World of Warships: Legends ship guide

AL Sov. Rossiya

Also called: AL 苏维埃罗西亚 · AL Советская Россия · AL Sowjetskaja Rossija · AL Sovetskaya Rossiya Beta
U.S.S.R. · Tier VIII · Battleship · Premium · Sov. Soyuz Variant
Tank battleshipA health pool that outlasts the line: soak trades peers cannot afford to take.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Spending damage control on the first fire
Key characteristics
Spotter planeHigh HP poolThickest plateLong-reach AAFast turret traverseWeak AA
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Community Data

AL Sov. Rossiya Community Stats

Across 2,900+ Standard battles from 120+ players, AL Sov. Rossiya averages a 60% win rate, 79,300 damage and 0.9 kills per battle, and survives 39% of them.

Community Data

AL Sov. Rossiya Community Stats

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

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Playstyle

Overview

AL Sov. Rossiya is a Tier VIII Soviet tank battleship (88,100 HP): cohort-best hit points mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. The HP is the asset rather than the heal (15/33 once Repair Party is counted): not because the Repair Party is small, but because there are fewer charges of it than peers get. Spend the pool on position you can hold instead of trades you plan to heal back. Standout traits: armor plate in T8 BBs (425 mm, 9th of 33) and best AA reach in T8 BBs (5.2 km, 6th of 33). The trade is AA DPS in T8 BBs (374, 31st of 33).

Positioning

Anchor a flank at 14-17 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. A 950 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

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

High HP pool ↗

88100 HP, best of T8 BBs.

Thickest plate ↗

425 mm on her single heaviest plate, top quartile of T8 BBs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Long-reach AA ↗

5.2 km AA reach, best of T8 BBs.

ELITE MAIN BATTERY ↗
  • Fast turret traverse · 9°/s
  • Flat-trajectory sniper
Weak AA ↗

374 AA DPS, bottom quartile of T8 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Exceptional HP, average Repair Party

88,100 HP (1/33 in the cohort) on an average heal: counting Repair Party she is 15/33 on effective HP, mid-pack. The heal itself is not small, there are just fewer charges of it than peers get. Spend the pool on a lane you can hold rather than on damage you are counting on healing back.

Acquisition

How to get AL Sov. Rossiya

AL Sov. Rossiya is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Collaboration. 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

Show all 4 containers (1 more)
Official WG availability sources
  • Azur Lane: The Epic Comeback! Collaboration Start: 2024-09-06
    • AL Sov. Rossiya – Soviet Tier VIII Premium battleship
  • Azur Lane Returns: All Six Waves Are Here! Collaboration Start: 2025-09-08
    • Don’t miss the chance to obtain your favorite Commanders, ships, and skins—they will all be available in the Store from September 8 to October 6, both individually and in discounted bundles, as well as from the "Azur Lane Crate: Ultimate III."
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 →

Commanders frequently paired with this ship AL Sov. RossiyaMikhail KedrovLev GallerWilliam SimsPaolo di Revel

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where AL Sov. Rossiya sits among Tier VIII BBs (32 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 points88,100 HP (1 of 2 tied) BestAA range5.2 km (1 of 11 tied) Top 10%Time to 90% speed31.4 s (3/33) Top 10%Engine power231,000 hp (3/33) Top 10%Power / turn radius243.2 hp/m (3/33) Top 25%Main battery range17.39 km (9/33) Top 25%AP shell damage13,250 (7/33) Top 25%Power-to-weight3.55 hp/t (9/33) Top 25%Max armor425 mm (9/33) Bottom 25%Turning circle950 m (30/33) Bottom 25%Displacement65,150 t (29/33) Bottom 10%Main dispersion239.9 m (32/33) Bottom 10%Secondary DPM (per side)136,800 (31/33) Bottom 10%AA DPS374 (31/33) Bottom 10%AA threat1,357 (31/33) WorstSecondary range5 km (1 of 16 tied) WorstNo torpedoes (26 of 33 in cohort) WorstRepair charges2 (1 of 9 tied)
See 29 mid-pack stats

