World of Warships: Legends ship guide

Borodino

Also called: 博罗季诺 · Бородино Beta
U.S.S.R. · Tier VII · Battleship · Premium
Sniper battleshipLong-range guns citadel broadsides from a backline peers cannot match.
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 accuracy17.6 km gun rangeRadar (11.7 km)Heavy AP shellsFragile
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Community Data

Borodino Community Stats

Across 11,000+ Standard battles from 120+ players, Borodino averages a 67% win rate, 86,300 damage and 1.3 kills per battle, and survives 44% of them.

Community Data

Borodino Community Stats

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

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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. She also packs the super-heal (1.1%/s, for 20 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best radar range in T7 BBs (11.7 km) and top-decile fast AP shells in T7 BBs (4.8 s).

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

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 ↗
  • Heavy AP shells · 13500 damage
  • Tight grouping
  • Long gun range · 17.6 km
  • Fast AP shells · 4.77 s
Thickest plate ↗

475 mm on her single heaviest plate, best of T7 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-range radar ↗

11.7 km Surveillance Radar range, best of the 4 T7 BBs with radar. Lights targets peer radars can't reach.

MAIN BATTERY DOWNSIDES ↗
  • Low HE DPM · 74571 HE
  • Low AP DPM · 173571 AP
Acquisition

How to get Borodino

Borodino is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency and 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.

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

Best listed chance for this ship

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Chest of Rarities 0.2% Tier VII Premium ship Event · Chest of Rarities · 1 of 15 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%
Show all 8 containers (5 more)
  • 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%
  • Piñata Chest 0.02% Tier VII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 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%
  • 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%
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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Lev Galler

WG official

WG official build from Through the Spy Glass: Borodino.

Source: Through the Spy Glass: Borodino

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Borodino sits among Tier VII BBs (48 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.

