Boevoi
Also called: 博埃瓦 · Боевой Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
- Avoid: Trading guns in open water against peer DDs
On this page
Boevoi Community Stats
Log in to GamingDiver and upload your data to see Community Data for Boevoi: community win rate, damage, survival, spotting, and your own comparison.
Boevoi Community Stats
Record History
Playstyle
Overview
Boevoi is a Tier V 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. Standout traits: best AA DPS in T5 DDs (155) and best Repair Party duration in T5 DDs (28 s).
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; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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
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.
Signature Traits
+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
155.0 AA DPS, best of T5 DDs (median 94.0).
28.0 s Repair Party duration, best of T5 DDs. Restores HP for longer per activation.
10.0 s Damage Control duration, best of T5 DDs. Stays fire / flood immune longer per activation.
4.8 s rudder shift, worst of T5 DDs. Hard to dodge incoming AP; lean on island cover.
6.9 km surface detect, bottom decile of T5 DDs. Visible before you can react; position early.
How to get Boevoi
Boevoi is available in the Generalist Destroyers branch of the U.S.S.R. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.
Show U.S.S.R. tech-tree branch diagram
Boevoi sits in the Generalist Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Best listed chance for this ship
- Soviet Destroyer Big Crate 5% V Boevoi* Early access containers · Soviet Destroyer Big Crate
- Soviet Destroyer Crate 1.5% V Boevoi* Early access containers · Soviet Destroyer Crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Soviet Destroyer Big Crate 5% · V Boevoi*
- Soviet Destroyer Crate 1.5% · V Boevoi*
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Boevoi sits among Tier V DDs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 22 mid-pack stats
Not standouts for Boevoi -- 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
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 / 9.7 deg/s traverse speed = 18.6 s.ƒ
4 broadside guns x 60 / 5 s base reload = 48.HE shells
ƒ
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 4 broadside guns = 7,600.ƒ
7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.ƒ
48 shells/min x 8% fire chance = 3.84.AP shells
ƒ
floor(130 mm caliber / 14.3) = 9 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 (13.2 km), where the shell has slowed to 371 m/s: .ƒ
2,500 AP damage x 4 broadside guns = 10,000.ƒ
10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.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 = 6 x 14,000 = 84,000.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×1) + (2×3.5×1) + (27×3.5×1) + (14×3.5×0.95) = 155. 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
Far 4 + Medium 27 = 31ƒ
Far 4 + Medium 27 + Near 14 = 45ƒ
Time to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.ƒ
Time 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.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 · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 2,170 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (15,500 HP) per second = 78 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Smoke Generator2 charges · 240 s reload · 20 s emit / 81 s cloud active
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9621}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 87.2\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 87.2 \cdot 0.6 = 52.3\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 87.2 \cdot 0.32\;(\sigma = 2) = 27.9\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 52.3 \cdot 0.319\;(\sigma = 2) = 16.7\,\text{m}$Standard destroyer dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1615 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 870^{1.38} = 184.1\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 371 m/s: $P = 10^{-7}\cdot 1615 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 371^{1.38} = 56.8\,\text{mm}$.22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).floor(130 mm caliber / 14.3) = 9 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 4 barrels bear on the broadside.180 degrees / 9.7 deg/s traverse speed = 18.6 s.1,900 HE damage x 4 broadside guns = 7,600.2,500 AP damage x 4 broadside guns = 10,000.7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.10,000 AP full-salvo alpha x 60 / 5 s base reload = 120,000.4 broadside guns x 60 / 5 s base reload = 48.48 shells/min x 8% fire chance = 3.84.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.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×1) + (2×3.5×1) + (27×3.5×1) + (14×3.5×0.95) = 155. 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.Acceleration and Ballistics Chart
Balance History
Balance updates affecting Boevoi. Cards are condensed; use each source link for full context.
Ministry of Balance: Preparing for Winter
- Main battery reload time reduced from 7 to 5 seconds.
- Stock torpedo range increased from 5 to 6 km.
- Upgraded torpedo range increased from 7 to 8 km.
- Added Repair Party consumable.
- Changed the order of consumables to be consistent throughout the Soviet destroyer Tech Tree branch:
- Damage Control Party.
- Replaced the "Short Range" trait with "Exposed".
Skins & permanent camouflages
Every custom exterior Boevoi can equip, from in-game data.
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.
