World of Warships: Legends ship guide

Pyotr Velikiy

Also called: 彼得大帝 · Пётр Великий · Pjotr Weliki Beta
Tank battleshipTop-decile HP holds trades that drain peer battleships first.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you
  • Avoid: Spending damage control on the first fire
Key characteristics
356 mm AP overmatchHeavy AP penStrong AAHigh fire chance (HE sidearm)Stiff AP fuse
On this page
Community Data

Pyotr Velikiy Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Pyotr Velikiy is a Tier IV Soviet tank battleship (51,100 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker. AA (269 AA DPS at 4 km) ranks 2 of 23 in T4 BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best AP overmatch threshold in T4 BBs (24.8 mm) and best close-range AP pen in T4 BBs (676.2 mm).

Positioning

Anchor a flank at 12-15 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid. The helm answers fast (11.5 s) but the circle is wide (800 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

Spending damage control on the first fire

Almost every ship in the game repairs indefinitely, so the habit is to press it the moment anything catches; she carries 3 charges and no more. Ride a single fire when your health allows and save the charge for a flood or a multi-fire stack, because the salvo after the one you repaired is the one that sinks you.

Signature Traits

ELITE MAIN BATTERY
  • Big-caliber AP overmatch · 24.8 mm
  • Close-range AP brick · 676.2 mm
  • Long-range AP brick · 400.74 mm
ELITE AA
  • Top-tier AA · 269 AA
  • AA specialist
Tank BB

HP in the top bracket. Eats salvos that would delete peer BBs and stays in the trade.

MIXED MAIN BATTERY
  • Stiff AP fuse · 59 mm
  • Slow HE shells · 731.5 m
Acquisition

How to get Pyotr Velikiy

Pyotr Velikiy is available in the Juggernaut Battleships branch of the U.S.S.R. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

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

Pyotr Velikiy sits in the Juggernaut Battleships branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship AL Sov. RossiyaKosaka WakamoLev Galler

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Pyotr Velikiy sits among Tier IV BBs (23 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 caliber356 mm (1 of 9 tied) BestAP pen at 10 km478 mm (1 of 2 tied) Top 10%Rudder shift11.5 s (3/24) Top 10%Traverse-to-turn ratio4.1 × (3/24) Top 10%AA DPS269 (2/23) Top 10%AA threat702 (3/23) Top 25%Hit points51,100 HP (4/24) Top 25%HE fire chance38% (4/24) Bottom 25%Main battery reload33 s (20/24) Bottom 25%Sigma1.7 (19/24) Bottom 25%HE DPM75,636 (22/24) Bottom 25%AP DPM152,727 (22/24) Bottom 25%Secondary DPM (per side)76,000 (22/24) Bottom 25%Displacement34,000 t (21/24) Bottom 25%Effective HE DPM (incl. fire)115,650 (22/24) Bottom 25%Deck armor38 mm (20/24) WorstTurning circle800 m (24/24) WorstHE velocity731.5 m/s (24/24) WorstAP arming threshold59 mm (1 of 9 tied) WorstNo torpedoes (21 of 24 in cohort) WorstRepair charges2 (1 of 4 tied)
See 25 mid-pack stats

Not standouts for Pyotr Velikiy -- 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.

