World of Warships: Legends ship guide

Chkalov

Also called: 契卡洛夫 · Чкалов · Tschkalow Beta
Skip-bomber carrierSkip HE bombs into hulls; hunt distracted targets, avoid AA.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
  • Launch from positions where the recall path stays inside your team's AA umbrella
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Strong secondaries (5 km)Fire bombsHeavy bomb penLong-reach AAHeavy-pen bombsEasily spotted
On this page
Community Data

Chkalov Community Stats

Across 19,000+ Standard battles from 190+ players, Chkalov averages a 68% win rate, 107,000 damage and 1.7 kills per battle, and survives 72% of them.

Community Data

Chkalov Community Stats

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

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Playstyle

Overview

Chkalov is the premium Tier VII Soviet skip-bomber carrier. Her HE skip bombs ricochet across the water into hulls for up to 10,500 per drop, best against lightly-armored or distracted ships and the tall superstructure of battleships. The air torpedoes are slow and light on damage, so the bombs carry the kit, and thin-skinned planes mean she keeps clear of AA-heavy ships. Standout traits: best AA reach in T7 CVs (5.2 km, 1st of 12). Each squadron flies 6 planes and they come back 40 s apiece, so losing a full wave costs 240 seconds of reserves.

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 14.8 km and run at 32.3 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Replacing a lost aircraft takes 120 s at best, and your most fragile squadron flies at 1,700 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

Long-reach AA ↗

5.2 km AA reach, best of T7 CVs.

ELITE AIRCRAFT ↗
  • Heavy-pen bombs · 68.7 mm
  • Long air-torp range · 6 km
  • Heavy bombs · 10500 damage
Easily spotted ↗

14.8 km surface detect, worst of T7 CVs. Visible before you can react; position early.

Light air torpedoes ↗

3600 damage per air-dropped torpedo, bottom decile of T7 CVs. Need multiple drops to threaten BBs.

Acquisition

How to get Chkalov

Chkalov is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Global XP.

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

Official WG availability sources
  • Anniversary Update: Operation Piñata Sale Start: 2025-07-31
    • To celebrate the upcoming fall, we're running a special sale in the Store from August 18 to September 8.
    • You can look forward to up to 30% off a range of ships, including Soviet Tier VII Premium cruiser Kutuzov, Japanese Tier VII Premium destroyer Yūdachi, and Soviet Tier VII Premium aircraft carrier Chkalov.
  • November Update: Black Deals Under a Black Flag Global XP 2024-11-14
    • New Soviet Tier VII aircraft carrier Chkalov is now available in the Store for Global XP!
    • You can also obtain Chkalov for doubloons until November 25.

Builds

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

Open in Build Tool →

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 Chkalov sits among Tier VII CVs (11 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.

BestAA range5.2 km (1/12) BestBomb penetration68.7 mm (1/9) BestAir torpedo range6 km (1 of 3 tied) Top 10%Bomb alpha10,500 (2/12) Top 25%Secondary DPM (per side)182,400 (3/11) Top 25%Secondary HE alpha1,900 (3/11) Top 25%Secondary HE pen22 mm (3/11) Top 25%Secondary range5 km (3/11) Top 25%Flak damage per salvo (expected)2,070 (3/11) Top 25%Bomb fire chance45% (2/9) Bottom 25%Plane HP1,700 HP (10/12) WorstStealth profile14.75 km / 11.91 km (12/12 / 12/12) WorstMax armor100 mm (1 of 3 tied) WorstCitadel belt100 mm (1 of 3 tied) WorstAir torpedo alpha3,600 (10/10) WorstHangar capacity12 (1 of 4 tied) WorstSquadron size6 (1 of 4 tied) WorstSquadron HP10,800 HP (12/12)
See 20 mid-pack stats

Not standouts for Chkalov -- 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.

