World of Warships: Legends ship guide

Stalingrad

Also called: 斯大林格勒 · Сталинград Beta
U.S.S.R. · Tier ★ · CB Cruiser · Premium
Super-cruiserBattleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
305 mm AP overmatchHeavy AP pen2.4 sigma accuracy17 km gun rangeRadar (11.7 km)Easily spotted
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Community Data

Stalingrad Community Stats

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Playstyle

Overview

Stalingrad is a Legendary Soviet super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame with Surveillance Radar as her signature consumable. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Standout traits: best close-range AP pen in Legendary CAs (812.7 mm) and top-decile long-range AP brick in Legendary CAs (467.8 mm).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance and the radar drop covers most caps end to end. A 1,130 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

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 · 812.7 mm
  • Long-range AP brick · 467.77 mm
  • Long gun range · 17.1 km
  • Tight grouping
  • Flat AP shells · 950 m
High HP pool

65000 HP, best of Legendary CAs.

Easily spotted

15.1 km surface detect, worst of Legendary CAs. Visible before you can react; position early.

Acquisition

How to get Stalingrad

Stalingrad 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

  • Santa Level 5 0.909091% Superprize: Premium Ship Archived · Santa Level 5 · 1 of 11 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.272727% Superprize: Premium Ship Archived · Santa Level 4 · 2 paths combined · 1 of 11 ships
    Show 2 paths
    • Santa Level 40.181818%
    • Santa Level 4 → Santa Level 50.090909%
Show all 17 containers (14 more)
  • Chest of Rarities 0.2% Legendary Tier ship Event · Chest of Rarities · 1 of 5 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
  • Santa Level 3 0.090909% Superprize: Premium Ship Archived · Santa Level 3 · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.045455%
    • Santa Level 3 → Santa Level 40.027273%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.013636%
    • Santa Level 30.004545%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Santa Level 2 0.027273% Superprize: Premium Ship Archived · Santa Level 2 · 6 paths combined · 1 of 11 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.009091%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.006818%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004545%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.004091%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002045%
    • Santa Level 2 → Santa Level 30.000682%
  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
  • Piñata Chest 0.02% Legendary Tier ship Event · Piñata Chest → Chest of Rarities · 1 of 5 ships
  • Champion's Box 0.018182% Superprize: Premium Ship Archived · Champion's Box · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.009091%
    • Champion's Box → Santa Level 3 → Santa Level 40.005455%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.002727%
    • Champion's Box → Santa Level 30.000909%
  • Mega Santa '23 0.01% Superprize: Premium Ship Archived · Mega Santa '23 · 1 of 10 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Santa Level 1 0.006591% Superprize: Premium Ship Archived · Santa Level 1 · 8 paths combined · 1 of 11 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002273%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001364%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001023%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000682%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000614%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000307%
    • Santa Level 1 → Santa Level 30.000227%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000102%
  • Super Santa '23 0.0013% Superprize: Premium Ship Archived · Super Santa '23 · 1 of 10 ships
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Archived · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
  • Ultimate Crate 0.00013% Superprize: Premium Ship Archived · Ultimate Crate → Super Santa '23 · 1 of 10 ships
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

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Cohort position

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Where Stalingrad sits among Legendary CAs (20 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.

BestHit points65,000 HP (1/21) BestMain battery range17.11 km (1/21) BestSigma2.4 (1/21) BestSecondary HE pen22 mm (1 of 2 tied) BestAP velocity950 m/s (1 of 2 tied) BestEngine power280,000 hp (1/21) BestAP pen at 10 km594 mm (1/21) BestEnd plates32 mm (1 of 4 tied / 1 of 4 tied) Top 25%Max speed35 kt (5/21) Top 25%Main battery caliber305 mm (5/21) Top 25%HE fire chance33% (3/19) Top 25%Secondary dispersion bracket49 (3/14) Top 25%Secondary HE alpha1,800 (4/13) Top 25%Secondary fire chance8% (3/13) Top 25%HE velocity950 m/s (3/19) Top 25%AP ricochet start55° (6/21) Top 25%Turn-speed retention247.8 hp/m (4/21) Top 25%AA range5.7 km (5/21) Top 25%Max armor260 mm (5/21) Top 25%Citadel belt180 mm (6/21) Bottom 25%Main battery reload18 s (17/21) Bottom 25%HE DPM135,000 (16/19) Bottom 25%AP DPM264,000 (17/21) Bottom 25%Displacement42,300 t (19/21) Bottom 10%Smoke fire bloom11.7 km (20/21) Bottom 10%Main dispersion200.3 m (20/21) WorstStealth profile15.09 km / 9.05 km (21/21 / 21/21) WorstTurning circle1,130 m (21/21) WorstNo torpedoes (8 of 21 in cohort) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 17 mid-pack stats

Not standouts for Stalingrad -- 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.

