World of Warships: Legends ship guide

Borodino

Beta
Long-range battleshipMax-range AP sniper: trade from open water and bow-tank between salvos.
Playstyle
  • Sit 14-17 km from the brawl line and bow toward the closest threat
  • Avoid: Pushing the brawl line to chase a kill
Key characteristics
Heavy AP pen2 sigma accuracy18 km gun rangeRadar (13 km)Fragile
Community Data

Borodino Community Stats

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Playstyle

Overview

Borodino is a Tier VII Soviet sniper battleship (17.6 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. Standout traits: best radar range in T7 BBs (13 km).

Positioning

Sit 14-17 km from the brawl line and bow toward the closest threat. The heavy bow plate holds an angle indefinitely against same-tier guns, which is what protects the citadel; the citadel sides do not survive a broadside trade even at long range. Rotate one map cell back if a flank starts to collapse rather than holding the angle, and keep bow on between salvos.

Potato Avoidance

Pushing the brawl line to chase a kill

The kit pays out at range; every map cell you push forward is one your sniper advantage shrinks, and you stop trading better than the peer BBs you out-range.

Signature Traits

Surveillance Radar

13 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Long-range AP brick

502.1 mm AP pen at max range, top decile of T7 BBs. Threatens citadels even from range.

Heavy armor

475.0 mm max plate, best of T7 BBs.

Long-range radar

13.0 km Surveillance Radar range, best of T7 BBs. Lights targets peer radars can't reach.

Burny secondaries

13.0% best HE fire chance per secondary shell (before target resistance), top decile of T7 BBs. Stacks fires faster than peers in a brawl.

Light secondaries

50000.0 secondary DPM (theoretical), bottom decile of T7 BBs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Borodino

Borodino 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

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · 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%
Show all 8 containers (5 more)
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · 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%
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · 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%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · 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%
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Borodino Ship feature / release Start: 2024-08-09 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Lev Galler is the official recommended commander direction, with Flaming Arrow and a sniper-style skill plan. Build for range, shell grouping, AP reliability, and survivability; HE support is secondary for bow-tanking targets.

Open in Build Tool →

Commanders frequently paired with this ship Lev Galler

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Borodino sits among Tier VII BBs (39 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.

BestTraverse-to-turn ratio6.96 × (1/39) BestMax armor475 mm (1/39) Top 10%HE alpha2,500 (3/37) Top 10%Secondary fire chance13% (2/37) Top 10%Power-to-weight4.65 hp/t (3/39) Top 25%Main battery range17.6 km (5/39) Top 25%Sigma2 (7/39) Top 25%Main dispersion195.8 m (9/39) Top 25%Engine power210,000 hp (5/39) Top 25%Repair heal rate1.12 %/s (5/39) Top 25%Citadel belt400 mm (6/37) Bottom 25%Hit points60,400 HP (35/39) Bottom 25%Stealth profile15.5 km / 12.4 km (35/39 / 35/39) Bottom 25%Fires per minute5.71 (31/38) Bottom 25%AP DPM192,857 (36/39) Bottom 10%HE DPM82,857 (37/38) WorstSecondary DPM (per side)50,000 (39/39) WorstNo torpedoes (27 of 39 in cohort) WorstEnd plates25 mm (1 of 4 tied / 1 of 4 tied)
See 22 mid-pack stats

Not standouts for Borodino -- 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 speed31 kt(11/39) Rudder shift20.1 s(19/39) Main battery caliber406 mm(15/39) Main battery reload25.2 s(17/39) HE shell damage5,800(15/38) Secondary HE pen30 mm(11/37) AP velocity830 m/s(14/39) HE velocity830 m/s(15/38) Acceleration9.45 s(25/39) AP arming threshold68 mm(27/39) Turn-speed retention198.1 hp/m(14/39) Displacement45,206 t(16/39) Secondary range5 km(27/39) AA DPS441(23/39) AA range5 km(15/39) AA threat1,669(21/39) Repair charges3(19/39) Deck armor100 mm(27/36) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value)

