World of Warships: Legends ship guide

Gremyashchy FE

Also called: 轰鸣 · Гремящий 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 you…
  • 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

Variant of Gremyashchy

Cosmetic-only variant of Gremyashchy. Identical to Gremyashchy on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.

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Community Data

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Playstyle

Overview

Gremyashchy FE 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. AA (144 AA DPS at 3.2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best HE fire chance in T4 DDs (9) and top-decile flat 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; 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

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • High fire chance · 9.0%
  • Big-caliber overmatch · 9.0 mm
  • Flat HE shells · 870.0 m
  • High fire pressure · 4.08 fires
Long-range torps

8.01 km torpedo range, top decile of T4 DDs.

WEAK MAIN BATTERY
  • Stiff AP fuse · 22.0 mm
  • Wide dispersion · 91.2 m
Acquisition

How to get Gremyashchy FE

Gremyashchy FE is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

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Cohort position

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Where Gremyashchy FE sits among Tier IV DDs (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 caliber130 mm (1 of 8 tied) Top 10%Hit points13,100 HP (3/21) Top 10%Main battery range10.16 km (3/21) Top 10%Fires per minute4.08 (2/21) Top 10%HE velocity870 m/s (3/21) Top 10%Turn-speed retention94.1 hp/m (2/21) Top 10%AA DPS144 (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%Main battery reload5.3 s (6/21) Top 25%HE DPM86,038 (5/21) Top 25%AP DPM113,208 (5/19) Top 25%AP velocity870 m/s (3/19) Top 25%Engine power48,000 hp (5/21) Bottom 25%Stealth profile6.42 km / 3.21 km (19/21 / 19/21) Bottom 25%Displacement2,215 t (17/21) Bottom 10%Torpedo speed55 kt (20/21) WorstTraverse-to-turn ratio2.34 × (21/21) WorstMain dispersion91.2 m (1 of 2 tied) WorstAP arming threshold22 mm (1 of 8 tied)
See 11 mid-pack stats

Not standouts for Gremyashchy FE -- 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) 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 threat331(7/21) Torpedo damage≈13,400(7/21) 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)
Survivability
Hit Points13,100
Displacement2,215 t
Armor range10–19 mm
Plate armor thicknesses10, 13, 19 mm
Armor material/layer entries28
Fire resistance16.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm B-13
Mounts / barrels4 mounts / 4 barrels
Reload time5.3 s
Firing range10.2 km
Turret traverse5 °/s
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
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91.2·0.6=54.7m
54.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =91.2·0.319(σ=2)=29.1m
29.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =54.7·0.32(σ=2)=17.5m
17.5 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base 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
Base HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 5.3 s base reload = 86,038.
86,038
Base 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
AP Pen Far
ƒSame formula at the ship's max firing range (12.7 km), where the shell has slowed to 380.9 m/s: P=107·1615·33.50.69·0.131.07·380.91.38=58.9mm.
58.9 mm
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
Base 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: 533 mm Triple 39-U
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
Torpedo detectability1.1 km
Flooding chance240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming170 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
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (20×3.5×1) + (19×3.5×0.95) = 144. 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.
144
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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
DPS20
Range3.2 km
Far aura
DPS3
Range3 km
Total DPS in Aura
ƒMedium 20 + Far 3 = 23
23
Near aura
DPS19
Range1.2 km
Total DPS in Aura
ƒMedium 20 + Far 3 + Near 19 = 42
42
Maneuverability
Engine moduleEngine: 48,000 hp
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
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.
17.1 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 after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.42 km
Detect Fire Sea8.42 km
Detect Fire Air6.21 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
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10162}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 91.2\,\text{m}$
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
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 91.2 \cdot 0.6 = 54.7\,\text{m}$
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.
Med Horiz Disp29.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 91.2 \cdot 0.319\;(\sigma = 2) = 29.1\,\text{m}$
Med Vert Disp17.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 54.7 \cdot 0.32\;(\sigma = 2) = 17.5\,\text{m}$
AP Pen Close184.1 mm
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.
AP Pen Far58.9 mm
Same formula at the ship's max firing range (12.7 km), where the shell has slowed to 380.9 m/s: $P = 10^{-7}\cdot 1615 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 380.9^{1.38} = 58.9\,\text{mm}$.
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.
Base HE DPM86,038
7,600 HE full-salvo alpha x 60 / 5.3 s base reload = 86,038.
Base AP DPM113,208
10,000 AP full-salvo alpha x 60 / 5.3 s base reload = 113,208.
Base shells/min45.3
4 broadside guns x 60 / 5.3 s base reload = 45.3.
Base fires/min4.08
45.3 shells/min x 9% fire chance = 4.08.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range56 s
range / (speed kt x 2.6 community game-speed factor).
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

Close-range AA DPS144
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (20×3.5×1) + (19×3.5×0.95) = 144. 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.
Maximum AA range3.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index331
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+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–19 mm)1,800 (14% of HP)
Overmatched by 150mm+ (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+ (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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling 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.

Approximated side profile.
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3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Gremyashchy FE default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision