World of Warships: Legends ship guide

AL Tallinn

Beta
U.S.S.R. · Tier VI · Cruiser · Tallinn Variant
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • 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
Community Data

AL Tallinn Community Stats

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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.

Acquisition

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
Show direct source rows

Builds Beta

Build for AP performance, reload, consumable uptime, concealment, and survivability.

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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.

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

Radar 10 kmSonar 4.67 kmRepairMBRBDef-AA
Survivability
Hit Points33,000 Δ
Displacement18,981 t
Armor range13–150 mm
Plate armor thicknesses13, 20, 25, 27, 30, 40, 70, 80, 150 mm
Armor material/layer entries59
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction7%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
18,000
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.
10,800
Main Battery
ModuleArtillery: 180 mm/57 MK-3-180
Mounts / barrels4 mounts / 12 barrels
Reload time16.5 s Δ
Firing range (base)14 km
Firing range (top fire control)15.4 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13955/30·(8−1.1)/1000 + 1.1)·30 = 129.3 m
129.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.3 × 0.6 = 77.6 m
77.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.3 × 0.319 (σ=2) = 41.3 m
41.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.6 × 0.32 (σ=2) = 24.8 m
24.8 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ12 broadside guns x 60 / 16.5 s base reload = 44
44 Δ
HE shells
HE Damage2,500
HE Velocity920 m/s
Fire Chance11%
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,500 HE damage x 12 broadside guns = 30,000.
30,000
Base HE DPM
ƒ30,000 HE full-salvo alpha x 60 / 16.5 s base reload = 109,091
109,091 Δ
Base fires/min
ƒ12 HE shells x 60 / 16.5 s reload x 11% fire chance = 4.8
4.8 Δ
AP shells
AP Damage4,400
AP Velocity920 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold30 mm
AP overmatch
ƒfloor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
12 mm
AP Pen Close
ƒCanonical 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.
542.5 mm
AP Pen Far
ƒSame 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.
219.3 mm
AP full-salvo alpha
ƒ4,400 AP damage x 12 broadside guns = 52,800.
52,800
Base AP DPM
ƒ52,800 AP full-salvo alpha x 60 / 16.5 s base reload = 192,000
192,000 Δ
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.
25
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time131 s
Projectile speed70 kt
Range4.02 km
Maximum simulated damage14,000 (est.)
Alpha damage42,000
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming216 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
70,000
AA Defense
AA mount points8
Close-range AA DPS
ƒSum 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.
397
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
45 mm SM-20-ZIFInitial: 45 mm SM-16 (8×2) → 45 mm SM-20-ZIF (8×4)
100 mm/70 SM-5-1s (DP)6×2 100mm
Far aura
DPS
ƒIncludes 43 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
43
Range5 km
Medium aura
DPSInitial: 48 → 83
Range3.5 km
Total DPS in Aura
ƒFar 43 + Medium 83 = 126
126
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 132,000 hp
Engine power132,000 hp
Maximum speed33 kt
Turning circle radius900 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.4× ok
Concealment
Detectability by sea13.39 km
Detectability by air8.03 km
Smoke firing penalty7.32 km
Detect after firing main guns13.39 km
Detect Fire Sea15.39 km
Detect Fire Air11.03 km
Guaranteed Detect2 km
Consumables
Variant consumable changes
Repair Party8 charges
Main Battery Reload Booster2 charges
  • Repair Party consumable added (8 charges)
  • Main Battery Reload Booster added (2 charges)
Source: Azur Lane Wave VII is Coming (Wargaming) · 2025-12-29. Values appear here as WG published them; per-consumable timings WG did not list are omitted rather than estimated.
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
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

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp129.3 m
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 m
Max Vert Disp77.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.3 × 0.6 = 77.6 m
Med Horiz Disp41.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.3 × 0.319 (σ=2) = 41.3 m
Med Vert Disp24.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.6 × 0.32 (σ=2) = 24.8 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close542.5 mm
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.
AP Pen Far219.3 mm
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.
HE penetration30 mm
30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
AP overmatch12 mm
floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha30,000
2,500 HE damage x 12 broadside guns = 30,000.
AP full-salvo alpha52,800
4,400 AP damage x 12 broadside guns = 52,800.
Base HE DPM109,091 Δ
30,000 HE full-salvo alpha x 60 / 16.5 s base reload = 109,091
Base AP DPM192,000 Δ
52,800 AP full-salvo alpha x 60 / 16.5 s base reload = 192,000
Base shells/min44 Δ
12 broadside guns x 60 / 16.5 s base reload = 44
Base fires/min4.8 Δ
12 HE shells x 60 / 16.5 s reload x 11% fire chance = 4.8

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range22.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo5 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage140,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage70,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS397
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1592
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

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)126,000
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: 6×2 100 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).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
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.
Max HE pen17 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: 17 mm from the 100 mm family.
Exteriors

Skins & permanent camouflages

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

  • AL Tallinn default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur 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.