Hit points51,700 HP(6/12) Max speed32.3 kt(6/12) Rudder shift13.2 s(6/12) Turning circle1,040 m(5/12) Secondary fire chance8%(5/11) Time to 90% speed31.7 s(5/12) Acceleration (0-12 kt)12.1 s(5/12) Engine power154,000 hp(5/12) Power / turn radius148.1 hp/m(5/12) Displacement30,600 t(7/12) Power-to-weight5.03 hp/t(6/12) AA DPS536(7/12) AA threat2,078(5/12) Air torpedo speed41 kn(8/10) Air torpedo stealth1.3 km(5/10) Squadron restore time120 s(9/12) Deck HP26,300 HP(5/12) NormSecondary dispersion bracket57(7 of 11 tied at this value) NormBow armor19 mm(6 of 11 tied at this value) NormStern armor19 mm(6 of 11 tied at this value)
Survivability
Hit Points51,700
Displacement30,600 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.
251.7 x 37 m
Armor range13–100 mm
Plate armor thicknesses13, 15, 19, 20, 21, 25, 30, 40, 50, 58, 100 mm
Armor material/layer entries54
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: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 51,700 HP = 12,408 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 51,700 HP = 3,878 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.25 hull torpedo-damage coefficient / 0.333 unprotected baseline = 25%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
25%
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.
15,500
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 × 1,600 = 3,200), 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.
1,600
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 × 1,200 = 2,400), 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.
1,200
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,300 = 20,600), 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.
10,300
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 × 38,800 = 77,600), 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.
38,800
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 × 200 = 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.
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 × 2,200 = 4,400), 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.
2,200
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
✈
Squadrons
Total plane capacity72
Flight deck HP26,300
Hangar HP26,300
Skip bomber
Plane HP1,700
Cruising speed145.0 kt
OrdnanceHE skip bomb, 10,500 alpha
Squadron size6 planes
Planes per drop6
Bombs per plane1
Bombs per drop
ƒ6 planes per drop x 1 bomb each = 6.
6
Alpha per drop
ƒ6 bombs x 10,500 alpha = 63,000, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
63,000
Fire chance45%
Bomb penetration68.7 mm
Hangar max12
Hangar restore+3 every 120 s, start 12
Recovery time120 s
Torpedo bomber
Plane HP1,800
Cruising speed140.0 kt
Ordnancetorpedo, 3,600 alpha
Squadron size6 planes
Planes per drop6
Torpedoes per plane1
Torpedoes per drop
ƒ6 planes per drop x 1 torpedo each = 6.
6
Alpha per drop
ƒ6 torpedoes x 3,600 alpha = 21,600, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
21,600
Flooding chance40%
Torpedo arming time7.5 s
Torpedo arming distance158 m
Hangar max12
Hangar restore+3 every 120 s, start 12
Recovery time120 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
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-1116×2 37mm
37 mm 46-K8×4 37mm
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.
8×2 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 119 from dual-purpose secondaries firing as AA in this range band.
119
Range5.2 km
Medium aura
Guns37 mm 46-K + 37 mm V-11
Continuous DPS
ƒEffective DPS: 119 raw aura damage × 3.5 × 1 hit probability = 416 - the same in-game units as the Close-range AA DPS headline.
416
Range3.5 km
Total DPS in Aura
ƒFar 119 + Medium 416 = 535
535
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 230 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, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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
Mounts8
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: 8×2 130 mm (8/side) × 60/5 s × 1900 = 182,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
182,400
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 7.7 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 56,969. 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.
56,969
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 182,400 + secondary fire DPM 56,969 = 239,369: shell damage plus fire damage against one T7 battleship, every shell hitting.
239,369
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.
8×2 130mm
Caliber130 mm
Reload time5 s
HE alpha1,900
Muzzle Velocity900 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 7.7. 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.
7.7
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 power154,000 hp
Maximum speed32.3 kt
Turning circle radius1040 m
Rudder shift time13.2 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 = 32.3 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 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.
39.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.1 kt of 32.3 kt).
31.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.0 kt of 32.3 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.
48.9 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.75 km x 0.955 = 14.09 km. Camouflage does not change detectability by air.
14.75 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.75 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.09 km.
14.09 km
Detectability by air11.91 km
Detect when firing (air)
ƒAir detectability 11.91 km + gun-firing bloom 0 km = 11.91 km. The bloom tracks main-battery caliber x 0.020.
11.91 km
Detect when on fire (sea)
ƒSea detectability 14.75 km + 2.0 km while burning = 16.75 km.
16.75 km
Detect when on fire (air)
ƒAir detectability 11.91 km + 3.0 km while burning = 14.91 km.
14.91 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size

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.

AA defense

AA DPS at max range119
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V21 16x2 -> 278 DPS @ 3.5 km; 37mm 46k 8x4 -> 139 DPS @ 3.5 km; 130mm B2U 8x2 -> 119 DPS @ 5.2 km.
AA DPS layered by range119 DPS @ 5.2 km, 536 DPS @ 3.5 km
@ 5.2 km: 119 from one family; @ 3.5 km: 278 + 139 + 119 = 536. 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-blank536
278 + 139 + 119 = 536 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index2078
278 × 3.5 + 139 × 3.5 + 119 × 5.2 = 2078. 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 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.
Open in Charting Tool

Ship Charts

Background

Further development of the Project 71 aircraft carrier continued under the "large aircraft carrier" project, codenamed 71B. The ship would have made it possible for the main naval forces to utilize their aviation quickly and efficiently in the open seas and near the coastline in areas located far from naval bases, but the project wasn't implemented due to the outbreak of World War II.

Armor Beta

Hull HP 51,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 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
Bow19 mm primary (range 19–40 mm)1,600 (3% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)30 mm primary (range 15–50 mm)38,800 (75% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–50 mm)2,200 (4% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 25–100 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.
Superstructure13 mm primary (range 13–50 mm)200 (0% 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).
Secondary mount (130 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 (37 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 HP15,500 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 Chkalov can equip.

  • Chkalov 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.