World of Warships: Legends ship guide

Petropavlovsk

Also called: 彼得罗巴甫洛夫斯克 · Петропавловск · Petropawlowsk Beta
Radar support cruiserSurveillance Radar sets cap fights; the guns farm on top.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy AP pen16 km gun rangeRadar (11.7 km)Fast AP shellsSlowEasily spotted
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Community Data

Petropavlovsk Community Stats

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Playstyle

Overview

Petropavlovsk is a Tier VIII Soviet heavy cruiser whose signature kit is Surveillance Radar (11.7 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: best close-range AP pen in T8 CAs (763.3 mm) and top-decile long-range AP brick in T8 CAs (438.4 mm).

Positioning

Hold 14-17 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. Both phases of a turn are slow (12.2 s on the rudder, a 990 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision. Yours reaches 11.7 km for 20 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

11.7 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.

ELITE MAIN BATTERY
  • Close-range AP brick · 763.3 mm
  • Long-range AP brick · 438.45 mm
  • Fast AP shells · 4.2 s
  • Flat AP shells · 995 m
  • Flat arc HE shells · 995 m
Long-range radar

11.7 km Surveillance Radar range, best of the 9 T8 CAs with radar. Lights targets peer radars can't reach.

Easily spotted

14.4 km surface detect, bottom decile of T8 CAs. Visible before you can react; position early.

Acquisition

How to get Petropavlovsk

Petropavlovsk is available in the Piercing Heavy Cruisers branch of the U.S.S.R. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Petropavlovsk sits in the Piercing Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Official WG availability sources

Builds

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

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Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

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Cohort position

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Where Petropavlovsk sits among Tier VIII CAs (34 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 velocity995 m/s (1/34) BestHE velocity995 m/s (1/29) BestAP pen at 10 km548 mm (1/34) Top 10%Main battery range16.16 km (2/35) Top 10%Flak per wave (expected)2,340 (3/35) Top 25%Secondary dispersion bracket49 (8/28) Top 25%Secondary HE alpha1,800 (7/27) Top 25%Secondary fire chance8% (6/27) Top 25%AP ricochet start50° (9/34) Top 25%AP auto-bounce angle65° (9/34) Top 25%AA range5.7 km (7/35) Bottom 25%Max speed32.5 kt (31/35) Bottom 25%Rudder shift12.2 s (29/35) Bottom 25%HE DPM125,725 (23/29) Bottom 25%AP DPM237,023 (27/34) Bottom 25%AP fuse timer0.02 s (29/34) Bottom 25%Effective HE DPM (incl. fire)173,023 (26/29) Bottom 25%AA DPS407 (31/35) Bottom 10%Stealth profile14.45 km / 8.67 km (33/35 / 33/35) Bottom 10%Sigma1.85 (33/35) Bottom 10%Citadel belt70 mm (33/35) WorstTurning circle990 m (35/35) WorstFires per minute5.77 (29/29) WorstNo torpedoes (14 of 35 in cohort)
See 26 mid-pack stats