Rudder shift12.5 s(13/21) Traverse-to-turn ratio6.57 ×(9/21) Fires per minute9.9(11/19) Secondary DPM (per side)162,000(11/14) Acceleration28.4 s(15/21) AP fuse timer0.02 s(15/21) AP arming threshold34 mm(10/21) AP auto-bounce angle65°(7/21) Power-to-weight6.62 hp/t(11/21) Effective HE DPM (incl. fire)216,152(14/19) AA DPS505(15/21) AA threat2,098(14/21) Flak per wave (expected)3,150(7/20) Deck armor50 mm(11/21) NormTurn speed retained81%(18 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points65,000
Displacement42,300 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.
274 x 30 m
Armor range6–260 mm
Plate armor thicknesses6, 15, 16, 20, 30, 32, 38, 40, 45, 50, 55, 70, 75, 85, 100, 105, 110, 115, 125, 140, 170, 180, 200, 225, 260 mm
Armor material/layer entries67
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 duration45 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 45 s, so one unattended fire burns 13.5% of the pool (8,775 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 (6,500 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.
25%
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.
36,200
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.
21,700
Effective HP
ƒBase 65,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 9,100 HP per charge, x2 charges = 18,200 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.
83,200
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm/61 SM-31
Mounts / barrels3 mounts / 9 barrels
Reload time20 s
Firing range17.1 km
Turret traverse6 °/s
Turret armor617 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°, ±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 / 30° off stern
AP pen max range468 mm
HE fire DPM vs T8 BB73037
Effective HE DPM vs T8 BB194537
Shell Grouping (σ)2.4
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1711530·10.51.61000+1.6)·30=200.3m
200.3 m at 17.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.3·0.6=120.2m
120.2 m at 17.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =200.3·0.62.4=50.1m
50.1 m at 17.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =120.2·0.62.4=30m
30 m at 17.1 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 20 s base reload = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 18 s all-upgrades reload = 30.
Initial: 27 → 30
HE shells
HE Damage4,500
HE Velocity950 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 9 broadside guns = 40,500.
40,500
HE DPM
ƒZero upgrades: 40,500 HE full-salvo alpha x 60 / 20 s base reload = 121,500. All upgrades (Main Battery Mod. 3 = -10% reload): 40,500 HE full-salvo alpha x 60 / 18 s all-upgrades reload = 135,000.
Initial: 121,500 → 135,000
Fires/min
ƒZero upgrades: 27 shells/min x 33% fire chance = 8.91. All upgrades (Main Battery Mod. 3 = -10% reload): 30 shells/min x 33% fire chance = 9.9.
Initial: 8.91 → 9.9
AP shells
AP Damage8,800
AP Velocity950 m/s
Min Ricochet55 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold34 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 =107·2700·4670.69·0.3051.07·9501.38=859.5mm. Matches the in-game spec card.
859.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.1 km), where the shell has slowed to 611.3 m/s: P=107·2700·4670.69·0.3051.07·611.31.38=467.8mm.
467.8 mm at 17.1 km
AP full-salvo alpha
ƒ8,800 AP damage x 9 broadside guns = 79,200.
79,200
AP DPM
ƒZero upgrades: 79,200 AP full-salvo alpha x 60 / 20 s base reload = 237,600. All upgrades (Main Battery Mod. 3 = -10% reload): 79,200 AP full-salvo alpha x 60 / 18 s all-upgrades reload = 264,000.
Initial: 237,600 → 264,000
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.
225
AA Defense
AA mount points16
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.7 km
45 mm SM-20-ZIF6×4 45mm
25 mm 4M-12010×4 25mm
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 176 from dual-purpose secondaries firing as AA in this range band.
176
Range5.7 km
Medium aura
Guns45 mm SM-20-ZIF
Continuous DPS
ƒEffective DPS: 59 raw aura damage × 3.5 × 0.9 hit probability = 186 - the same in-game units as the Close-range AA DPS headline.
186
Range3.5 km
Total DPS in Aura
ƒFar 176 + Medium 186 = 362
362
Near aura
Guns25 mm 4M-120
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.85 hit probability = 143 - the same in-game units as the Close-range AA DPS headline.
143
Range3.1 km
Total DPS in Aura
ƒFar 176 + Medium 186 + Near 143 = 505
505
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 6 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 250 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 × 6 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
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 power280,000 hp
Maximum speed35 kt
Turning circle radius1130 m
Rudder shift time12.5 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 = 35 / 4 + 4.9 = 13.7 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.
13.7 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.
29.9 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).
8.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
28.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
47 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·35.0·0.51441130=0.91°/s, so ratio=ωturretωhull=60.91=6.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.6× slow
Concealment
Detectability by sea15.09 km
Detectability by air9.05 km
Smoke firing penalty11.7 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.
17.11 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.
15.15 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.
17.09 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.
12.05 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
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
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.
Repair Party2 charges · 80 s reload · 28 s active · 9,100 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.
· 18,200 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.
· 325 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (65,000 HP) per second = 325 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)2.4
Max Horiz Disp200.3 m at 17.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1711530·10.51.61000+1.6)·30=200.3m
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 km137 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 km181.5 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 Disp120.2 m at 17.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.3·0.6=120.2m
Shell scatter height @ 10 km70.8 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=0.5·17115=8558 m, and radiusOnMax=0.6 at 17115 m. Above the kink: k=0.5+(0.60.5)·100008558171158558=0.5169, so σV=σH·k=137·0.5169=70.8m.
Med Horiz Disp50.1 m at 17.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =200.3·0.62.4=50.1m
Med Vert Disp30 m at 17.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =120.2·0.62.4=30m
AP Pen Close859.5 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2700·4670.69·0.3051.07·9501.38=859.5mm. Matches the in-game spec card.
AP Pen Far467.8 mm at 17.1 km
Same formula at the ship's max firing range (17.1 km), where the shell has slowed to 611.3 m/s: P=107·2700·4670.69·0.3051.07·611.31.38=467.8mm.
AP pen 5 km713 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 km594 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 km501 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.
AP flight time @ 10 km4.37 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·0.2831·0.30528·467=2.21×105. That runs from a 950 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 flight time @ 10 km4.41 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·0.2417·0.30528·374.7=2.36×105. That runs from a 950 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 Radius225
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha40,500
4,500 HE damage x 9 broadside guns = 40,500.
AP full-salvo alpha79,200
8,800 AP damage x 9 broadside guns = 79,200.
HE DPMInitial: 121,500 → 135,000
Zero upgrades: 40,500 HE full-salvo alpha x 60 / 20 s base reload = 121,500. All upgrades (Main Battery Mod. 3 = -10% reload): 40,500 HE full-salvo alpha x 60 / 18 s all-upgrades reload = 135,000.
AP DPMInitial: 237,600 → 264,000
Zero upgrades: 79,200 AP full-salvo alpha x 60 / 20 s base reload = 237,600. All upgrades (Main Battery Mod. 3 = -10% reload): 79,200 AP full-salvo alpha x 60 / 18 s all-upgrades reload = 264,000.
Shells/minInitial: 27 → 30
Zero upgrades: 9 broadside guns x 60 / 20 s base reload = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 18 s all-upgrades reload = 30.
Fires/minInitial: 8.91 → 9.9
Zero upgrades: 27 shells/min x 33% fire chance = 8.91. All upgrades (Main Battery Mod. 3 = -10% reload): 30 shells/min x 33% fire chance = 9.9.

