AL Chapayev
Beta- 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
Variant of Chapayev
Al Chapayev is a variant of Chapayev with artillery tweaks.
Show all differences
Artillery
- main-gun reload9.2 s+1.2 sWorse
- AP damage3,100-200Worse
- HE damage2,850+650Better
- HE fire chance5%-7%Worse
- HE penetration37 mm+12 mmBetter
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AL Chapayev Community Stats
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AL Chapayev Community Stats
Record History
Playstyle
Overview
AL Chapayev is a Tier VII Soviet cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Surveillance Radar (11.7 km, 20 s active, every 180 s) is the cap-control consumable on top, so she sets fights as well as winning them. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: top-decile AP shell velocity 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.
Potato Avoidance
Using radar like a destroyer hunter rather than a position…
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.
Signature Traits
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 8/55 T7 CAs.
11.7 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
11.7 km Surveillance Radar range, best of T7 CAs. Lights targets peer radars can't reach.
- Flat AP shells · 950.0 m
- Flat HE shells · 950.0 m
5.0% fire chance per HE shell, bottom decile of T7 CAs. AP carries more weight.
14.31 km surface detect, bottom decile of T7 CAs. Visible before you can react; position early.
How to get AL Chapayev
AL Chapayev 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
- Azur Lane Crate: Ultimate 0.857143% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate · 1 of 7 ships
- Azur Lane Crate: Ultimate II 0.666667% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate II · 1 of 9 ships
- Azur Lane Crate: Ultimate III 0.5% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate III · 1 of 12 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Darkness & Light: a tale of two Halloween events Event/store source Start: 2021-10-01 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
Show direct source rows
- Azur Lane Crate: Ultimate 0.857143% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate II 0.666667% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate III 0.5% · Azur Lane Premium Ship
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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Cohort position
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Where AL Chapayev sits among Tier VII CAs (55 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.
See 30 mid-pack stats
Not standouts for AL 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.
Peers in this cohort
Show all 54 peers
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 7.2 deg/s traverse speed = 25 s.ƒ
12 broadside guns x 60 / 9.2 s base reload = 78.3.HE shells
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37 mm ≈ 152 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
2,850 HE damage x 12 broadside guns = 34,200.ƒ
34,200 HE full-salvo alpha x 60 / 9.2 s base reload = 223,043.ƒ
34,200 HE full-salvo alpha x 60 / 8.3 s installed reload (Main Battery Mod. 3 = -10%) = 247,229.ƒ
78.3 shells/min x 5% fire chance = 3.91.AP shells
patched
- baseline3100In-game data
- 2024-09-0510250Ministry of Balance: Season of Change Main battery AP shell damage reduced from 11,000 to 10,250.
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 333.8 m/s: .ƒ
10,250 AP damage x 12 broadside guns = 123,000.ƒ
123,000 AP full-salvo alpha x 60 / 9.2 s base reload = 802,174.ƒ
123,000 AP full-salvo alpha x 60 / 8.3 s installed reload (Main Battery Mod. 3 = -10%) = 889,157.ƒ
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.ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 16,733 = 50,199.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (68×3.5×0.9) + (29×3.5×0.9) = 306. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 29 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 29 + Medium 68 = 97ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 20 s active · 11.7 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Repair Party2 charges · 55 s reload · 28 s active · 7,252 HP (19.6% of max HP) total heal (per charge) ƒ
Heal per second (0.7%) x effective active time (28 s) = up to 19.6% of max HP restored per charge.ƒ
19.6% per charge x 2 charges = up to 39.2% of max HP if the whole Repair Party loadout is used.ƒ
0.7% 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.
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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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14501}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 133.1\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 133.1 \cdot 0.6 = 79.8\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 133.1 \cdot 0.319\;(\sigma = 2) = 42.5\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 79.8 \cdot 0.32\;(\sigma = 2) = 25.5\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2216 \cdot 55^{0.69} \cdot 0.152^{-1.07} \cdot 950^{1.38} = 339.7\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 333.8 m/s: $P = 10^{-7}\cdot 2216 \cdot 55^{0.69} \cdot 0.152^{-1.07} \cdot 333.8^{1.38} = 80.2\,\text{mm}$.37 mm ≈ 152 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.243 in this case. Lets HE pen ~38mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 12 barrels bear on the broadside.180 degrees / 7.2 deg/s traverse speed = 25 s.2,850 HE damage x 12 broadside guns = 34,200.10,250 AP damage x 12 broadside guns = 123,000.34,200 HE full-salvo alpha x 60 / 9.2 s base reload = 223,043.123,000 AP full-salvo alpha x 60 / 9.2 s base reload = 802,174.34,200 HE full-salvo alpha x 60 / 8.3 s installed reload (Main Battery Mod. 3 = -10%) = 247,229.123,000 AP full-salvo alpha x 60 / 8.3 s installed reload (Main Battery Mod. 3 = -10%) = 889,157.12 broadside guns x 60 / 9.2 s base reload = 78.3.12 broadside guns x 60 / 8.3 s installed Artillery reload = 86.7.78.3 shells/min x 5% fire chance = 3.91.86.7 shells/min x 5% fire chance = 4.34.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 16,733 = 100,398.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 16,733 = 50,199.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (68×3.5×0.9) + (29×3.5×0.9) = 306. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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) × 60/4 × 1400 = 84,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.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.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 37,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 26 mm primary (range 20–40 mm) | ≈ 1,850 (~5% of HP) | Overmatched by 380mm+ (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) | ≈ 27,750 (~75% of HP) | Overmatched by 380mm+ (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. |
| Stern | 26 mm primary (range 6–40 mm) | ≈ 1,850 (~5% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 100 mm primary (range 16–120 mm) | 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. |
| Superstructure | 26 mm primary (range 26–130 mm) | no cap | 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). |
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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting AL Chapayev. Cards are condensed; use each source link for full context.
Ministry of Balance: Season of Change
- Main battery reload time increased from 8 to 9.2 seconds.
- Main battery AP shell damage reduced from 11,000 to 10,250.
- Main battery AP minimum penetration angle reduced from 55 to 50 degrees.
- Main battery AP maximum penetration angle reduced from 70 to 65 degrees.
- Upgraded hull total health reduced from 83,000 to 80,000.
- Upgraded hull engine HP reduced from 89,900 to 80,000.
- Upgraded hull bow HP reduced from 3,200 to 3,000.
- Upgraded hull stern HP reduced from 3,600 to 3,500.
- Upgraded hull HP reduced from 62,300 to 60,000.
- Upgraded hull steering gear HP reduced from 24,900 to 24,000.
- +2 more official change lines in the source post.
September Update: Breeze of Inspiration
- Buffs to Harold B. Farncomb: the "Careful" base trait and "Shell From the Ghost" unique skill have been improved.
- New row 4 skill for Jerzy Świrski: Fox Flair. Increases the duration of Radar to match that of Smoke Generator while the latter is active, and reduces main battery reload time by up to 10% while Radar is active.
Skins & permanent camouflages
Every custom exterior AL Chapayev can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAzur ChapayevAzur Lane
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.
