World of Warships: Legends ship guide

Mikoyan

Also called: 米高扬 · Микоян · Mikojan Beta
U.S.S.R. · Tier IV · CA Cruiser · Premium
AP citadel cruiserPunish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Heavy AP pen14 km gun rangeHigh AP DPMWide always-pen zoneSonarFragile
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Community Data

Mikoyan Community Stats

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Playstyle

Overview

Mikoyan is a Tier IV Soviet light cruiser whose 180mm guns earn citadels on broadsides (252,000 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Standout traits: best close-range AP pen in T4 CAs (428.9 mm) and best long-range AP brick in T4 CAs (220.9 mm).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.7 km on ships, 2.7 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. A 830 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

Pushing in blind because the kit says brawler

3.7-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

ELITE MAIN BATTERY
  • Close-range AP brick · 428.9 mm
  • Long-range AP brick · 220.94 mm
  • AP DPM machine · 252000 AP
  • Flat AP trajectory
Thickest plate

150 mm on her single heaviest plate, best of T4 CAs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Nimble for the tonnage

20.71 hp per ton, best of T4 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Pattern widens fast with range

Shell pattern widens about 11.2 m per km of range, worst of T4 CAs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Fragile HP pool

21000 HP, bottom decile of T4 CAs. Trade hits sparingly.

Acquisition

How to get Mikoyan

Mikoyan 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

  • Halloween '25 crate 1.333333% Tier IV Premium ship Event · Halloween '25 crate · 1 of 3 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.

Open in Build Tool →

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Cohort position

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Where Mikoyan sits among Tier IV CAs (21 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.

BestMain battery reload6.5 s (1/22) BestDisplacement5,793 t (1/22) BestPower-to-weight20.71 hp/t (1/22) BestAP pen at 10 km272 mm (1/22) BestMax armor150 mm (1 of 3 tied) Top 10%Main battery range14.24 km (2/22) Top 10%AP DPM252,000 (2/22) Top 10%AP velocity920 m/s (3/22) Top 10%HE velocity920 m/s (2/19) Top 10%Acceleration21.2 s (2/22) Top 10%AP ricochet start50° (2/22) Top 10%AP auto-bounce angle65° (2/22) Top 10%Engine power120,000 hp (3/22) Top 10%Torpedo speed64 kt (3/21) Top 25%Max speed35.5 kt (4/22) Top 25%Main battery caliber180 mm (5/22) Top 25%HE DPM138,462 (3/19) Top 25%Effective HE DPM (incl. fire)182,528 (5/19) Bottom 25%Turning circle830 m (20/22) Bottom 25%Secondary DPM (per side)42,000 (13/16) Bottom 25%AP fuse timer0.02 s (20/22) Bottom 10%Smoke fire bloom5.98 km (21/22) Bottom 10%Citadel belt35 mm (21/22) WorstHit points21,000 HP (22/22) WorstMain dispersion159.7 m (22/22) WorstTorpedo range4.02 km (1 of 3 tied)
See 25 mid-pack stats

Not standouts for Mikoyan -- 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.

Concealment11.46 km(16/22) Air detection6.87 km(15/22) Rudder shift5.9 s(8/22) Traverse-to-turn ratio6.35 ×(8/22) HE shell damage2,500(7/19) HE fire chance11%(11/19) Fires per minute6.09(6/19) Secondary HE alpha1,400(9/16) Secondary fire chance6%(7/16) Secondary HE pen17 mm(7/16) AP arming threshold30 mm(17/22) Turn-speed retention144.6 hp/m(10/22) AA DPS140(15/22) AA range3.5 km(16/22) AA threat376(15/22) Flak per wave (expected)252(9/17) Torpedo damage≈13,400(11/21) Torpedo reaction time7.6 s(11/21) Torpedo reload70 s(11/21) Bow armor13 mm(11/22) Stern armor13 mm(11/22) Deck armor50 mm(7/22) NormSigma2(20 of 22 tied at this value) NormTurn speed retained81%(21 of 22 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit Points21,000
Displacement5,793 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.
190.4 x 17.8 m (measured from the ship model)
Armor range6–150 mm
Plate armor thicknesses6, 10, 13, 16, 20, 35, 50, 100, 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.
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 (1,890 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 (2,100 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.
10%
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.
10,500
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.
6,300
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 180 mm/65 MK-2
Mounts / barrels3 mounts / 6 barrels
Reload time6.5 s
Firing range14.2 km
Turret traverse8 °/s
Turret armor100 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.
2x ±155°, ±145°
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.
35° off bow / 25° off stern
HE fire DPM vs T4 BB44083
Effective HE DPM vs T4 BB182544
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 =(1424130·101.11000+1.1)·30=159.7m
159.7 m at 14.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =159.7·0.95=151.8m
151.8 m at 14.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =159.7·0.62=47.9m
47.9 m at 14.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =151.8·0.62=45.5m
45.5 m at 14.2 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ6 broadside guns x 60 / 6.5 s base reload = 55.4.
55.4
HE shells
HE Damage2,500
HE Velocity920 m/s
Fire Chance11%
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,500 HE damage x 6 broadside guns = 15,000.
15,000
HE DPM
ƒ15,000 HE full-salvo alpha x 60 / 6.5 s base reload = 138,462.
138,462
Fires/min
ƒ55.4 shells/min x 11% fire chance = 6.09.
6.09
AP shells
AP Damage4,550
AP Velocity920 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold30 mm
AP overmatch
ƒfloor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
12 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2370·109.20.69·0.181.07·9201.38=465.6mm. Matches the in-game spec card.
465.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.2 km), where the shell has slowed to 536 m/s: P=107·2370·109.20.69·0.181.07·5361.38=220.9mm.
220.9 mm at 14.2 km
AP full-salvo alpha
ƒ4,550 AP damage x 6 broadside guns = 27,300.
27,300
AP DPM
ƒ27,300 AP full-salvo alpha x 60 / 6.5 s base reload = 252,000.
252,000
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.
20
Torpedoes
ModuleTorpedoes: 533 mm Triple 39-U
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed64 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=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 detectability1.3 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 km64 kt×2.6855=7.6 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.
7.6 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
Launch arcs150° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming202 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,400 = 40,200.
40,200
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.
3.5 km
37 mm 70-K6×1 37mm
12.7 mm DShK4×1 13mm
100 mm/56 B-34 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 100mm
Far aura
Guns100 mm/56 B-34 (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 19 from dual-purpose secondaries firing as AA in this range band.
19
Range3.5 km
Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 0.9 hit probability = 82 - the same in-game units as the Close-range AA DPS headline.
82
Range3.2 km
Total DPS in Aura
ƒFar 19 + Medium 82 = 101
101
Near aura
Guns12.7 mm DShK
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 0.85 hit probability = 39 - the same in-game units as the Close-range AA DPS headline.
39
Range1.2 km
Total DPS in Aura
ƒFar 19 + Medium 82 + Near 39 = 140
140
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 × 140 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.
140
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 3.5 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.
2.5-3.5 km
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
100 mm/56 B-34 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×1 100mm
Caliber100 mm
Reload time4 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine power120,000 hp
Maximum speed35.5 kt
Turning circle radius830 m
Rudder shift time5.9 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 = 35.5 / 4 + 4.9 = 13.8 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.
13.8 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.
19.4 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).
10.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt), from our in-house acceleration model.
21.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
32.9 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·35.5·0.5144830=1.26°/s, so ratio=ωturretωhull=81.26=6.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.3× slow
Concealment
Detectability by sea11.46 km
Detectability by air6.87 km
Smoke firing penalty5.98 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.
14.24 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.6 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.47 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.
13.46 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.
9.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size

