World of Warships: Legends ship guide

Provorny

Also called: 灵巧 · Проворный · Proworny Beta
U.S.S.R. · Tier VII · Destroyer · Premium
Long-range gunboatOut-range peer DDs and kite cruisers; HE pressure from outside their reach.
Playstyle
  • Sit in open water at the edge of 11.6 km where peer DDs cannot return fire and most cruisers have to push to engage
  • Avoid: Idling beam-on in an obvious torpedo lane
Key characteristics
11.6 km gun rangeHigh HE / fire outputHigh fire chanceHeavy AP penSmokeStiff AP fuse
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Community Data

Provorny Community Stats

Across 1,900+ Standard battles from 190+ players, Provorny averages a 65% win rate, 54,200 damage and 1.2 kills per battle, and survives 53% of them.

Community Data

Provorny Community Stats

Log in to GamingDiver and upload your data to see Community Data for Provorny: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Provorny is a Tier VII Soviet long-range gunboat destroyer reaching 11.6 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is long-range AP work from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. She also packs the super-heal (1%/s, for 10 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best AP overmatch threshold in T7 DDs (10.4 mm, 3rd of 37) and heavy AP shells in T7 DDs (3,700, 4th of 33). The trade is worst AP arming threshold in T7 DDs (25 mm, 31st of 33). WG's own ship feature is explicit about why the AP leads: strong penetration and forgiving ricochet angles, so it is worth switching for a broadside destroyer or an exposed cruiser stern where fires would only chip.

Positioning

Sit in open water at the edge of 11.6 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. Shooting from the cloud gives you away at 3.1 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 3.9 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. With 4.7 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Idling beam-on in an obvious torpedo lane

Unspotted is not unseen: once the enemy has reason to think a destroyer is holding this cap they will put torpedoes into the water you are probably in, and one fish the size of your own (15,000 damage against 19,600 HP) takes 77% of the ship. Keep way on, cross lanes bow or stern first, and never sit still beam-on to a chokepoint you would torpedo yourself.

Signature Traits

Engine Boost

+8% speed (about +2.9 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 10.4 mm
  • Long gun range · 11.6 km
  • Heavy AP shells · 3700 damage
  • AP DPM machine · 228529 AP
  • High fire chance · 12%
  • Long-range AP brick · 136.92 mm
Stiff AP fuse ↗

25 mm AP arming threshold, worst of T7 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Slow torp reload ↗

130 s torpedo reload, worst of T7 DDs. Long wait between drops.

Acquisition

How to get Provorny

Provorny is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • Reforged in Red Campaign Breakdown Campaign Start: 2026-06-01 · End: 2026-06-28
    • To successfully complete the Reforged in Red campaign and unlock Soviet Tier VII Premium destroyer Provorny, you must accumulate 1,975 Renown with an active Admiralty Backing.
  • June Update: The Ages Betwixt Campaign Start: 2026-05-28
    • To receive Provorny, complete the campaign's 80 milestones within 4 weeks with an active Admiralty Backing.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

InspirationsErich Bey · William Sims

WG official build from Through the Spy Glass: Provorny.

Source: Through the Spy Glass: Provorny

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Provorny sits among Tier VII DDs (41 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 caliber150 mm (1 of 6 tied) LongestAP fuse timer0.025 s (1 of 8 tied) BestAP pen at 10 km151 mm (1/34) BestRepair heal rate1 %/s (1 of 5 tied) Top 10%Main battery range11.6 km (3/37) Top 10%AP DPM228,529 (3/33) Top 25%HE shell damage2,150 (7/35) Top 25%Fires per minute7.41 (5/35) Top 25%AP velocity900 m/s (9/33) Top 25%AP ricochet start50° (8/33) Top 25%AP auto-bounce angle65° (8/33) Top 25%Engine power70,000 hp (10/42) Top 25%Power / turn radius111.1 hp/m (7/42) Top 25%Max armor25 mm (8/42) Top 25%Citadel belt25 mm (8/42) Bottom 25%Concealment7.15 km (33/42) Bottom 25%Smoke fire bloom3.07 km (37/42) Bottom 25%Rudder shift4.7 s (38/42) Bottom 10%Main dispersion102 m (36/37) WorstNo secondaries (35 of 42 in cohort) WorstAP arming threshold25 mm (1 of 6 tied) WorstTorpedo reload130 s (1 of 2 tied)
See 23 mid-pack stats

