World of Warships: Legends ship guide

Muavenet

Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
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
High HE / fire outputImproved HE penSmokeEngine BoostDefensive AAVisible torps
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Community Data

Muavenet Community Stats

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Playstyle

Overview

Muavenet is a Tier IV European 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 HE fire chance in T4 DDs (9) and best torpedo speed in T4 DDs (72 kt).

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. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor.

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

Improved HE penetration

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, unique in T4 DDs.

Engine Boost

+5% speed, 100 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%
  • High fire pressure · 3.93 fires
Fast torpedoes

72.0 kt torpedo speed, best of T4 DDs. Less reaction time for targets to dodge.

Quick acceleration

~7.1 s to 90% of top speed, top decile of T4 DDs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

WEAK TORPEDOES
  • Visible torps · 1.6 km
  • Weak · 6300.0 damage
Acquisition

How to get Muavenet

Muavenet is available in the Contesting Destroyers branch of the Pan-Europe Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 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 Pan-Europe tech-tree branch diagram
Pan-Europe Tech Tree

Muavenet sits in the Contesting Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Best listed chance for this ship

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.

Open in Build Tool →

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Cohort position

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Where Muavenet 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.

BestTorpedo speed72 kt (1/21) Top 10%Fires per minute3.93 (3/21) Top 10%Main dispersion82 m (3/21) Top 10%Acceleration7.1 s (2/21) Top 25%Max speed38 kt (5/21) Top 25%HE DPM82,909 (6/21) Top 25%AA DPS116 (6/21) Bottom 25%Engine power34,000 hp (17/21) Bottom 25%AA range2 km (19/21) Bottom 10%Torpedo damage≈6,300 (20/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstDeck armor10 mm (1 of 10 tied)
See 17 mid-pack stats

Not standouts for Muavenet -- 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.

Hit points11,900 HP(11/21) Concealment5.95 km(8/21) Air detection2.98 km(8/21) Rudder shift3.1 s(15/21) Traverse-to-turn ratio4.82 ×(13/21) Main battery caliber120 mm(16/21) Main battery range9.83 km(15/21) Main battery reload5.5 s(7/21) HE shell damage1,900(8/21) HE velocity808 m/s(13/21) Turn-speed retention63 hp/m(15/21) Displacement1,910 t(11/21) Power-to-weight17.8 hp/t(16/21) AA threat233(10/21) Torpedo range6 km(15/21) Torpedo reload70 s(12/21) NormSigma2(20 of 21 tied at this value)
Survivability
Hit PointsInitial: 9,800 → 11,900
Displacement1,910 t
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries21
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm/45 QF CPXVIII
Mounts / barrels4 mounts / 4 barrels
Reload time5.5 s
Firing range (base)8.9 km
Firing range (top fire control)9.8 km
Turret traverseInitial: 10 °/s → 12 °/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 =(894030·80.51000+0.5)·30=82m
82 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =82·0.6=49.2m
49.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =82·0.32(σ=2)=26.2m
26.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =49.2·0.319(σ=2)=15.7m
15.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 5.5 s base reload = 43.6.
43.6
HE shells
HE Damage1,900
HE Velocity808 m/s
Fire Chance9%
HE penetration
ƒ30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
30 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 / 5.5 s base reload = 82,909.
82,909
Base fires/min
ƒ43.6 shells/min x 9% fire chance = 3.93.
3.93
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes1 launchers × 4 tubes = 4 tubes
Reload time70 s
Projectile speed72 kt
Range6 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=18,900·0.333=6,300.
≈ 6,300
Torpedo detectability1.6 km
Flooding chance95%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming222 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 6,300 = 25,200.
25,200
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×0.95) = 116. 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.
116
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
20 mm Oerlikon Mk.V (upgraded hull only)4×2 20mm
20 mm Oerlikon Mk.IIAInitial: 6×1 → 2×1 20mm
Near aura
DPSInitial: 24 → 35
Range2 km
Maneuverability
Engine moduleEngine: 34,000 hp
Engine power34,000 hp
Maximum speed38 kt
Turning circle radius540 m
Rudder shift time3.1 s
Engine power-boost threshold36 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (34.2 kt of 38 kt), from our in-house acceleration model.
7.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.6 kt of 38 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.
17.2 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·38.0·0.5144540=2.07°/s, so ratio=ωturretωhull=102.07=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea5.95 km
Detectability by air2.98 km
Smoke firing penalty2.14 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.95 km
Detect Fire Sea7.95 km
Detect Fire Air5.98 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
Choose one
Engine Boost2 charges · 160 s reload · 100 s active · +5% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +200% flak burst boost
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points9,800 → 11,900
  • Rudder shift5.6 → 4 s
  • Close-range AA DPS24 → 35
  • Turret traverse10 → 12 °/s
Fire controlUpgrade
  • Main battery range8,940 → 9,834 m

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 Disp82 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8940}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 82\,\text{m}$
Max Vert Disp49.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 82 \cdot 0.6 = 49.2\,\text{m}$
Med Horiz Disp26.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82 \cdot 0.32\;(\sigma = 2) = 26.2\,\text{m}$
Med Vert Disp15.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 49.2 \cdot 0.319\;(\sigma = 2) = 15.7\,\text{m}$
HE penetration30 mm
30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~30mm armor instead of ~20mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
Base HE DPM82,909
7,600 HE full-salvo alpha x 60 / 5.5 s base reload = 82,909.
Base shells/min43.6
4 broadside guns x 60 / 5.5 s base reload = 43.6.
Base fires/min3.93
43.6 shells/min x 9% fire chance = 3.93.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed72 kt
Travel time to max range32.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
1 launchers x 4 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage25,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 6,300 = 25,200.
Per-side salvo damage25,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 6,300 = 25,200.

AA defense

Close-range AA DPS116
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×0.95) = 116. 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 range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index233
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 range2 km

Armor Beta

Hull HP 9,80011,900 with hull upgrade, 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 mm1,800 (15% 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 6–10 mm)1,200 (10% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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 mm600 (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 HP6,000 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 (20 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 HP3,600 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.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Muavenet. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×3Torpedo ×1
2026-03-26

Ministry of Balance: Spring Renewal

  • Stock main battery reload time reduced from 6 to 5.5 s.
  • Upgraded main battery reload time reduced from 5.5 to 5 s.
  • Torpedo damage increased from 6,200 to 7,000.
  • Torpedo reload time reduced from 75 to 70 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Muavenet 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.