World of Warships: Legends ship guide

Rasputin

Also called: 拉斯普京 · Распутин Beta
U.S.S.R. · Tier V · Battleship · Premium · Nikolai I Variant
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push to within secondary range (~5.2 km) so the secondary battery starts contributing damage
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (5 km)High HE / fire outputLobs over islandsFast heal cycleFragileWeak AA
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Community Data

Rasputin Community Stats

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Playstyle

Overview

Rasputin is a Tier V Soviet secondary battleship with top-decile secondary reach out to 5.2 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. She also packs the super-heal (1.2%/s, for 20 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 fast heal cycle in T5 BBs (11,625 HP) and best bow armor in T5 BBs (30 mm).

Positioning

Push to within secondary range (~5.2 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone. The helm answers quickly (10.6 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

Extended secondary range

5.2 km secondary range, top decile of T5 BBs. The auto-fire battery reaches out before you're in a knife fight, so you start chipping earlier and hold the secondary sweet spot longer.

ELITE REPAIR PARTY
  • Fast heal cycle · 11625 HP
  • Super-heal
ELITE ARMOR
  • Thick bow plate · 30 mm
  • Heavy citadel belt · 400 mm
High-arc AP shells

18.38° AP impact angle at max range, best of T5 BBs. Lobs over island cover.

Slow acceleration

~42 s to 90% of top speed, worst of T5 BBs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Rasputin

Rasputin is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Open in Build Tool →

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Cohort position

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Where Rasputin sits among Tier V BBs (25 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.

BestRudder shift10.6 s (1/26) BestAP arming threshold51 mm (1/26) BestDisplacement28,500 t (1/26) BestRepair heal rate1.25 %/s (1/26) BestCitadel belt400 mm (1/26) BestBow armor30 mm (1/26) Top 10%Smoke fire bloom11 km (2/26) Top 10%Fires per minute7.92 (2/26) Top 10%Secondary range5.25 km (3/26) Top 25%Traverse-to-turn ratio4.03 × (7/26) Top 25%Sigma1.9 (6/26) Top 25%Max armor400 mm (7/26) Bottom 25%HE shell damage4,500 (23/26) Bottom 25%Secondary DPM (per side)142,500 (24/26) Bottom 25%AP velocity762 m/s (21/26) Bottom 25%Engine power30,000 hp (24/26) Bottom 10%Hit points46,500 HP (25/26) Bottom 10%Turn-speed retention45.5 hp/m (25/26) WorstMain battery caliber305 mm (26/26) WorstMain battery range15.4 km (26/26) WorstAP shell damage8,600 (26/26) WorstAcceleration42 s (26/26) WorstAP fuse timer0.01 s (26/26) WorstAP pen at 10 km346 mm (26/26) WorstAA DPS13 (26/26) WorstAA range3 km (1 of 2 tied) WorstAA threat19 (26/26) WorstFlak per wave (expected)135 (26/26) WorstRepair charges2 (1 of 2 tied)
See 20 mid-pack stats

