DDs (9) and top-decile flat arc HE shells in T4 DDs (870).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.2 km of reach against 6.4 km of detection leaves about 3.7 km in which you can shoot before the answer arrives. 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. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.5 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 3.7 km) reads straight in regardless. Once the rudder is over she turns tightly for her cohort (510 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 6.4 km with 13,100 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +3 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE MAIN BATTERY
  • High fire chance · 9%
  • Big-caliber AP overmatch · 9 mm
  • Flat arc HE shells · 870 m
  • Flat AP shells · 870 m
Long-range torps

8 km torpedo range, top decile of T4 DDs.

Holds speed in turns

94.1 hp per metre of turn radius, top decile of T4 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Stiff AP fuse

22 mm AP arming threshold, worst of T4 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Gremyashchy

Gremyashchy is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Show all 11 containers (8 more)
  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Archived · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Archived · Santa Level 2 · 1 of 15 ships
  • Secret Santa '21 0.1% IV Gremyashchy Archived · Secret Santa '21
  • Santa Level 1 0.078333% Tier IV Premium ship Archived · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Archived · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Archived · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Archived · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event · Mystic Box · 1 of 16 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

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Commanders frequently paired with this ship Anton GurinRumbleSergio Splendento

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Cohort position

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Where Gremyashchy sits among Tier IV 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.

BestTurning circle510 m (1/21) BestMain battery caliber130 mm (1 of 8 tied) BestAP pen at 10 km73 mm (1 of 3 tied) Top 10%Hit points13,100 HP (3/21) Top 10%Main battery range10.16 km (3/21) Top 10%Fires per minute4.08 (3/21) Top 10%HE velocity870 m/s (3/21) Top 10%Turn-speed retention94.1 hp/m (2/21) Top 10%AA DPS145 (3/21) Top 10%Torpedo range8.01 km (3/21) Top 10%Max armor19 mm (3/21) Top 10%Deck armor19 mm (3/20) Top 25%Rudder shift2.7 s (6/21) Top 25%HE DPM86,038 (6/21) Top 25%AP DPM113,208 (5/19) Top 25%AP velocity870 m/s (3/19) Top 25%Engine power48,000 hp (5/21) Top 25%Effective HE DPM (incl. fire)115,560 (6/21) Bottom 25%Stealth profile6.42 km / 3.21 km (19/21 / 19/21) Bottom 25%Smoke fire bloom2.46 km (19/21) Bottom 25%Main dispersion91.2 m (19/21) Bottom 25%Displacement2,215 t (17/21) WorstTraverse-to-turn ratio2.34 × (21/21) WorstAP arming threshold22 mm (1 of 8 tied) WorstTorpedo speed55 kt (21/21)
See 15 mid-pack stats

Not standouts for Gremyashchy -- 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.

