World of Warships: Legends ship guide

Knyaz Suvorov

Also called: 苏沃洛夫公爵 · Князь Суворов · Knjas Suworow Beta
U.S.S.R. · Tier III · Battleship · Premium
All-rounder battleshipNo standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Playstyle
  • Anchor a flank at 10-13 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
High fire chanceClose-range AP brickFast DCP cycleThin armor
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Community Data

Knyaz Suvorov Community Stats

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Playstyle

Overview

Knyaz Suvorov is a Tier III Soviet all-rounder battleship with 305mm guns at 13.5 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: top-decile HE fire chance in T3 BBs (33) and top-decile close-range AP pen in T3 BBs (566.9 mm).

Positioning

Anchor a flank at 10-13 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. 37,900 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. The helm answers fast (9.7 s) but the circle is wide (650 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

Potato Avoidance

Taking the long way round the map edge to flank

At 22 kn five minutes of sailing buys about 3.4 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

ELITE MAIN BATTERY
  • High fire chance · 33%
  • Close-range AP brick · 566.9 mm
Fast DCP cycle

40 s Damage Control reload, top quartile of T3 BBs. Fire / flood stacks come off cooldown sooner.

Thin armor

203 mm max plate, bottom decile of T3 BBs. Citadel windows open against peer-tier guns.

Light secondaries

83314 secondary DPM (theoretical), bottom decile of T3 BBs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Knyaz Suvorov

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

Builds

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 Knyaz Suvorov sits among Tier III BBs (17 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.

BestAP pen at 10 km346 mm (1 of 2 tied) Top 10%Rudder shift9.7 s (2/18) Top 25%Traverse-to-turn ratio4.01 × (3/18) Top 25%Fires per minute6 (5/18) Top 25%AP shell damage8,600 (3/18) Bottom 25%Turning circle650 m (15/18) Bottom 25%Main battery reload33 s (15/18) Bottom 25%Citadel belt203 mm (15/18) Bottom 25%Deck armor25 mm (15/18) WorstSecondary DPM (per side)83,314 (18/18) WorstAP velocity762 m/s (1 of 2 tied) WorstHE velocity762 m/s (1 of 2 tied) WorstSecondary range3.5 km (1 of 7 tied) WorstRepair charges2 (1 of 2 tied) WorstMax armor203 mm (18/18) WorstEnd plates16 mm (1 of 5 tied / 1 of 3 tied)
See 27 mid-pack stats

