AL Tallinn
Beta- Hold objective-support positions, punish broadsides, and use Reload Booster for decisive damage windows
- Avoid: Do not spend consumables casually or expose broadside for one salvo
AL Tallinn Community Stats
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AL Tallinn Community Stats
Playstyle
Overview
AL Tallinn is a Soviet premium cruiser with Repair Party and Main Battery Reload Booster access. Play her as a radar-style AP pressure cruiser with unusually strong consumable staying power.
Positioning
Hold objective-support positions, punish broadsides, and use Reload Booster for decisive damage windows.
Potato Avoidance
Spend consumables casually or expose broadside for one salvo
Do not spend consumables casually or expose broadside for one salvo.
How to get AL Tallinn
AL Tallinn 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
-
Azur Lane VII Crate
3%
Azur Lane Tier VI Premium Ship
Collaboration containers · Azur Lane VII Crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Azur Lane VII Crate 3% · Azur Lane Tier VI Premium Ship
Builds Beta
Build for AP performance, reload, consumable uptime, concealment, and survivability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Most stats below come from the base ship, Tallinn. Rows where this variant differs are marked with a badge; hover the badge to see the base value.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13955/30·(8−1.1)/1000 + 1.1)·30 = 129.3 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.3 × 0.6 = 77.6 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.3 × 0.319 (σ=2) = 41.3 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.6 × 0.32 (σ=2) = 24.8 mƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
12 broadside guns x 60 / 16.5 s base reload = 44HE shells
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30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).ƒ
2,500 HE damage x 12 broadside guns = 30,000.ƒ
30,000 HE full-salvo alpha x 60 / 16.5 s base reload = 109,091ƒ
12 HE shells x 60 / 16.5 s reload x 11% fire chance = 4.8AP shells
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floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2670 × 114.66^0.69 × 0.18^-1.07 × 920^1.38 = 542.5 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 477.3 m/s: 1e-7 × 2670 × 114.66^0.69 × 0.18^-1.07 × 477.3^1.38 = 219.3 mm.ƒ
4,400 AP damage x 12 broadside guns = 52,800.ƒ
52,800 AP full-salvo alpha x 60 / 16.5 s base reload = 192,000ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (83×3.5×0.9) + (43×3.5×0.9) = 397. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 43 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 43 + Medium 83 = 126ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.- Repair Party consumable added (8 charges)
- Main Battery Reload Booster added (2 charges)
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 15 s active · 10 km radar range
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13955/30·(8−1.1)/1000 + 1.1)·30 = 129.3 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.3 × 0.6 = 77.6 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.3 × 0.319 (σ=2) = 41.3 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.6 × 0.32 (σ=2) = 24.8 mStandard cruiser dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2670 × 114.66^0.69 × 0.18^-1.07 × 920^1.38 = 542.5 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 477.3 m/s: 1e-7 × 2670 × 114.66^0.69 × 0.18^-1.07 × 477.3^1.38 = 219.3 mm.30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).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.All 12 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,500 HE damage x 12 broadside guns = 30,000.4,400 AP damage x 12 broadside guns = 52,800.30,000 HE full-salvo alpha x 60 / 16.5 s base reload = 109,09152,800 AP full-salvo alpha x 60 / 16.5 s base reload = 192,00012 broadside guns x 60 / 16.5 s base reload = 4412 HE shells x 60 / 16.5 s reload x 11% fire chance = 4.8Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (83×3.5×0.9) + (43×3.5×0.9) = 397. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 57 + 30 = 286.5 m.Secondary battery firepower
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: 6×2 100 mm (6/side) × 60/4 × 1400 = 126,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.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: 17 mm from the 100 mm family.Skins & permanent camouflages
Every custom exterior AL Tallinn can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAzur TallinAzur Lane
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.