Max speed37 kt(11/21) Main battery reload5.3 s(8/21) HE shell damage1,900(8/21) Acceleration17.1 s(10/21) Power-to-weight21.67 hp/t(11/21) AA range3.2 km(7/21) AA threat334(7/21) Flak per wave (expected)240(5/7) Torpedo damage≈13,400(7/21) Torpedo reaction time7.4 s(10/21) Torpedo reload69 s(10/21) Citadel belt13 mm(11/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit Points13,100
Displacement2,215 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.
113.4 x 10.4 m (measured from the ship model)
Armor range10–19 mm
Plate armor thicknesses10, 13, 19 mm
Armor material/layer entries28
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.
16.6%
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 (1,179 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 (1,310 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.
6,600
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.
3,900
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 130 mm/50 B-13
Mounts / barrels4 mounts / 4 barrels
Reload time5.3 s
Firing range10.2 km
Turret traverse5 °/s
Turret armor13 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.
3x ±150°, ±127°
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.
53° off bow / 30° off stern
HE fire DPM vs T4 BB29489
Effective HE DPM vs T4 BB115527
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 =(1016230·80.51000+0.5)·30=91.2m
91.2 m at 10.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91.2·0.6=54.7m
54.7 m at 10.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =91.2·0.62=27.4m
27.4 m at 10.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =54.7·0.62=16.4m
16.4 m at 10.2 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ4 broadside guns x 60 / 5.3 s base reload = 45.3.
45.3
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance9%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 5.3 s base reload = 86,038.
86,038
Fires/min
ƒ45.3 shells/min x 9% fire chance = 4.08.
4.08
AP shells
AP Damage2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. Matches the in-game spec card.
184.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.2 km), where the shell has slowed to 439.6 m/s: P=107·1615·33.50.69·0.131.07·439.61.38=71.8mm.
71.8 mm at 10.2 km
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 5.3 s base reload = 113,208.
113,208
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
Torpedoes
ModuleTorpedoes: 53-39
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time69 s
Projectile speed55 kt
Range8.01 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=40,200·0.333=13,400.
≈ 13,400
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.
14,400
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km55 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 2.4 per hit, shown as 2.4×100=240%. 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.
240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming178 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.
80,400
AA Defense
AA mount points10
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.
3.2 km
76 mm 34-K2×1 76mm
37 mm 70-K4×1 37mm
12.7 mm Colt2×2 13mm
12.7 mm DShK2×1 13mm
Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 1 hit probability = 70 - the same in-game units as the Close-range AA DPS headline.
70
Range3.2 km
Far aura
Guns76 mm 34-K
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 1 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.
10
Range3 km
Total DPS in Aura
ƒMedium 70 + Far 10 = 80
80
Near aura
Guns12.7 mm Colt + 12.7 mm DShK
Continuous DPS
ƒEffective DPS: 19 raw aura damage × 3.5 × 0.95 hit probability = 63 - the same in-game units as the Close-range AA DPS headline.
63
Range1.2 km
Total DPS in Aura
ƒMedium 70 + Far 10 + Near 63 = 143
143
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 120 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
120
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
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 3 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.
2.5-3 km
Maneuverability
Engine power48,000 hp
Maximum speed37 kt
Turning circle radius510 m
Rudder shift time2.7 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 37 / 4 + 4.9 = 14.2 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.
14.2 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.
14.5 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).
10 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.
17.13 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 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.
29.1 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·37.0·0.5144510=2.14°/s, so ratio=ωturretωhull=52.14=2.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.3× drags
Concealment
Detectability by sea6.42 km
Detectability by air3.21 km
Smoke firing penalty2.46 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.
10.16 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.6 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.81 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.
8.42 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.
6.21 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 77 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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
Max Horiz Disp91.2 m at 10.2 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1016230·80.51000+0.5)·30=91.2m
Shell scatter width @ 5 km52.5 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 km90 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 Disp54.7 m at 10.2 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91.2·0.6=54.7m
Shell scatter height @ 10 km53.7 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=0.5·10162=5081 m, and radiusOnMax=0.6 at 10162 m. Above the kink: k=0.5+(0.60.5)·100005081101625081=0.5968, so σV=σH·k=90·0.5968=53.7m.
Med Horiz Disp27.4 m at 10.2 km
50%-hit horizontal radius: σH,50=σH·0.6σ =91.2·0.62=27.4m
Med Vert Disp16.4 m at 10.2 km
50%-hit vertical radius: σV,50=σV·0.6σ =54.7·0.62=16.4m
AP Pen Close184.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. Matches the in-game spec card.
AP Pen Far71.8 mm at 10.2 km
Same formula at the ship's max firing range (10.2 km), where the shell has slowed to 439.6 m/s: P=107·1615·33.50.69·0.131.07·439.61.38=71.8mm.
AP pen 5 km114 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 km73 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 km5.98 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·0.2857·0.1328·33.5=5.66×105. That runs from a 870 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 km5.99 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·0.2857·0.1328·33.4=5.68×105. That runs from a 870 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
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 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 alpha4
All 4 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
AP full-salvo alpha10,000
2,500 AP damage x 4 broadside guns = 10,000.
HE DPM86,038
7,600 HE full-salvo alpha x 60 / 5.3 s base reload = 86,038.
AP DPM113,208
10,000 AP full-salvo alpha x 60 / 5.3 s base reload = 113,208.
Shells/min45.3
4 broadside guns x 60 / 5.3 s base reload = 45.3.
Fires/min4.08
45.3 shells/min x 9% fire chance = 4.08.

Torpedoes

Torpedo detectability1.1 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 speed55 kt
Travel time to max range54.2 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
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 salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage80,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.
Per-side salvo damage80,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.

AA defense

AA DPS at max range70
Only families that reach 3.2 km contribute at the outer edge of the AA bubble. In-game families: 76mm34K 2x1 -> 11 DPS @ 3 km; 37mm70K 4x1 -> 70 DPS @ 3.2 km; 12 7mm Colt 2x2 -> 32 DPS @ 1.2 km; 12 DShK 2x1 -> 32 DPS @ 1.2 km.
Maximum AA range3.2 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 range70 DPS @ 3.2 km, 81 DPS @ 3 km, 145 DPS @ 1.2 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-blank145
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index334
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Armor Beta

Hull HP 13,100, 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 & stern10 mm

Overmatched by 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–19 mm)1,800 (14% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Stern10 mm primary (range 10–13 mm)1,200 (9% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 10–13 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.
Superstructure10 mm primary (range 10–19 mm)900 (7% 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 HP6,600 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.
AA mount (76 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 HP3,900 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 Gremyashchy can equip, from in-game data.

  • Gremyashchy 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.