World of Warships: Legends ship guide

Meteor

Beta
U.S.S.R. · Tier VIII · Destroyer · Premium
Long-range gunboatA long-arm gunboat: farm from range where shorter-ranged DDs cannot answer.
Playstyle
  • Sit in open water at the edge of 11.4 km where peer DDs cannot return fire and most cruisers have to pu…
  • Avoid: Overstaying detection after a torpedo drop
Key characteristics
11 km gun rangeSonarEngine BoostHeavy armorHeavy powerplantWide dispersion
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Community Data

Meteor Community Stats

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Playstyle

Overview

Meteor is a Tier VIII Soviet long-range gunboat destroyer reaching 11.4 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is HE spam from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. Standout traits: best armor plate in T8 DDs (50 mm) and best engine power in T8 DDs (150,000 HP).

Positioning

Sit in open water at the edge of 11.4 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it. 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

Overstaying detection after a torpedo drop

The detection window is a hard timer; if you are still firing guns when concealment closes again, you have already taken more damage than the drop earned.

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.

Heavy armor

50.0 mm max plate, best of T8 DDs.

ELITE MOBILITY
  • Heavy powerplant · 150000.0 hp
  • Holds speed in turns · 197.4 hp
  • Nimble for the tonnage · 34.67 hp
Long heal window

28.0 s Repair Party duration, best of T8 DDs. Restores HP for longer per activation.

Wide dispersion

100.5 m max horizontal dispersion, worst of T8 DDs. Long-range salvos are noticeably wider than peers'.

Easily spotted

7.61 km surface detect, worst of T8 DDs. Visible before you can react; position early.

Acquisition

How to get Meteor

Meteor 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

  • Retrofuturism Box 1% Retrofuturism Premium Ship Event containers · Retrofuturism Box · 1 of 2 ships
Official WG availability sources
Show direct source rows

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 Meteor sits among Tier VIII DDs (27 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.

BestEngine power150,000 hp (1 of 2 tied) BestTurn-speed retention197.4 hp/m (1 of 2 tied) BestPower-to-weight34.67 hp/t (1 of 2 tied) BestMax armor50 mm (1 of 2 tied) BestCitadel belt50 mm (1 of 2 tied) Top 10%Hit points25,000 HP (3/27) Top 10%Main battery range11.4 km (2/27) Top 25%Max speed43.5 kt (4/27) Top 25%AP shell damage3,150 (4/25) Top 25%AP velocity950 m/s (7/25) Top 25%HE velocity950 m/s (5/26) Bottom 25%Rudder shift5 s (23/27) Bottom 25%Main battery reload5.2 s (22/27) Bottom 25%HE DPM114,231 (24/26) Bottom 25%Displacement4,327 t (23/27) Bottom 25%Torpedo damage≈13,400 (21/26) WorstStealth profile7.61 km / 3.81 km (1 of 2 tied / 1 of 2 tied) WorstFires per minute4.15 (26/26) WorstMain dispersion100.5 m (27/27) WorstRepair heal rate0.5 %/s (1 of 2 tied)
See 17 mid-pack stats

Not standouts for Meteor -- 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.