BestMax armor475 mm (1/49) Top 10%Secondary HE alpha2,500 (3/46) Top 10%Secondary fire chance13% (3/46) Top 10%Power-to-weight4.65 hp/t (3/49) Top 25%Main battery range17.6 km (7/49) Top 25%Sigma2 (7/49) Top 25%Main dispersion195.8 m (10/49) Top 25%Time to 90% speed31.5 s (6/49) Top 25%Acceleration (0-12 kt)12.4 s (7/49) Top 25%Engine power210,000 hp (7/49) Top 25%AP pen at 10 km639 mm (6/49) Top 25%Repair heal rate1.12 %/s (6/49) Top 25%Citadel belt400 mm (7/48) Bottom 25%Hit points60,400 HP (43/49) Bottom 25%Stealth profile15.5 km / 12.4 km (41/49 / 41/49) Bottom 25%Smoke fire bloom14.95 km (41/49) Bottom 25%Fires per minute5.14 (40/48) Bottom 25%AP DPM173,571 (45/49) Bottom 10%HE DPM74,571 (46/48) Bottom 10%Effective HE DPM (incl. fire)112,698 (45/48) Bottom 10%Flak damage per salvo (expected)840 (48/49) WorstTurning circle1,060 m (49/49) WorstSecondary DPM (per side)50,000 (49/49) WorstNo torpedoes (33 of 49 in cohort) WorstEnd plates25 mm (1 of 5 tied / 1 of 6 tied)
See 21 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(17/49) Rudder shift15.5 s(25/49) Main battery caliber406 mm(17/49) Main battery reload28 s(23/49) HE shell damage5,800(19/48) Secondary HE pen30 mm(14/46) AP velocity830 m/s(17/49) HE velocity830 m/s(19/48) AP arming threshold68 mm(35/49) Power / turn radius198.1 hp/m(19/49) Displacement45,206 t(19/49) Secondary range5 km(35/49) AA DPS442(29/49) AA range5 km(19/49) AA threat1,672(27/49) Repair charges3(23/49) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.033 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value)
Survivability
Hit Points60,400
Displacement45,206 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.
274 x 33.07 m
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 resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
36.6%
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 × 60,400 HP = 10,872 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 × 60,400 HP = 12,080 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.252 hull torpedo-damage coefficient / 0.333 unprotected baseline = 24%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
24%
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.
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
Effective HP
ƒBase 60,400 HP plus everything Repair Party can restore: 0.0112 of max HP per second (1.12%) × 20 s × 60,400 HP = 13,530 HP per charge, × 3 charges = 40,589 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.
67,111–100,989
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 × 5,800 = 11,600), 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.
5,800
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 × 4,500 = 9,000), 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.
4,500
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 × 45,300 = 90,600), 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.
45,300
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 × 3,200 = 6,400), 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 ×. 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.
3,200
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 × 4,600 = 9,200), 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.
4,600
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 / barrels2 mounts / 6 barrels
Reload time28 s
Firing range17.6 km
Turret traverse6 °/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.
2x ±150°
Guns to bear
ƒCounted from each mount's firing arc: no mount leaves a blind wedge, so every gun bears straight ahead. 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.
all guns bear at the bow
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.6 km) than a standard battleship: about 196 m wide × 118 m tall, against 236 m × 142 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Brest, Carnot, Champagne, Cherbourg, Congress, Constellation, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1760030·10−1.61000+1.6)·30=195.8m
195.8 m at 17.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =195.8·0.6=117.5m
117.5 m at 17.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =195.8·0.62=58.8m
58.8 m at 17.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =117.5·0.62=35.3m
35.3 m at 17.6 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 28 s base reload = 12.9. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 14.2.
Initial: 12.9 → 14.2
HE shells
HE alpha5,800
HE Velocity830 m/s
Fire Chance40%
HE fire DPM vs T7 BB38149
Effective HE DPM vs T7 BB112720
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
HE DPM
ƒZero upgrades: 34,800 HE full-salvo alpha x 60 / 28 s base reload = 74,571. All upgrades (Main Battery Mod. 3 = -10% reload): 34,800 HE full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 82,576.
Initial: 74,571 → 82,576
Fires/min
ƒZero upgrades: 12.9 shells/min × 0.4 (40% fire chance) = 5.14. All upgrades (Main Battery Mod. 3 = -10% reload): 14.2 shells/min × 0.4 (40% fire chance) = 5.69.
Initial: 5.14 → 5.69
AP shells
AP alpha13,500
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range543 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 (17.6 km), where the shell has slowed to 619.8 m/s: P=10−7·2300·11080.69·0.406−1.07·619.81.38=542.8mm.
542.8 mm at 17.6 km
AP full-salvo alpha
ƒ13,500 AP damage x 6 broadside guns = 81,000.
81,000
AP DPM
ƒZero upgrades: 81,000 AP full-salvo alpha x 60 / 28 s base reload = 173,571. All upgrades (Main Battery Mod. 3 = -10% reload): 81,000 AP full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 192,203.
Initial: 173,571 → 192,203
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
5 km
57 mm ZIF-31B12×2 57mm
25 mm 4M-12012×4 25mm
180 mm/65 SM-45 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×2 180mm
Far aura
Guns180 mm/65 SM-45 (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 32 from dual-purpose secondaries firing as AA in this range band.
32
Range5 km
Medium aura
Guns57 mm ZIF-31B
Continuous DPS
ƒEffective DPS: 102 raw aura damage × 3.5 × 0.75 hit probability = 268 - the same in-game units as the Close-range AA DPS headline.
268
Range4 km
Total DPS in Aura
ƒFar 32 + Medium 268 = 300
300
Near aura
Guns25 mm 4M-120
Continuous DPS
ƒEffective DPS: 58 raw aura damage × 3.5 × 0.7 hit probability = 142 - the same in-game units as the Close-range AA DPS headline.
142
Range3.1 km
Total DPS in Aura
ƒFar 32 + Medium 268 + Near 142 = 442
442
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 280 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, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
280
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 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 km
S
Secondary Battery
Mounts2
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: 2×2 180 mm (2/side) × 60/6 s × 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).
50,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 2.6 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 19,286. 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.
19,286
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 50,000 + secondary fire DPM 19,286 = 69,286: shell damage plus fire damage against one T7 battleship, every shell hitting.
69,286
180 mm/65 SM-45 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
2×2 180mm
Caliber180 mm
Reload time6 s
HE alpha2,500
Muzzle Velocity1000 m/s
Fire Chance13%
Secondary fires/min (per side)
ƒ2×2 barrels / 2 sides × 60 / 6 s × 0.13 (13% fire chance) = 2.6. 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.
2.6
HE Pen30 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 power210,000 hp
Maximum speed31.0 kt
Turning circle radius1060 m
Rudder shift time15.5 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 = 31 / 4 + 4.9 = 12.7 kt. Base value; speed modifiers scale it.
12.7 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, 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.
32.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.9 kt of 31.0 kt).
31.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.7 kt of 31.0 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.
48.5 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: 6 − 3.3 = +2.7°/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 (+2.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.5 km x 0.955 = 14.8 km. Camouflage does not change detectability by air.
15.5 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.5 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.8 km.
14.8 km
Detectability by air12.4 km
Smoke firing penalty14.95 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.5 km) = 17.6 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.6 km
Detect when firing (air)
ƒAir detectability 12.4 km + gun-firing bloom 8.12 km = 20.52 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
20.52 km
Detect when on fire (sea)
ƒSea detectability 15.5 km + 2.0 km while burning = 17.5 km.
17.5 km
Detect when on fire (air)
ƒAir detectability 12.4 km + 3.0 km while burning = 15.4 km.
15.4 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 20 s active · 13,530 HP (22.4% of max HP) total heal (per charge)
ƒ0.0112 of max HP per second (1.12%) × 20 s effective active time = 0.224 of max HP × 60,400 HP = 13,530 HP: up to 22.4% of max HP restored per charge.
· 40,590 HP (67.2% of max HP) total heal (all charges)
ƒ0.224 of max HP per charge × 3 charges = 0.672 × 60,400 HP = 40,590 HP: up to 67.2% of max HP if the whole Repair Party loadout is used.
· 676 HP/s (1.12% of max HP) heal per second
ƒ0.0112 (1.12% of max HP) × 60,400 HP = 676 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
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