Not standouts for Petropavlovsk -- 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 points45,500 HP(20/35) Smoke fire bloom9.06 km(27/35) Traverse-to-turn ratio4.86 ×(27/35) Main battery caliber220 mm(14/35) Main battery reload13.1 s(22/35) HE shell damage3,050(14/29) HE fire chance14%(18/29) AP shell damage5,750(15/34) Main dispersion144.5 m(25/35) Secondary DPM (per side)162,000(11/28) Secondary HE pen22 mm(10/27) Acceleration28 s(21/35) AP arming threshold37 mm(21/34) Engine power140,000 hp(15/35) Turn-speed retention141.4 hp/m(26/35) Displacement24,750 t(26/35) Power-to-weight5.66 hp/t(23/35) AA threat1,934(14/35) Repair heal rate0.6 %/s(15/35) Max armor200 mm(11/35) Bow armor25 mm(20/35) Stern armor25 mm(21/35) Deck armor50 mm(19/34) NormTurn speed retained81%(32 of 35 tied at this value) NormSecondary range5 km(22 of 28 tied at this value) NormRepair charges2(33 of 35 tied at this value)
Survivability
Hit PointsInitial: 40,000 → 45,500
Displacement24,750 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.
233.2 x 23.2 m
Armor range16–200 mm
Plate armor thicknesses16, 19, 20, 21, 25, 27, 35, 40, 50, 65, 70, 80, 90, 120, 130, 140, 150, 180, 200 mm
Armor material/layer entries58
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.
40%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (4,095 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 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (4,550 HP on this ship). Verified against measured flood ticks in replay data.
0.25% 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.
19%
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.
22,800
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.
13,700
Effective HP
ƒBase 45,500 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 7,644 HP per charge, x2 charges = 15,288 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.
60,788
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 220 mm/65 SM-6
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 15.5 s → 14.5 s
Firing range (base)14.7 km
Firing range (top fire control)16.2 km
Turret traverseInitial: 4.2 °/s → 4.7 °/s
Turret armor300 mm
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.
30° off bow / 25° off stern
AP pen max range439 mm
HE fire DPM vs T8 BB42739
Effective HE DPM vs T8 BB156325
Shell Grouping (σ)1.85
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1615930·81.11000+1.1)·30=144.5m
144.5 m at 16.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =144.5·0.6=86.7m
86.7 m at 16.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =144.5·0.61.85=46.9m
46.9 m at 16.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =86.7·0.61.85=28.1m
28.1 m at 16.2 km
Turret turn time
ƒ180 degrees / 4.2 deg/s traverse speed = 42.9 s.
42.9 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 15.5 s base reload = 34.8. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 13.1 s all-upgrades reload = 41.2.
Initial: 34.8 → 41.2
HE shells
HE Damage3,050
HE Velocity995 m/s
Fire Chance14%
HE penetration
ƒ37 mm ≈ 220 mm caliber / 6 (standard HE penetration ratio).
37 mm
HE full-salvo alpha
ƒ3,050 HE damage x 9 broadside guns = 27,450.
27,450
HE DPM
ƒZero upgrades: 27,450 HE full-salvo alpha x 60 / 15.5 s base reload = 106,258. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,450 HE full-salvo alpha x 60 / 13.1 s all-upgrades reload = 125,725.
Initial: 106,258 → 125,725
Fires/min
ƒZero upgrades: 34.8 shells/min x 14% fire chance = 4.88. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 41.2 shells/min x 14% fire chance = 5.77.
Initial: 4.88 → 5.77
AP shells
AP Damage5,750
AP Velocity995 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold37 mm
AP overmatch
ƒfloor(220 mm caliber / 14.3) = 15 mm (AP auto-penetrates plating this thick or less).
15 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2950·2070.69·0.221.07·9951.38=809.9mm. Matches the in-game spec card.
809.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.2 km), where the shell has slowed to 637.8 m/s: P=107·2950·2070.69·0.221.07·637.81.38=438.4mm.
438.4 mm at 16.2 km
AP full-salvo alpha
ƒ5,750 AP damage x 9 broadside guns = 51,750.
51,750
AP DPM
ƒZero upgrades: 51,750 AP full-salvo alpha x 60 / 15.5 s base reload = 200,323. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 51,750 AP full-salvo alpha x 60 / 13.1 s all-upgrades reload = 237,023.
Initial: 200,323 → 237,023
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 points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
5.7 km
57 mm ZIF-756×4 57mm
130 mm/60 BL-109A (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 130mm
Far aura
Guns130 mm/60 BL-109A (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 180 from dual-purpose secondaries firing as AA in this range band.
180
Range5.7 km
Medium aura
Guns57 mm ZIF-75
Continuous DPS
ƒEffective DPS: 72 raw aura damage × 3.5 × 0.9 hit probability = 227 - the same in-game units as the Close-range AA DPS headline.
227
Range4 km
Total DPS in Aura
ƒFar 180 + Medium 227 = 407
407
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 260 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
260
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5.7 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.7 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
130 mm/60 BL-109A (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 130mm
Caliber130 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity950 m/s
Fire Chance8%
Armor Pen22 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (12.5%)
Max secondary dispersion @ 5 km
ƒ5 km × 49 + 30 = 275 m.
275 m
Maneuverability
Engine power140,000 hp
Maximum speed32.5 kt
Turning circle radius990 m
Rudder shift time12.2 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13 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.
13 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.
29.7 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).
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
28 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
46.5 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·32.5·0.5144990=0.97°/s, so ratio=ωturretωhull=4.20.97=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea14.45 km
Detectability by air8.67 km
Smoke firing penalty9.06 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.
16.16 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (4.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
13.07 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.
16.45 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.
11.67 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 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
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 20 s active · 11.7 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 390×301000=11.7 km
Repair Party2 charges · 60 s reload · 28 s active · 7,644 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 15,288 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 273 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (45,500 HP) per second = 273 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullUpgrade
  • Hit points40,000 → 45,500
  • Rudder shift20.6 → 15.8 s
  • Turret traverse4.2 → 4.7 °/s
Fire controlUpgrade
  • Main battery range14,690 → 16,159 m
ArtilleryUpgrade
  • Base reload15.5 → 14.5 s