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 Disp159.7 m at 14.2 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1424130·101.11000+1.1)·30=159.7m
Shell scatter width @ 5 km77.5 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 km122 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 Disp151.8 m at 14.2 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =159.7·0.95=151.8m
Shell scatter height @ 10 km65.9 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=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·14241=8545 m, and radiusOnMax=0.95 at 14241 m. Above the kink: k=0.4+(0.950.4)·100008545142418545=0.5405, so σV=σH·k=122·0.5405=65.9m.
Med Horiz Disp47.9 m at 14.2 km
50%-hit horizontal radius: σH,50=σH·0.6σ =159.7·0.62=47.9m
Med Vert Disp45.5 m at 14.2 km
50%-hit vertical radius: σV,50=σV·0.6σ =151.8·0.62=45.5m
AP Pen Close465.6 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2370·109.20.69·0.181.07·9201.38=465.6mm. Matches the in-game spec card.
AP Pen Far220.9 mm at 14.2 km
Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 536 m/s: P=107·2370·109.20.69·0.181.07·5361.38=220.9mm.
AP pen 5 km354 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 km272 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.
HE flight time @ 10 km4.77 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·0.2654·0.1828·109.2=3.09×105. That runs from a 920 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.
AP flight time @ 10 km4.82 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·0.2778·0.1828·109.2=3.24×105. That runs from a 920 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 penetration30 mm
30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
AP overmatch12 mm
floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha15,000
2,500 HE damage x 6 broadside guns = 15,000.
AP full-salvo alpha27,300
4,550 AP damage x 6 broadside guns = 27,300.
HE DPM138,462
15,000 HE full-salvo alpha x 60 / 6.5 s base reload = 138,462.
AP DPM252,000
27,300 AP full-salvo alpha x 60 / 6.5 s base reload = 252,000.
Shells/min55.4
6 broadside guns x 60 / 6.5 s base reload = 55.4.
Fires/min6.09
55.4 shells/min x 11% fire chance = 6.09.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.6 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 speed64 kt
Travel time to max range23.4 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 salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage80,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.
Per-side salvo damage40,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,400 = 40,200.

AA defense

AA DPS at max range19
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm70K 6x1 -> 82 DPS @ 3.2 km; 12 DShK 4x1 -> 39 DPS @ 1.2 km; 100mm B 34 4x1 -> 19 DPS @ 3.5 km.
Maximum AA range3.5 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 range19 DPS @ 3.5 km, 101 DPS @ 3.2 km, 140 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-blank140
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index376
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

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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)42,000
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: 4×1 100 mm (2/side) × 60/4 × 1400 = 42,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE 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 21,000, 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 & stern13 mm

Overmatched by 89+ 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
Bow13 mm primary (range 13–20 mm)1,500 (7% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)50 mm primary (range 6–50 mm)15,800 (75% of HP)
No common AP caliber overmatches50 mm: most HE shatters, standard pen from 305mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 10–35 mm)800 (4% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel35 mm primary (range 16–35 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 10–150 mm)1,100 (5% 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 HP10,500 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 HP6,300 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 Mikoyan. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×1Concealment ×3
2025-10-02

Halloween Update: Misty Voyage

  • Main battery reload time reduced from 13.2 to 6.5 seconds.
  • Detectability range by sea reduced from 11.94 to 11.46 km.
  • Detectability range by air reduced from 7.16 to 6.87 km.
  • Detectability range by sea while firing in smoke reduced from 6.23 to 5.98 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Mikoyan 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.