Max speed26.5 kt(11/24) Concealment13.25 km(13/24) Smoke fire bloom11.51 km(18/24) Air detection10.6 km(13/24) Main battery range14.82 km(13/24) Fires per minute5.53(12/24) Main dispersion209.4 m(18/24) Secondary HE alpha1,900(11/23) Secondary fire chance9%(13/23) Secondary HE pen22 mm(15/23) AP velocity823 m/s(9/24) Acceleration38 s(18/24) Engine power60,000 hp(13/24) Turn-speed retention75 hp/m(13/24) Power-to-weight1.76 hp/t(14/24) AA range4 km(11/23) Max armor300 mm(11/24) Citadel belt250 mm(11/24) Bow armor19 mm(11/24) Stern armor19 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit PointsInitial: 47,200 → 51,100
Displacement34,000 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.
214.4 x 29.35 m
Armor range13–300 mm
Plate armor thicknesses13, 19, 25, 30, 38, 50, 75, 100, 125, 180, 200, 250, 300 mm
Armor material/layer entries64
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.
Initial: 13.3% → 16.6%
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 (9,198 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 (10,220 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.
11%
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.
25,600
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.
15,300
Effective HP
ƒBase 51,100 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 7,154 HP per charge, x2 charges = 14,308 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.
65,408
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 356 mm/52 Model 1913
Mounts / barrels4 mounts / 8 barrels
Reload time33 s
Firing range (base)13.5 km
Firing range (top fire control)14.8 km
Turret traverse4 °/s
Turret armor305 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.
4x ±154°
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.
26° off bow / 26° off stern
HE fire DPM vs T4 BB39994
Effective HE DPM vs T4 BB115631
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(14820.330·131.11000+1.1)·30=209.4m
209.4 m at 14.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =209.4·0.75=157m
157 m at 14.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =209.4·0.61.7=73.9m
73.9 m at 14.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =157·0.61.7=55.4m
55.4 m at 14.8 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ8 broadside guns x 60 / 33 s base reload = 14.5.
14.5
HE shells
HE Damage5,200
HE Velocity731.5 m/s
Fire Chance38%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,200 HE damage x 8 broadside guns = 41,600.
41,600
HE DPM
ƒ41,600 HE full-salvo alpha x 60 / 33 s base reload = 75,636.
75,636
Fires/min
ƒ14.5 shells/min x 38% fire chance = 5.53.
5.53
AP shells
AP Damage10,500
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2350·747.80.69·0.3561.07·8231.38=719.7mm. Matches the in-game spec card.
719.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.8 km), where the shell has slowed to 538.4 m/s: P=107·2350·747.80.69·0.3561.07·538.41.38=400.7mm.
400.7 mm at 14.8 km
AP full-salvo alpha
ƒ10,500 AP damage x 8 broadside guns = 84,000.
84,000
AP DPM
ƒ84,000 AP full-salvo alpha x 60 / 33 s base reload = 152,727.
152,727
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.
90
AA Defense
AA mount pointsInitial: 16 → 32
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.
4 km
37 mm 70-K (upgraded hull only)18×1 37mm
12.7 mm DShK (upgraded hull only)14×1 13mm
76.2 mm Lender gun (stock hull only)16×1 76mm
Far aura
Gunssecondaries (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 21 from dual-purpose secondaries firing as AA in this range band.
21
Range4 km
Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 61 raw aura damage × 3.5 × 0.75 hit probability = 160 - the same in-game units as the Close-range AA DPS headline.
160
Range3.2 km
Total DPS in Aura
ƒFar 21 + Medium 160 = 181
181
Near aura
Guns12.7 mm DShK
Continuous DPS
ƒEffective DPS: 36 raw aura damage × 3.5 × 0.7 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.
88
Range1.2 km
Total DPS in Aura
ƒFar 21 + Medium 160 + Near 88 = 269
269
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 150 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
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.
75%
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 4 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.
2.5-4 km
S
Secondary Battery
Mounts16 → 20
Firing range4.0 km
Shell Grouping (σ)1
130 mm/55 Model 191316×1 130mm
Caliber130 mm
Reload time12 s
HE Damage1,900
Muzzle Velocity823 m/s
Fire Chance9%
Armor Pen22 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine power60,000 hp
Maximum speed26.5 kt
Turning circle radius800 m
Rudder shift time11.5 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 26.5 / 4 + 4.9 = 11.5 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.
11.5 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.
47.7 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).
7.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (23.9 kt of 26.5 kt), from our in-house acceleration model.
38 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.2 kt of 26.5 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.
62.5 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·26.5·0.5144800=0.98°/s, so ratio=ωturretωhull=40.98=4.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.1× drags
Concealment
Detectability by sea13.25 km
Detectability by air10.6 km
Smoke firing penalty11.51 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.
14.82 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.12 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
17.72 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.
15.25 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.
13.6 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 7,154 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.
· 14,308 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.
· 256 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (51,100 HP) per second = 256 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
Module options (2)

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

HullUpgrade
  • Hit points47,200 → 51,100
  • Rudder shift21 → 15 s
  • AA mounts16 → 32
  • Close-range AA DPS20 → 97
  • Maximum AA range3 → 3.2 km
Fire controlUpgrade
  • Main battery range13,473 → 14820.3 m

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)1.7
Max Horiz Disp209.4 m at 14.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(14820.330·131.11000+1.1)·30=209.4m
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 Disp157 m at 14.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =209.4·0.75=157m
Shell scatter height @ 10 km70.7 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=0.6·14820.3=8892 m, and radiusOnMax=0.75 at 14820.3 m. Above the kink: k=0.4+(0.750.4)·10000889214820.38892=0.4654, so σV=σH·k=152·0.4654=70.7m.
Med Horiz Disp73.9 m at 14.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =209.4·0.61.7=73.9m
Med Vert Disp55.4 m at 14.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =157·0.61.7=55.4m
AP Pen Close719.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2350·747.80.69·0.3561.07·8231.38=719.7mm. Matches the in-game spec card.
AP Pen Far400.7 mm at 14.8 km
Same formula at the ship's max firing range (14.8 km), where the shell has slowed to 538.4 m/s: P=107·2350·747.80.69·0.3561.07·538.41.38=400.7mm.
AP pen 5 km585 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 km478 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 km6.05 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·0.4753·0.35628·747.8=3.16×105. That runs from a 731.5 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 km5.13 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·0.371·0.35628·747.8=2.47×105. That runs from a 823 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 penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha41,600
5,200 HE damage x 8 broadside guns = 41,600.
AP full-salvo alpha84,000
10,500 AP damage x 8 broadside guns = 84,000.
HE DPM75,636
41,600 HE full-salvo alpha x 60 / 33 s base reload = 75,636.
AP DPM152,727
84,000 AP full-salvo alpha x 60 / 33 s base reload = 152,727.
Shells/min14.5
8 broadside guns x 60 / 33 s base reload = 14.5.
Fires/min5.53
14.5 shells/min x 38% fire chance = 5.53.

AA defense

AA DPS at max range21
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 70K 37mm 18x1 -> 160 DPS @ 3.2 km; 12 DShK 14x1 -> 88 DPS @ 1.2 km; 100mm 50 Minizini 4x2 -> 21 DPS @ 4 km.
Maximum AA range4 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 range21 DPS @ 4 km, 181 DPS @ 3.2 km, 269 DPS @ 1.2 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-blank269
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index702
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 range1.2 km

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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)76,000
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: 16×1 130 mm (8/side) × 60/12 × 1900 = 76,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% 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 47,20051,100 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 & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–180 mm)2,500 (5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)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)125 mm primary (range 19–250 mm)38,300 (75% of HP)
No common AP caliber overmatches125 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–180 mm)2,900 (6% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 13–250 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 mm primary (range 13–38 mm)1,300 (3% 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 HP25,600 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 (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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP15,300 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

Exteriors

Skins & permanent camouflages

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

  • Pyotr Velikiy 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.