Not standouts for Knyaz Suvorov -- 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 points37,900 HP(13/18) Max speed22 kt(9/18) Concealment12.17 km(8/18) Smoke fire bloom9.3 km(8/18) Air detection9.74 km(8/18) Main battery caliber305 mm(9/18) Main battery range13.51 km(12/18) Sigma1.5(14/18) HE shell damage4,500(6/18) HE DPM81,818(12/18) AP DPM156,364(12/18) Main dispersion193.7 m(6/18) Secondary HE alpha1,700(13/17) Secondary fire chance8%(10/17) Secondary HE pen20 mm(13/17) Acceleration34.7 s(6/17) AP arming threshold51 mm(10/18) Engine power33,200 hp(7/17) Turn-speed retention51.1 hp/m(9/17) Displacement22,350 t(6/18) Power-to-weight1.49 hp/t(6/17) Effective HE DPM (incl. fire)121,184(8/18) AA DPS34(11/15) AA range3 km(9/15) AA threat102(11/15) NormSecondary dispersion bracket57(15 of 18 tied at this value) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit Points37,900
Displacement22,350 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
180.4 x 26.6 m (measured from the ship model)
Armor range10–203 mm
Plate armor thicknesses10, 13, 16, 19, 25, 38, 51, 76, 102, 127, 152, 203 mm
Armor material/layer entries76
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
10%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (6,822 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (7,580 HP on this ship). Verified against measured flood ticks in replay data.
0.5% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
9%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
19,000
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.
11,400
Effective HP
ƒBase 37,900 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 5,306 HP per charge, x2 charges = 10,612 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
48,512
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm/52 Model 1907
Mounts / barrels5 mounts / 10 barrels
Reload time33 s
Firing range13.5 km
Turret traverse4 °/s
Turret armor203 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. 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°, 310° starboard-only, 285° arc, ±132°
Guns to bear
ƒHow 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
48° off bow / 30° off stern
HE fire DPM vs T3 BB39366
Effective HE DPM vs T3 BB121184
Shell Grouping (σ)1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1350830·131.11000+1.1)·30=193.7m
193.7 m at 13.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.7·0.75=145.3m
145.3 m at 13.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =193.7·0.61.5=77.5m
77.5 m at 13.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =145.3·0.61.5=58.1m
58.1 m at 13.5 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ10 broadside guns x 60 / 33 s base reload = 18.2.
18.2
HE shells
HE Damage4,500
HE Velocity762 m/s
Fire Chance33%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,500 HE damage x 10 broadside guns = 45,000.
45,000
HE DPM
ƒ45,000 HE full-salvo alpha x 60 / 33 s base reload = 81,818.
81,818
Fires/min
ƒ18.2 shells/min x 33% fire chance = 6.
6
AP shells
AP Damage8,600
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2627·470.90.69·0.3051.07·7621.38=620.4mm. Matches the in-game spec card.
620.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.5 km), where the shell has slowed to 439.1 m/s: P=107·2627·470.90.69·0.3051.07·439.11.38=289.9mm.
289.9 mm at 13.5 km
AP full-salvo alpha
ƒ8,600 AP damage x 10 broadside guns = 86,000.
86,000
AP DPM
ƒ86,000 AP full-salvo alpha x 60 / 33 s base reload = 156,364.
156,364
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.
40
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
75 mm Canet naval gun8×1 75mm
Medium aura
Guns75 mm Canet naval gun
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 0.75 hit probability = 34 - the same in-game units as the Close-range AA DPS headline.
34
Range3 km
S
Secondary Battery
Mounts14
Firing range3.5 km
Shell Grouping (σ)1
120 mm/50 Model 190514×1 120mm
Caliber120 mm
Reload time8.57 s
HE Damage1,700
Muzzle Velocity823 m/s
Fire Chance8%
Armor Pen20 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine power33,200 hp
Maximum speed22 kt
Turning circle radius650 m
Rudder shift time9.7 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 22 / 4 + 4.9 = 10.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
10.4 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
42.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
6.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (19.8 kt of 22 kt), from our in-house acceleration model.
34.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.8 kt of 22 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.
56.6 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·22.0·0.5144650=1.00°/s, so ratio=ωturretωhull=41.00=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea12.17 km
Detectability by air9.74 km
Smoke firing penalty9.3 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
13.51 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
15.84 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
14.17 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
12.74 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 5,306 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.
· 10,612 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.
· 190 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (37,900 HP) per second = 190 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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)1.5
Max Horiz Disp193.7 m at 13.5 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1350830·131.11000+1.1)·30=193.7m
Shell scatter width @ 5 km92.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km152 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 Disp145.3 m at 13.5 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.7·0.75=145.3m
Shell scatter height @ 10 km79.5 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=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·13508=8105 m, and radiusOnMax=0.75 at 13508 m. Above the kink: k=0.4+(0.750.4)·100008105135088105=0.5228, so σV=σH·k=152·0.5228=79.5m.
Med Horiz Disp77.5 m at 13.5 km
50%-hit horizontal radius: σH,50=σH·0.6σ =193.7·0.61.5=77.5m
Med Vert Disp58.1 m at 13.5 km
50%-hit vertical radius: σV,50=σV·0.6σ =145.3·0.61.5=58.1m
AP Pen Close620.4 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2627·470.90.69·0.3051.07·7621.38=620.4mm. Matches the in-game spec card.
AP Pen Far289.9 mm at 13.5 km
Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 439.1 m/s: P=107·2627·470.90.69·0.3051.07·439.11.38=289.9mm.
AP pen 5 km459 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km346 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.95 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·0.4595·0.30528·470.9=3.56×105. That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.95 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·0.4595·0.30528·470.9=3.56×105. That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha45,000
4,500 HE damage x 10 broadside guns = 45,000.
AP full-salvo alpha86,000
8,600 AP damage x 10 broadside guns = 86,000.
HE DPM81,818
45,000 HE full-salvo alpha x 60 / 33 s base reload = 81,818.
AP DPM156,364
86,000 AP full-salvo alpha x 60 / 33 s base reload = 156,364.
Shells/min18.2
10 broadside guns x 60 / 33 s base reload = 18.2.
Fires/min6
18.2 shells/min x 33% fire chance = 6.

AA defense

AA DPS at max range34
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 75mm Cane 8x1 -> 34 DPS @ 3 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range34 DPS @ 3 km
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-blank34
Sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index102
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.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)83,314
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 14×1 120 mm (7/side) × 60/8.57 × 1700 = 83,314. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 20 mm from the 120 mm family.

Armor Beta

Hull HP 37,900, 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 & stern16 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel203 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–127 mm)1,400 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 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)102 mm primary (range 16–203 mm)28,400 (75% of HP)
No common AP caliber overmatches102 mm: standard HE shatters; improved HE (DE / FR BB) pens from 410mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–127 mm)1,300 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel203 mm primary (range 10–203 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 mm900 (2% 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 HP19,000 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (120 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (75 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 HP11,400 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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×2Rework ×1Main Battery ×2
2025-07-31

Ministry of Balance: Back to the Naval Academy

  • Main battery reload time reduced from 36 to 33 seconds.
  • Main battery turret traverse speed increased from 3.2 to 4.0°/s.
  • Replaced the Sure Shot and Guns Aplenty ship traits with the Superior AP Damage and Ironclad traits.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Knyaz Suvorov 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.