Not standouts for Provorny -- 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 points19,600 HP(12/42) Max speed36 kt(21/42) Air detection3.58 km(32/42) Turning circle630 m(23/42) Main battery reload4.8 s(22/37) HE DPM132,794(17/35) HE velocity835 m/s(23/35) Time to 90% speed16.5 s(22/42) Acceleration (0-12 kt)5.1 s(27/42) Displacement3,691 t(32/42) Power-to-weight18.97 hp/t(25/42) Effective HE DPM (incl. fire)187,760(11/35) AA DPS158(25/42) AA range3.5 km(25/42) AA threat545(18/42) Torpedo range9.99 km(17/38) Torpedo damage≈15,000(22/38) Torpedo speed60 kt(29/38) Torpedo reaction time7.4 s(13/38) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormTurn speed retained81%(40 of 42 tied at this value) NormRepair charges2(8 of 10 tied at this value)
Survivability
Hit Points19,600
Displacement3,691 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
127 x 12 m
Armor range13–25 mm
Plate armor thicknesses13, 19, 20, 25 mm
Armor material/layer entries25
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 19,600 HP = 1,764 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 19,600 HP = 1,960 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
5,900
Effective HP
ƒBase 19,600 HP plus everything Repair Party can restore: 0.01 of max HP per second (1%) × 10 s × 19,600 HP = 1,960 HP per charge, × 2 charges = 3,920 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
23,520
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,700 = 5,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,700
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 14,700 = 29,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
14,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,400 = 2,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,900 = 3,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,900
Main Battery
ModuleArtillery: 150 mm/55 Tbts LC/36
Mounts / barrels4 mounts / 5 barrels
Reload time4.8 s
Firing range11.6 km
Turret traverse8 °/s
Turret armor30 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°, ±145°, ±140°
Guns to bear
ƒ180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
40° off bow / 35° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (11.6 km) shells land in an ellipse about 102 m wide and 61 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1160030·8−0.51000+0.5)·30=102m
102 m at 11.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =102·0.6=61.2m
61.2 m at 11.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =102·0.62=30.6m
30.6 m at 11.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =61.2·0.62=18.4m
18.4 m at 11.6 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 5 broadside guns x 60 / 4.857 s (4.8 s = 34 ticks) base reload = 61.8. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 4.429 s (4.3 s = 31 ticks) all-upgrades reload (4.8 s × 0.9 Main Battery Mod. 3 = 4.3 s) = 67.7.
Initial: 61.8 → 67.7
HE shells
HE alpha2,150
HE Velocity835 m/s
Fire Chance12%
HE fire DPM vs T7 BB54979
Effective HE DPM vs T7 BB187773
HE penetration
ƒ30 mm = 150 mm caliber / 5 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,150 HE damage x 5 broadside guns = 10,750.
10,750
HE DPM
ƒZero upgrades: 10,750 HE full-salvo alpha x 60 / 4.857 s (4.8 s = 34 ticks) base reload = 132,794. All upgrades (Main Battery Mod. 3 = -10% reload): 10,750 HE full-salvo alpha x 60 / 4.429 s (4.3 s = 31 ticks) all-upgrades reload (4.8 s × 0.9 Main Battery Mod. 3 = 4.3 s) = 145,645.
Initial: 132,794 → 145,645
Fires/min
ƒZero upgrades: 61.8 shells/min × 0.12 (12% fire chance) = 7.41. All upgrades (Main Battery Mod. 3 = -10% reload): 67.7 shells/min × 0.12 (12% fire chance) = 8.13.
Initial: 7.41 → 8.13
AP shells
AP alpha3,700
AP Velocity900 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2300·450.69·0.15−1.07·9001.38=289mm.
289 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.6 km), where the shell has slowed to 523.9 m/s: P=10−7·2300·450.69·0.15−1.07·523.91.38=137mm.
137 mm at 11.6 km
AP full-salvo alpha
ƒ3,700 AP damage x 5 broadside guns = 18,500.
18,500
AP DPM
ƒZero upgrades: 18,500 AP full-salvo alpha x 60 / 4.857 s (4.8 s = 34 ticks) base reload = 228,529. All upgrades (Main Battery Mod. 3 = -10% reload): 18,500 AP full-salvo alpha x 60 / 4.429 s (4.3 s = 31 ticks) all-upgrades reload (4.8 s × 0.9 Main Battery Mod. 3 = 4.3 s) = 250,645.
Initial: 228,529 → 250,645
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time130 s
Projectile speed60.0 kt
Range9.99 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=45,000·0.333=15,000. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 15,000
Maximum damage (ammunition)
ƒ45,000 warhead alpha / 3 + 1,000 blast = 16,000. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,000
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km60 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.07 per hit, shown as 2.07×100=207%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
207%
Torpedo launcher traverse25 °/s
Launch arcscentreline 260°, 262°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,000 = 120,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
120,000
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
3.5 km
37 mm 70-K2×1 37mm
37 mm V-116×2 37mm
Outer Medium aura
Guns37 mm V-11
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 1 hit probability = 130 - the same in-game units as the Close-range AA DPS headline.
130
Range3.5 km
Inner Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 1 hit probability = 28 - the same in-game units as the Close-range AA DPS headline.
28
Range3.2 km
Total DPS in Aura
ƒOuter Medium 130 + Inner Medium 28 = 158
158
Maneuverability
Engine power70,000 hp
Maximum speed36.0 kt
Turning circle radius630 m
Rudder shift time4.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36 / 4 + 4.9 = 13.9 kt. Base value; speed modifiers scale it.
13.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
15.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
13.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36.0 kt).
16.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36.0 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.
27.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 7.0 = +1.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.15 km x 0.955 = 6.83 km. Camouflage does not change detectability by air.
7.15 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.15 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.83 km.
6.83 km
Detectability by air3.58 km
Smoke firing penalty3.07 km
Detect when firing (sea)
ƒLarger of 11.6 km range and 3.07 km smoke firing penalty = 11.6 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
11.6 km
Detect when firing (air)
ƒAir detectability 3.58 km + gun-firing bloom 3 km = 6.58 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.
6.58 km
Detect when on fire (sea)
ƒSea detectability 7.15 km + 2.0 km while burning = 9.15 km.
9.15 km
Detect when on fire (air)
ƒAir detectability 3.58 km + 3.0 km while burning = 6.58 km.
6.58 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party2 charges · 80 s reload · 10 s active · 1,960 HP (10% of max HP) total heal (per charge)
ƒ0.01 of max HP per second (1%) × 10 s effective active time = 0.1 of max HP × 19,600 HP = 1,960 HP: up to 10% of max HP restored per charge.
· 3,920 HP (20% of max HP) total heal (all charges)
ƒ0.1 of max HP per charge × 2 charges = 0.2 × 19,600 HP = 3,920 HP: up to 20% of max HP if the whole Repair Party loadout is used.
· 196 HP/s (1% of max HP) heal per second
ƒ0.01 (1% of max HP) × 19,600 HP = 196 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 / 69 s cloud active · 450 m radius