See all derived stats

Show

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)1.85
Max Horiz Disp144.5 m at 16.2 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1615930·81.11000+1.1)·30=144.5m
Shell scatter width @ 5 km67.5 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 km102 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 width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp86.7 m at 16.2 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =144.5·0.6=86.7m
Shell scatter height @ 10 km53.4 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=0.5·16159=8080 m, and radiusOnMax=0.6 at 16159 m. Above the kink: k=0.5+(0.60.5)·100008080161598080=0.5238, so σV=σH·k=102·0.5238=53.4m.
Med Horiz Disp46.9 m at 16.2 km
50%-hit horizontal radius: σH,50=σH·0.6σ =144.5·0.61.85=46.9m
Med Vert Disp28.1 m at 16.2 km
50%-hit vertical radius: σV,50=σV·0.6σ =86.7·0.61.85=28.1m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close809.9 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2950·2070.69·0.221.07·9951.38=809.9mm. Matches the in-game spec card.
AP Pen Far438.4 mm at 16.2 km
Same formula at the ship's max firing range (16.2 km), where the shell has slowed to 637.8 m/s: P=107·2950·2070.69·0.221.07·637.81.38=438.4mm.
AP pen 5 km665 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 km548 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.
AP pen 15 km456 mm
AP penetration at a fixed 15 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 km4.2 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·0.2549·0.2228·207=2.34×105. That runs from a 995 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 km4.2 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·0.2549·0.2228·207=2.34×105. That runs from a 995 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 penetration37 mm
37 mm ≈ 220 mm caliber / 6 (standard HE penetration ratio).
AP overmatch15 mm
floor(220 mm caliber / 14.3) = 15 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 alpha9
All 9 barrels bear on the broadside.
Turret turn time42.9 s
180 degrees / 4.2 deg/s traverse speed = 42.9 s.
HE full-salvo alpha27,450
3,050 HE damage x 9 broadside guns = 27,450.
AP full-salvo alpha51,750
5,750 AP damage x 9 broadside guns = 51,750.
HE DPMInitial: 106,258 → 125,725
Zero upgrades: 27,450 HE full-salvo alpha x 60 / 15.5 s base reload = 106,258. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,450 HE full-salvo alpha x 60 / 13.1 s all-upgrades reload = 125,725.
AP DPMInitial: 200,323 → 237,023
Zero upgrades: 51,750 AP full-salvo alpha x 60 / 15.5 s base reload = 200,323. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 51,750 AP full-salvo alpha x 60 / 13.1 s all-upgrades reload = 237,023.
Shells/minInitial: 34.8 → 41.2
Zero upgrades: 9 broadside guns x 60 / 15.5 s base reload = 34.8. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 13.1 s all-upgrades reload = 41.2.
Fires/minInitial: 4.88 → 5.77
Zero upgrades: 34.8 shells/min x 14% fire chance = 4.88. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 41.2 shells/min x 14% fire chance = 5.77.

AA defense

AA DPS at max range180
Only families that reach 5.7 km contribute at the outer edge of the AA bubble. In-game families: 57mm ZIF 75 6x4 -> 227 DPS @ 4 km; 130mm BL 109A 6x2 -> 180 DPS @ 5.7 km.
Maximum AA range5.7 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
AA DPS layered by range180 DPS @ 5.7 km, 407 DPS @ 4 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-blank407
Sum of every family's average DPS, achievable only inside the closest-range family (4 km).
AA threat index1934
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 typeImproved (12.5%)
Max dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km275 m
5 km × 49 + 30 = 275 m.

Secondary battery firepower

Secondary DPM (per side)162,000
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: 6×2 130 mm (6/side) × 60/4 × 1800 = 162,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 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 130 mm family.
Max HE pen22 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: 22 mm from the 130 mm family.

Armor Beta

Hull HP 40,00045,500 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 & stern25 mm

Overmatched by 100+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel140 mm

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

Farming16 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,800 (6% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)180 mm primary (range 20–180 mm)34,100 (75% of HP)
No common AP caliber overmatches180 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 19–150 mm)2,600 (6% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel140 mm primary (range 19–70 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.
Superstructure16 mm primary (range 16–50 mm)1,700 (4% 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 HP22,800 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 (130 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 (57 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 HP13,700 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.

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Ship Charts

Balance History

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

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Exteriors

Skins & permanent camouflages

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

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.