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

Radar 13 kmRepair 3
Survivability
Hit Points60,400
Displacement45,206 t
Armor range18–475 mm
Plate armor thicknesses18, 19, 25, 32, 40, 50, 60, 75, 85, 90, 95, 100, 120, 130, 175, 180, 190, 200, 220, 225, 250, 300, 400, 425, 475 mm
Armor material/layer entries64
Fire resistance36.6%
Fire duration60 s
Torp Reduction24%
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.
30,200
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.
18,100
Main Battery
ModuleArtillery: 406 mm/50 B-37/MK-1
Mounts / barrels2 mounts / 6 barrels
Reload time28 s
Firing range17.6 km
Turret traverse6 °/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 = (17600/30·(10−1.6)/1000 + 1.6)·30 = 195.8 m
195.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 195.8 × 0.6 = 117.5 m
117.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 195.8 × 0.32 (σ=2) = 62.6 m
62.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 117.5 × 0.319 (σ=2) = 37.5 m
37.5 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ6 broadside guns x 60 / 28 s base reload = 12.9.
12.9
HE shells
HE Damage5,800
HE Velocity830 m/s
Fire Chance40%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,800 HE damage x 6 broadside guns = 34,800.
34,800
Base HE DPM
ƒ34,800 HE full-salvo alpha x 60 / 28 s base reload = 74,571.
74,571
Installed HE DPM
ƒ34,800 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 82,857.
82,857
Base fires/min
ƒ6 HE shells x 60 / 28 s reload x 40% fire chance = 5.14.
5.14
AP shells
AP Damage13,500
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 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 × 2300 × 1108^0.69 × 0.406^-1.07 × 830^1.38 = 812.2 mm. Matches the in-game spec card.
812.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22 km), where the shell has slowed to 585.8 m/s: 1e-7 × 2300 × 1108^0.69 × 0.406^-1.07 × 585.8^1.38 = 502.1 mm.
502.1 mm
AP full-salvo alpha
ƒ13,500 AP damage x 6 broadside guns = 81,000.
81,000
Base AP DPM
ƒ81,000 AP full-salvo alpha x 60 / 28 s base reload = 173,571.
173,571
Installed AP DPM
ƒ81,000 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 192,857.
192,857
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.
150
AA Defense
AA mount points24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (102×3.5×0.75) + (58×3.5×0.7) + (12×3.5×0.75) = 441. 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.
441
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
57 mm ZIF-31B12×2 57mm
25 mm 4M-12012×4 25mm
180 mm/65 SM-45 (DP)2×2 180mm
Far aura
DPS
ƒIncludes 12 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
12
Range5 km
Medium aura
DPS102
Range4 km
Total DPS in Aura
ƒFar 12 + Medium 102 = 114
114
Near aura
DPS58
Range3.1 km
Total DPS in Aura
ƒFar 12 + Medium 102 + Near 58 = 172
172
S
Secondary Battery
Mounts2
Firing range5.0 km
Shell Grouping (σ)1
Caliber180 mm
Reload time6 s
HE Damage2,500
Muzzle Velocity1000 m/s
Fire Chance13%
Armor Pen30 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 210,000 hp
Engine power210,000 hp
Maximum speed31 kt
Turning circle radius1060 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.0× slow
Concealment
Detectability by sea15.5 km
Detectability by air12.4 km
Smoke firing penalty14.95 km
Detect after firing main guns15.5 km
Detect Fire Sea17.5 km
Detect Fire Air15.4 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 20 s active · 1.12% heal per second · 22.4% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Surveillance Radar2 charges · 180 s reload · 20 s active · 13 km radar range
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse6 → 10 °/s

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 Disp195.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17600/30·(10−1.6)/1000 + 1.6)·30 = 195.8 m
Max Vert Disp117.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 195.8 × 0.6 = 117.5 m
Med Horiz Disp62.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 195.8 × 0.32 (σ=2) = 62.6 m
Med Vert Disp37.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 117.5 × 0.319 (σ=2) = 37.5 m
AP Pen Close812.2 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 × 2300 × 1108^0.69 × 0.406^-1.07 × 830^1.38 = 812.2 mm. Matches the in-game spec card.
AP Pen Far502.1 mm
Same formula at the ship's max firing range (22 km), where the shell has slowed to 585.8 m/s: 1e-7 × 2300 × 1108^0.69 × 0.406^-1.07 × 585.8^1.38 = 502.1 mm.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha34,800
5,800 HE damage x 6 broadside guns = 34,800.
AP full-salvo alpha81,000
13,500 AP damage x 6 broadside guns = 81,000.
Base HE DPM74,571
34,800 HE full-salvo alpha x 60 / 28 s base reload = 74,571.
Base AP DPM173,571
81,000 AP full-salvo alpha x 60 / 28 s base reload = 173,571.
Installed HE DPM82,857
34,800 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 82,857.
Installed AP DPM192,857
81,000 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 192,857.
Base shells/min12.9
6 broadside guns x 60 / 28 s base reload = 12.9.
Installed shells/min14.3
6 broadside guns x 60 / 25.2 s installed Artillery reload = 14.3.
Base fires/min5.14
6 HE shells x 60 / 28 s reload x 40% fire chance = 5.14.
Installed fires/min5.71
6 HE shells x 60 / 25.2 s installed reload x 40% fire chance = 5.71.

AA defense

Close-range AA DPS441
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (102×3.5×0.75) + (58×3.5×0.7) + (12×3.5×0.75) = 441. 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 index1669
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)50,000
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: 2×2 180 mm (2/side) × 60/6 × 2500 = 50,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2500
Maximum HE damage per shell across secondary HE families. Best on this ship: 2500 from the 180 mm family.
Max HE fire chance13%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 13% from the 180 mm family.
Max HE pen30 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: 30 mm from the 180 mm family.

Armor

Hull HP 60,400, 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–100 mm)5,800 (10% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 18–475 mm)45,300 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–200 mm)4,600 (8% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel400 mm primary (range 25–400 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure50 mm primary (range 50–425 mm)3,200 (5% 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 HP30,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (180 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 (57 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 HP18,100 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Borodino 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.