Under the hood

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All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.
Shell scatter height @ 5 km24.1 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11600=5800 m, and radiusOnMax=0.6 at 11600 m. Below the kink: k=0.2+(0.5−0.2)·50005800=0.4586, so σV=σH·k=52.5·0.4586=24.1m.
Shell scatter height @ 10 km51.5 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11600=5800 m, and radiusOnMax=0.6 at 11600 m. Above the kink: k=0.5+(0.6−0.5)·10000−580011600−5800=0.5724, so σV=σH·k=90·0.5724=51.5m.
AP pen 5 km208 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·450.69·0.15−1.07·708.11.38=208mm, where 708.1 m/s is the shell's speed when it arrives at 5 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km151 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·450.69·0.15−1.07·561.51.38=151mm, where 561.5 m/s is the shell's speed when it arrives at 10 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.71 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.25·0.1528·51=4.33×10−5. That runs from a 835 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.15 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2·0.1528·45=3.93×10−5. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)5
4 mounts × 1.25 barrels = 5; all 5 bear on the broadside.

Model inputs

Krupp (AP)2,300
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass45 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity900 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity835 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.4 s
1200 m / (60.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed60.0 kt
Travel time to max range62 s
9990 m / (60.0 kt × 2.6855) = 62 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage120,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,000 = 120,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range130
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm70K 2x1 -> 28 DPS @ 3.2 km; 37mm 67 V21 6x2 -> 130 DPS @ 3.5 km.
AA DPS layered by range130 DPS @ 3.5 km, 158 DPS @ 3.2 km
@ 3.5 km: 130 from one family; @ 3.2 km: 28 + 130 = 158. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank158
28 + 130 = 158 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.2 km).
AA threat index545
28 × 3.2 + 130 × 3.5 = 545. 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.
Open in Charting Tool

Ship Charts

Background

A Type 1936A destroyer - an unusual design armed with "cruiser-like" main battery guns. Commissioned into the Kriegsmarine in February 1943 as Z-33, she participated in military operations in the Arctic and Norway during World War II. After the war, in late 1945, she was transferred to the U.S.S.R. as part of war reparations and renamed Provorny. The destroyer served in the Baltic Sea until 1956 before being disarmed in 1958 and decommissioned in 1961.

Armor Beta

Hull HP 19,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

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 Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,700 (14% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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 mm14,700 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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)1,900 (10% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel25 mm primary (range 13–25 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.
Superstructure13 mm1,400 (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).
AA mount (37 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 HP5,900 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Provorny can equip.

  • Provorny 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.