Not standouts for AL Sov. Rossiya -- 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 speed28 kt(25/33) Concealment15.81 km(18/33) Smoke fire bloom15.25 km(17/33) Air detection12.65 km(17/33) Rudder shift17.1 s(21/33) Main battery caliber406 mm(19/33) Main battery reload33 s(25/33) Sigma1.8(19/33) HE shell damage5,800(15/31) HE fire chance40%(9/31) Fires per minute6.55(19/31) HE DPM94,909(23/31) AP DPM216,818(25/33) Secondary HE alpha1,900(19/31) Secondary fire chance8%(19/31) Secondary HE pen22 mm(24/31) AP velocity830 m/s(15/33) HE velocity830 m/s(13/31) Acceleration (0-12 kt)13.4 s(14/33) AP arming threshold68 mm(17/33) AP pen at 10 km639 mm(13/33) Effective HE DPM (incl. fire)148,601(23/31) Flak damage per salvo (expected)1,260(25/33) NormSecondary dispersion bracket57(24 of 33 tied at this value) NormAP fuse timer0.033 s(30 of 33 tied at this value) NormAP ricochet start45°(29 of 33 tied at this value) NormAP auto-bounce angle60°(29 of 33 tied at this value) NormTurn speed retained81%(32 of 33 tied at this value) NormRepair heal rate0.5 %/s(24 of 33 tied at this value)
Survivability
Hit Points88,100
Displacement65,150 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
270 x 38.6 m
Armor range19–425 mm
Plate armor thicknesses19, 20, 25, 32, 38, 50, 58, 60, 65, 70, 75, 83, 100, 155, 180, 220, 230, 250, 285, 365, 375, 390, 406, 420, 425 mm
Armor material/layer entries58
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 88,100 HP = 15,858 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 88,100 HP = 17,620 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.21 hull torpedo-damage coefficient / 0.333 unprotected baseline = 37%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
37%
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.
44,100
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.
26,400
Effective HP
ƒBase 88,100 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 88,100 HP = 12,334 HP per charge, × 2 charges = 24,668 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
97,889–112,768
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,000 = 12,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
6,000
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,600 = 21,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10,600
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 66,100 = 132,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
66,100
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,100 = 8,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,700 = 11,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,700
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 406 mm/50 B-37/MK-1
Mounts / barrels3 mounts / 9 barrels
Reload time33 s
Firing range17.4 km
Turret traverse9 °/s
Turret armor495 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. 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.
3x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How 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.
30° off bow / 30° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: 3% wider (worse) horizontal dispersion and 8% more vertical spread at max range (17.4 km) than a standard battleship: about 240 m wide × 151 m tall, against 234 m × 140 m. Also on this curve (5): Izmail, Pyotr Velikiy, Sinop, Sov. Soyuz, Vladivostok.
Shared with Izmail and Pyotr Velikiy +3 more
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1739030·13−1.11000+1.1)·30=239.9m
239.9 m at 17.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =239.9·0.63=151.2m
151.2 m at 17.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =239.9·0.61.8=80m
80 m at 17.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =151.2·0.61.8=50.4m
50.4 m at 17.4 km
Turret turn time
ƒ180 degrees / 9 deg/s traverse speed = 20 s.
20 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 33 s base reload = 16.4. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 29.714 s (29.7 s = 208 ticks) all-upgrades reload (33 s × 0.9 Main Battery Mod. 3 = 29.7 s) = 18.2.
Initial: 16.4 → 18.2
HE shells
HE alpha5,800
HE Velocity830 m/s
Fire Chance40%
HE fire DPM vs T8 BB53654
Effective HE DPM vs T8 BB148563
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,800 HE damage x 9 broadside guns = 52,200.
52,200
HE DPM
ƒZero upgrades: 52,200 HE full-salvo alpha x 60 / 33 s base reload = 94,909. All upgrades (Main Battery Mod. 3 = -10% reload): 52,200 HE full-salvo alpha x 60 / 29.714 s (29.7 s = 208 ticks) all-upgrades reload (33 s × 0.9 Main Battery Mod. 3 = 29.7 s) = 105,404.
Initial: 94,909 → 105,404
Fires/min