Traverse-to-turn ratio8.89 ×(19/27) Main battery caliber130 mm(9/27) HE fire chance6%(17/26) AP DPM218,077(17/25) Acceleration16.9 s(9/27) AP fuse timer0.01 s(14/25) AP arming threshold22 mm(19/25) AA DPS215(15/27) AA range5 km(15/27) AA threat827(15/27) Torpedo range8.01 km(20/26) Torpedo speed60 kt(20/26) Torpedo reload110 s(13/26) Deck armor19 mm(11/21) NormAP ricochet start45°(19 of 25 tied at this value) NormAP auto-bounce angle60°(19 of 25 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit Points25,000
Displacement4,327 t
Armor range13–50 mm
Plate armor thicknesses13, 19, 20, 50 mm
Armor material/layer entries21
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/60 BL-101
Mounts / barrels3 mounts / 6 barrels
Reload time5.8 s
Firing range11.4 km
Turret traverse15 °/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 =(1140030·80.51000+0.5)·30=100.5m
100.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.5·0.6=60.3m
60.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =100.5·0.319(σ=2)=32.1m
32.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =60.3·0.32(σ=2)=19.3m
19.3 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Base shells/min
ƒ6 broadside guns x 60 / 5.8 s base reload = 62.1.
62.1
HE shells
HE Damage1,650
HE Velocity950 m/s
Fire Chance6%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,650 HE damage x 6 broadside guns = 9,900.
9,900
Base HE DPM
ƒ9,900 HE full-salvo alpha x 60 / 5.8 s base reload = 102,414.
102,414
Installed HE DPM
ƒ9,900 HE full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 114,231.
114,231
Base fires/min
ƒ62.1 shells/min x 6% fire chance = 3.72.
3.72
AP shells
AP Damage3,150
AP Velocity950 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 =107·1900·33.40.69·0.131.07·9501.38=244mm. Matches the in-game spec card.
244 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.2 km), where the shell has slowed to 369.9 m/s: P=107·1900·33.40.69·0.131.07·369.91.38=66.4mm.
66.4 mm
AP full-salvo alpha
ƒ3,150 AP damage x 6 broadside guns = 18,900.
18,900
Base AP DPM
ƒ18,900 AP full-salvo alpha x 60 / 5.8 s base reload = 195,517.
195,517
Installed AP DPM
ƒ18,900 AP full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 218,077.
218,077
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.
12
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time110 s
Projectile speed60 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 detectability1.3 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 Arming185 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 13,400 = 134,000.
134,000
AA Defense
AA mount points5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×1) + (11×3.5×0.95) + (17×3.5×1) = 215. 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.
215
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
45 mm SM-20-ZIF3×4 45mm
25 mm 4M-1202×4 25mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose main battery firing as AA in this range band.
17
Range5 km
Medium aura
DPS34
Range3.5 km
Total DPS in Aura
ƒFar 17 + Medium 34 = 51
51
Near aura
DPS11
Range3.1 km
Total DPS in Aura
ƒFar 17 + Medium 34 + Near 11 = 62
62
Maneuverability
Engine moduleEngine: 150,000 hp
Engine power150,000 hp
Maximum speed43.5 kt
Turning circle radius760 m
Rudder shift time5 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 (39.1 kt of 43.5 kt), from our in-house acceleration model.
16.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (43.1 kt of 43.5 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.
28.4 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·43.5·0.5144760=1.69°/s, so ratio=ωturretωhull=151.69=8.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.9× ok
Concealment
Detectability by sea7.61 km
Detectability by air3.81 km
Smoke firing penalty2.9 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.61 km
Detect Fire Sea9.61 km
Detect Fire Air6.81 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Repair Party2 charges · 80 s reload · 28 s active · 3,500 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 7,000 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 125 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (25,000 HP) per second = 125 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
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost

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 Disp100.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11400}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 100.5\,\text{m}$
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 Disp60.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 100.5 \cdot 0.6 = 60.3\,\text{m}$
Shell scatter height @ 10 km51.8 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 Disp32.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 100.5 \cdot 0.319\;(\sigma = 2) = 32.1\,\text{m}$
Med Vert Disp19.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 60.3 \cdot 0.32\;(\sigma = 2) = 19.3\,\text{m}$
AP Pen Close244 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1900 \cdot 33.4^{0.69} \cdot 0.13^{-1.07} \cdot 950^{1.38} = 244\,\text{mm}$. Matches the in-game spec card.
AP Pen Far66.4 mm
Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 369.9 m/s: $P = 10^{-7}\cdot 1900 \cdot 33.4^{0.69} \cdot 0.13^{-1.07} \cdot 369.9^{1.38} = 66.4\,\text{mm}$.
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 Radius12
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 time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha9,900
1,650 HE damage x 6 broadside guns = 9,900.
AP full-salvo alpha18,900
3,150 AP damage x 6 broadside guns = 18,900.
Base HE DPM102,414
9,900 HE full-salvo alpha x 60 / 5.8 s base reload = 102,414.
Base AP DPM195,517
18,900 AP full-salvo alpha x 60 / 5.8 s base reload = 195,517.
Installed HE DPM114,231
9,900 HE full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 114,231.
Installed AP DPM218,077
18,900 AP full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 218,077.
Base shells/min62.1
6 broadside guns x 60 / 5.8 s base reload = 62.1.
Installed shells/min69.2
6 broadside guns x 60 / 5.2 s installed Artillery reload = 69.2.
Base fires/min3.72
62.1 shells/min x 6% fire chance = 3.72.
Installed fires/min4.15
69.2 shells/min x 6% fire chance = 4.15.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range51.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage134,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 13,400 = 134,000.
Per-side salvo damage134,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 13,400 = 134,000.

AA defense

Close-range AA DPS215
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×1) + (11×3.5×0.95) + (17×3.5×1) = 215. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index827
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 range3.1 km

Armor Beta

Hull HP 25,000, 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.

Bow & stern19 mm

Overmatched by 129+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel50 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 1,250 (~5% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 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)19 mm primary (range 19–20 mm)≈ 18,750 (~75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)≈ 1,250 (~5% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel50 mm primary (range 13–50 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.
Superstructure19 mmno 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.

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

Exteriors

Skins & permanent camouflages

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

  • Meteor default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Delny RetroDecorative

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.