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 BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.6 km) with the same model as Max Horiz/Vert Disp: horizontal 196 / 236 m − 1 = -17%, vertical 118 / 142 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 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 km33.3 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=0.5 at delim·Rmax=0.5·17600=8800 m, and radiusOnMax=0.6 at 17600 m. Below the kink: k=0.2+(0.5−0.2)·50008800=0.3705, so σV=σH·k=90·0.3705=33.3m.
Shell scatter height @ 10 km67.8 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=0.5·17600=8800 m, and radiusOnMax=0.6 at 17600 m. Above the kink: k=0.5+(0.6−0.5)·10000−880017600−8800=0.5136, so σV=σH·k=132·0.5136=67.8m.
Shell scatter height @ 15 km99.3 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=0.5 at delim·Rmax=0.5·17600=8800 m, and radiusOnMax=0.6 at 17600 m. Above the kink: k=0.5+(0.6−0.5)·15000−880017600−8800=0.5705, so σV=σH·k=174·0.5705=99.3m.
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)6
2 mounts × 3 barrels = 6; all 6 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.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range32
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 57mm Zif 31B 12x2 -> 268 DPS @ 4 km; 25mm 4M120 12x4 -> 142 DPS @ 3.1 km; 180mm 65 CM 48 2x2 -> 32 DPS @ 5 km.
AA DPS layered by range32 DPS @ 5 km, 300 DPS @ 4 km, 442 DPS @ 3.1 km
@ 5 km: 32 from one family; @ 4 km: 268 + 32 = 300; @ 3.1 km: 268 + 142 + 32 = 442. 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-blank442
268 + 142 + 32 = 442 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1672
268 × 4 + 142 × 3.1 + 32 × 5 = 1672. 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 alpha2500
The only family (180 mm): 2500. Maximum HE damage per shell across secondary HE families. Best on this ship: 2500 from the 180 mm family.
Max HE fire chance13%
The only family (180 mm): 13%. 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
The only family (180 mm): 30 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.
Open in Charting Tool

Ship Charts

Background

A "small battleship" project developed in the early 1950s, with main armament consisting of several heavy guns concentrated at her fore end. Such ships were designed to act in groups and cope with any full-fledged battleship.

Armor Beta

Hull HP 60,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel220 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–100 mm)5,800 (10% of HP)
Overmatched by 380mm+ AP (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)50 mm primary (range 18–475 mm)45,300 (75% of HP)
No common AP caliber overmatches50 mm: most HE shatters, standard pen from 305mm+
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+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel220 mm primary (range 25–400 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.
Superstructure19 mm primary (range 19–50 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 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 (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.

Exteriors

Skins & permanent camouflages

Every custom exterior Borodino can equip.

  • 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.