ƒZero upgrades: 16.4 shells/min × 0.4 (40% fire chance) = 6.55. All upgrades (Main Battery Mod. 3 = -10% reload): 18.2 shells/min × 0.4 (40% fire chance) = 7.27.
Initial: 6.55 → 7.27
AP shells
AP alpha13,250
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range545 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2300·11080.69·0.406−1.07·8301.38=812.2mm.
812.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 621.7 m/s: P=10−7·2300·11080.69·0.406−1.07·621.71.38=545.1mm.
545.1 mm at 17.4 km
AP full-salvo alpha
ƒ13,250 AP damage x 9 broadside guns = 119,250.
119,250
AP DPM
ƒZero upgrades: 119,250 AP full-salvo alpha x 60 / 33 s base reload = 216,818. All upgrades (Main Battery Mod. 3 = -10% reload): 119,250 AP full-salvo alpha x 60 / 29.714 s (29.7 s = 208 ticks) all-upgrades reload (33 s × 0.9 Main Battery Mod. 3 = 29.7 s) = 240,793.
Initial: 216,818 → 240,793
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.
250
AA Defense
AA mount points24
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.
5.2 km
37 mm V-118×2 37mm
37 mm 46-K12×4 37mm
25 mm 4M-1204×4 25mm
130 mm/55 B-2-U (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/55 B-2-U (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 68 from dual-purpose secondaries firing as AA in this range band.
68
Range5.2 km
Outer Medium aura
Guns37 mm V-11
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 0.75 hit probability = 97 - the same in-game units as the Close-range AA DPS headline.
97
Range3.5 km
Total DPS in Aura
ƒFar 68 + Outer Medium 97 = 165
165
Inner Medium aura
Guns37 mm 46-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 68 + Outer Medium 97 + Inner Medium 160 = 325
325
Near aura
Guns25 mm 4M-120
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.7 hit probability = 49 - the same in-game units as the Close-range AA DPS headline.
49
Range3.1 km
Total DPS in Aura
ƒFar 68 + Outer Medium 97 + Inner Medium 160 + Near 49 = 374
374
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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) × 60/5 s × 1900 = 136,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
136,800
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 5.8 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 47,216. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
47,216
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 136,800 + secondary fire DPM 47,216 = 184,016: shell damage plus fire damage against one T8 battleship, every shell hitting.
184,016
130 mm/55 B-2-U (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 time5 s
HE alpha1,900
Muzzle Velocity900 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 5.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
5.8
HE 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 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power231,000 hp
Maximum speed28.0 kt
Turning circle radius950 m
Rudder shift time17.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 28 / 4 + 4.9 = 11.9 kt. Base value; speed modifiers scale it.
11.9 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
33.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28.0 kt).
31.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28.0 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.
48.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 9 − 3.3 = +5.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+5.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.81 km x 0.955 = 15.1 km. Camouflage does not change detectability by air.
15.81 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.81 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.1 km.
15.1 km
Detectability by air12.65 km
Smoke firing penalty15.25 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.81 km) = 17.39 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.39 km
Detect when firing (air)
ƒAir detectability 12.65 km + gun-firing bloom 8.12 km = 20.77 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
20.77 km
Detect when on fire (sea)
ƒSea detectability 15.81 km + 2.0 km while burning = 17.81 km.
17.81 km
Detect when on fire (air)
ƒAir detectability 12.65 km + 3.0 km while burning = 15.65 km.
15.65 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 12,334 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 88,100 HP = 12,334 HP: up to 14% of max HP restored per charge.