Not standouts for Rasputin -- 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 speed25 kt(13/26) Concealment14.42 km(17/26) Air detection11.53 km(17/26) Turning circle660 m(9/26) Main battery reload30 s(17/26) HE fire chance33%(12/26) HE DPM108,000(11/26) AP DPM206,400(14/26) Main dispersion214 m(14/26) Secondary HE alpha1,900(10/25) Secondary fire chance9%(12/25) Secondary HE pen22 mm(13/25) HE velocity762 m/s(20/26) Power-to-weight1.05 hp/t(20/26) Effective HE DPM (incl. fire)167,647(8/26) Stern armor25 mm(15/26) Deck armor35 mm(17/23) NormSecondary dispersion bracket57(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value)
Survivability
Hit Points46,500
Displacement28,500 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.
183.9 x 29.3 m (measured from the ship model)
Armor range6–400 mm
Plate armor thicknesses6, 16, 25, 30, 32, 35, 38, 50, 63, 75, 100, 150, 175, 200, 250, 270, 300, 400 mm
Armor material/layer entries51
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.
23.3%
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 (8,370 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 (9,300 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.
13%
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.
23,300
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.
14,000
Effective HP
ƒBase 46,500 HP plus everything Repair Party can restore: 1.25%/s x 20 s = 11,625 HP per charge, x2 charges = 23,250 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.
69,750
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm/52 Model 1907
Mounts / barrels4 mounts / 12 barrels
Reload time30 s
Firing range15.4 km
Turret traverse4.5 °/s
Turret armor300 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.
±154°, ±152°, ±138°, ±148°
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.
32° off bow / 42° off stern
AP pen max range268 mm
HE fire DPM vs T5 BB59647
Effective HE DPM vs T5 BB167647
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1540030·1221000+2)·30=214m
214 m at 15.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =214·0.6=128.4m
128.4 m at 15.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =214·0.61.9=67.6m
67.6 m at 15.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =128.4·0.61.9=40.5m
40.5 m at 15.4 km
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
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 12 broadside guns = 54,000.
54,000
HE DPM
ƒ54,000 HE full-salvo alpha x 60 / 30 s base reload = 108,000.
108,000
Fires/min
ƒ24 shells/min x 33% fire chance = 7.92.
7.92
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 (15.4 km), where the shell has slowed to 414.5 m/s: P=107·2627·470.90.69·0.3051.07·414.51.38=267.8mm.
267.8 mm at 15.4 km
AP full-salvo alpha
ƒ8,600 AP damage x 12 broadside guns = 103,200.
103,200
AP DPM
ƒ103,200 AP full-salvo alpha x 60 / 30 s base reload = 206,400.
206,400
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 3 km; dual-purpose mount auras extend it.
3 km
63.3 mm Model 19162×1 63mm
7.62 mm Maxim machine gun4×1 8mm
Far aura
Guns63.3 mm Model 1916
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 0.75 hit probability = 3 - the same in-game units as the Close-range AA DPS headline.
3
Range3 km
Near aura
Guns7.62 mm Maxim machine gun
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.7 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.
10
Range1 km
Total DPS in Aura
ƒFar 3 + Near 10 = 13
13
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 × 90 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.
90
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 AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
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 3 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.
2.5-3 km
S
Secondary Battery
Mounts20
Firing range5.25 km
Shell Grouping (σ)1
130 mm/55 Model 191320×1 130mm
Caliber130 mm
Reload time8 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 @ 5.25 km
ƒ5.25 km × 57 + 30 = 329.2 m.
329.2 m
Maneuverability
Engine power30,000 hp
Maximum speed25 kt
Turning circle radius660 m
Rudder shift time10.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 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.
11.2 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.
46.2 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).
7.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.5 kt of 25 kt), from our in-house acceleration model.
42 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.8 kt of 25 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.
70.7 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·25.0·0.5144660=1.12°/s, so ratio=ωturretωhull=4.51.12=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea14.42 km
Detectability by air11.53 km
Smoke firing penalty11 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.
15.4 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.
17.63 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.
16.42 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.
14.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 30 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 11,625 HP (25% of max HP) total heal (per charge)
ƒHeal per second (1.25%) x effective active time (20 s) = up to 25% of max HP restored per charge.
· 23,250 HP (50% of max HP) total heal (all charges)
ƒ25% per charge x 2 charges = up to 50% of max HP if the whole Repair Party loadout is used.
· 581 HP/s (1.25% of max HP) heal per second
ƒ1.25% of max HP (46,500 HP) per second = 581 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)1.9
Max Horiz Disp214 m at 15.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1540030·1221000+2)·30=214m
Shell scatter width @ 5 km110 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 km160 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 km210 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 Disp128.4 m at 15.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =214·0.6=128.4m
Shell scatter height @ 10 km84.8 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=0.5·15400=7700 m, and radiusOnMax=0.6 at 15400 m. Above the kink: k=0.5+(0.60.5)·100007700154007700=0.5299, so σV=σH·k=160·0.5299=84.8m.
Med Horiz Disp67.6 m at 15.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =214·0.61.9=67.6m
Med Vert Disp40.5 m at 15.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =128.4·0.61.9=40.5m
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 Far267.8 mm at 15.4 km
Same formula at the ship's max firing range (15.4 km), where the shell has slowed to 414.5 m/s: P=107·2627·470.90.69·0.3051.07·414.51.38=267.8mm.
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.
AP pen 15 km273 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 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 alpha12
All 12 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha54,000
4,500 HE damage x 12 broadside guns = 54,000.
AP full-salvo alpha103,200
8,600 AP damage x 12 broadside guns = 103,200.
HE DPM108,000
54,000 HE full-salvo alpha x 60 / 30 s base reload = 108,000.
AP DPM206,400
103,200 AP full-salvo alpha x 60 / 30 s base reload = 206,400.
Shells/min24
12 broadside guns x 60 / 30 s base reload = 24.
Fires/min7.92
24 shells/min x 33% fire chance = 7.92.

AA defense

AA DPS at max range3
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 63 5mm 2x1 -> 3 DPS @ 3 km; MachineGunMaxim 7 62 4x1 -> 10 DPS @ 1 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 range3 DPS @ 3 km, 13 DPS @ 1 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-blank13
Sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index19
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 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 @ 5.25 km329.2 m
5.25 km × 57 + 30 = 329.2 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)142,500
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: 20×1 130 mm (10/side) × 60/8 × 1900 = 142,500. 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 46,500, 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 & stern30 mm

Nothing in its bracket overmatches it. Angled, every AP shell in matchmaking bounces.

Belt / citadel270 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 25–200 mm)2,100 (5% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)100 mm primary (range 16–300 mm)34,900 (75% of HP)
No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–200 mm)1,600 (3% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel270 mm primary (range 25–400 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.
Superstructure6 mm primary (range 6–400 mm)200 (0% 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 HP23,300 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 (63 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 HP14,000 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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Balance History

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

Buff ×8Main Battery ×2Torpedo ×1
2025-10-02

Halloween Update: Misty Voyage

  • Secondary battery firing range increased from 4 to 5.25 km.
  • Secondary battery reload time reduced from 12 to 8 seconds.
  • Armor buff:
  • Bow and stern armor plating increased from 19 to 25 mm.
  • Torpedo bulge armor plating increased from 25 to 32 mm.
  • Casemate armor increased from 75 to 100 mm.
  • Citadel side armor increased from 13 to 32 mm.
  • Superstructure plating thickness increased from 13 to 16 mm.
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Exteriors

Skins & permanent camouflages

Every custom exterior Rasputin 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.