AA defense

AA DPS at max range176
Only families that reach 5.7 km contribute at the outer edge of the AA bubble. In-game families: 45mm SM 20 Zif 6x4 -> 186 DPS @ 3.5 km; 25mm 4M120 10x4 -> 143 DPS @ 3.1 km; 130mm BL 109A 6x2 -> 176 DPS @ 5.7 km.
Maximum AA range5.7 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range176 DPS @ 5.7 km, 362 DPS @ 3.5 km, 505 DPS @ 3.1 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-blank505
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index2098
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 range3.1 km

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 65,000, 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 & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel180 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)9,800 (15% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 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)16 mm primary (range 16–200 mm)54,300 (84% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–170 mm)11,600 (18% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel180 mm primary (range 15–180 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 6–260 mm)11,600 (18% 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 HP36,200 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 (45 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 HP21,700 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.

Open in Charting Tool

Ship Charts

Balance History

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

Nerf ×6Buff ×8Main Battery ×4
2024-03-21

Ministry of Balance: Spring Changes

  • Stalingrad shares the same situation as Alaska, so she's getting a similar nerf to her survivability. We prefer to make nerfs via the saturation system rather than the armor plating, as modifying HP and saturation leads to more predictable outcomes.
  • HP increased for bow, stern, casemate, and superstructure - increasing the damage the ship takes before saturation.
  • Bow HP increased from 4,900 to 9,800.
  • Casemate HP increased from 5,300 to 10,600.
  • Superstructure HP increased from 5,800 to 11,600.
  • Stern HP increased from 5,800 to 11,600.
Read the full official post
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • First and foremost, the rear turret firing angles for Stalingrad have been improved to allow for firing from extreme angles at long distance targets.
  • Main battery AP shell damage increased from 8,000 to 8,800.
  • Addition:
  • main battery HE shells:
  • Damage: 4,500.
  • Fire chance: 33%.
  • Penetration: 51 mm.
  • HP distribution bow HP reduced from 9,800 to 4,900.
  • HP distribution casemate HP reduced from 10,600 to 5,300.
  • HP distribution superstructure HP reduced from 11,600 to 5,800.
  • +1 more official change line in the source post.
Read the full official post
2022-01-27

February update: fortes fortuna adiuvat

  • AP shell maximum damage decreased from 8,500 to 8,000.
  • Fire duration increased from 30 to 45 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Stalingrad 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.