· 24,668 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 88,100 HP = 24,668 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 440 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 88,100 HP = 440 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BB3% wider H · 8% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.4 km) with the same model as Max Horiz/Vert Disp: horizontal 240 / 234 m − 1 = +3%, vertical 151 / 140 m − 1 = +8%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km92.5 m
(166.7 × (13 − 1.1) / 1000 + 1.1) × 30 = 92.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km152 m
(333.3 × (13 − 1.1) / 1000 + 1.1) × 30 = 152 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 km211.5 m
(500 × (13 − 1.1) / 1000 + 1.1) × 30 = 211.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km29.6 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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=0.45 at delim·Rmax=0.6·17390=10434 m, and radiusOnMax=0.63 at 17390 m. Below the kink: k=0.2+(0.45−0.2)·500010434=0.3198, so σV=σH·k=92.5·0.3198=29.6m.
Shell scatter height @ 10 km66.8 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=0.45 at delim·Rmax=0.6·17390=10434 m, and radiusOnMax=0.63 at 17390 m. Below the kink: k=0.2+(0.45−0.2)·1000010434=0.4396, so σV=σH·k=152·0.4396=66.8m.
Shell scatter height @ 15 km120.2 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.45 at delim·Rmax=0.6·17390=10434 m, and radiusOnMax=0.63 at 17390 m. Above the kink: k=0.45+(0.63−0.45)·15000−1043417390−10434=0.5682, so σV=σH·k=211.5·0.5682=120.2m.
AP pen 5 km719 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·11080.69·0.406−1.07·7601.38=719mm, where 760 m/s is the shell's speed when it arrives at 5 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km639 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·11080.69·0.406−1.07·697.51.38=639mm, where 697.5 m/s is the shell's speed when it arrives at 10 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km572 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·11080.69·0.406−1.07·6441.38=572mm, where 644 m/s is the shell's speed when it arrives at 15 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km4.87 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·0.3045·0.40628·1108=1.78×10−5. That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.77 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·0.247·0.40628·1108=1.44×10−5. That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,300
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,108 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.247
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity830 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity830 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius13
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.45
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.63
Vertical scatter as a share of horizontal at maximum range.
delim0.6
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range68
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37mm 46k sirius 12x4 -> 160 DPS @ 3.2 km; 37mm 67 V21 8x2 -> 97 DPS @ 3.5 km; 25mm 4M120 4x4 -> 49 DPS @ 3.1 km; 130mm B2U 6x2 -> 68 DPS @ 5.2 km.
AA DPS layered by range68 DPS @ 5.2 km, 165 DPS @ 3.5 km, 325 DPS @ 3.2 km, 374 DPS @ 3.1 km
@ 5.2 km: 68 from one family; @ 3.5 km: 97 + 68 = 165; @ 3.2 km: 160 + 97 + 68 = 325; @ 3.1 km: 160 + 97 + 49 + 68 = 374. 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-blank374
160 + 97 + 49 + 68 = 374 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1357
160 × 3.2 + 97 × 3.5 + 49 × 3.1 + 68 × 5.2 = 1357. 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 firepower

Max HE alpha1900
The only family (130 mm): 1900. Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance8%
The only family (130 mm): 8%. 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
The only family (130 mm): 22 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.
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Ship Charts

Background

The design of this ship is based on the character Sovetskaya Rossiya from Azur Lane. She's the mightiest of the Northern Parliament battleships!

Balance History

Balance updates affecting AL Sov. Rossiya. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×3
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Main battery shell grouping increased from 1.7 to 1.8.
  • Main battery vertical dispersion reduced to perform more similarly to Soviet dispersion at close ranges.
  • Main battery turret HP increased from 18,000 to 20,000.
  • AL Sov. Rossiya: credit earnings increased by 11.11%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior AL Sov. Rossiya can equip.

  • AL Sov. Rossiya 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.