World of Warships: Legends ship guide

Gangut

Also called: 甘古特 · Гангут Beta
All-rounder battleshipNo single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Playstyle
  • Anchor a flank at 10-13 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
Heavy AP penHigh fire chance (HE sidearm)High fire resistanceFast heal cycleHeavy-pen APLoose grouping
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Community Data

Gangut Community Stats

Across 3,100+ Standard battles from 310+ players, Gangut averages a 61% win rate, 44,600 damage and 1.3 kills per battle, and survives 43% of them.

Community Data

Gangut Community Stats

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

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Playstyle

Overview

Gangut is a Tier III Soviet all-rounder battleship with 305mm guns at 13.3 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: close-range AP pen in T3 BBs (566.9 mm, 3rd of 18) and best fire resistance in T3 BBs (16.6, 1st of 18). The trade is loose grouping in T3 BBs (1.4, 17th of 18).

Positioning

Anchor a flank at 10-13 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 23 kn you are among the quicker hulls in the cohort, so a flank that collapses is one you can still leave - commit harder than the speed-limited battleships around you. The helm answers fast (10.2 s) but the circle is wide (660 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

Potato Avoidance

Taking the long way round the map edge to flank

At 23 kn five minutes of sailing buys about 3.5 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

ELITE MAIN BATTERY ↗
  • Close-range AP brick · 566.9 mm
  • High fire chance · 33%
  • Heavy-pen AP
High fire resistance ↗

16.6% fire resistance, best of T3 BBs. HE pressure does less.

Fast heal cycle ↗

5002 HP restored per minute of cycling, best of T3 BBs. Gets you back into the fight sooner rather than healing more overall.

Fast DCP cycle ↗

40 s Damage Control reload, top quartile of T3 BBs. Fire / flood stacks come off cooldown sooner.

MAIN BATTERY DOWNSIDES ↗
  • Loose grouping
  • Slow reload · 36 s
Acquisition

How to get Gangut

Gangut is available in the Juggernaut Battleships branch of the U.S.S.R. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

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

Show U.S.S.R. tech-tree branch diagram
Official WG availability sources
  • Update: April 2020 Early Access 2020-04-09
    • These ships will be available through the Early Access mechanic, just as destroyers were before them.
    • As before, the ships have better chances of dropping from Big Soviet containers that are available for doubloons, while regular Soviet crates offer smaller chances, but are more readily available.

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship AL Sov. RossiyaKosaka WakamoLev 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 Gangut sits among Tier III BBs (17 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.

BestAP pen at 10 km346 mm (1 of 2 tied) Top 25%Max speed23 kt (5/18) Top 25%Rudder shift10.2 s (3/18) Top 25%Fires per minute6.6 (4/18) Top 25%Main dispersion190.8 m (4/18) Top 25%Acceleration (0-12 kt)16.4 s (5/17) Top 25%Engine power42,000 hp (5/17) Top 25%Power / turn radius63.6 hp/m (5/17) Top 25%Power-to-weight1.67 hp/t (5/17) Bottom 25%Turning circle660 m (16/18) Bottom 25%Main battery range13.26 km (15/18) Bottom 25%Max armor250 mm (17/18) WorstMain battery reload36 s (1 of 2 tied) WorstSigma1.4 (1 of 2 tied) WorstAP velocity762 m/s (1 of 2 tied) WorstHE velocity762 m/s (1 of 2 tied) WorstSecondary range3.5 km (1 of 7 tied) WorstRepair charges2 (1 of 2 tied)
See 25 mid-pack stats

Not standouts for Gangut -- 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 points40,500 HP(10/18) Concealment12.25 km(8/18) Smoke fire bloom9.36 km(9/18) Air detection9.8 km(9/18) Main battery caliber305 mm(9/18) HE shell damage4,200(11/18) HE DPM84,000(8/18) AP shell damage8,300(7/18) AP DPM166,000(10/18) Secondary DPM (per side)95,200(13/18) Secondary HE alpha1,700(13/17) Secondary fire chance8%(9/17) Secondary HE pen20 mm(13/17) Time to 90% speed33 s(6/17) AP arming threshold51 mm(10/18) Displacement25,200 t(10/18) Effective HE DPM (incl. fire)127,303(7/18) AA DPS62(10/15) AA range3 km(9/15) AA threat146(9/15) Citadel belt250 mm(11/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) NormSecondary dispersion bracket57(15 of 18 tied at this value) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit PointsInitial: 37,600 → 40,500
Displacement25,200 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.
180.8 x 28 m (ship-model figure)
Armor range12–250 mm
Plate armor thicknesses12, 13, 19, 25, 30, 32, 38, 44, 50, 70, 75, 100, 120, 125, 225, 250 mm
Armor material/layer entries63
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
Initial: 13.3% → 16.6%
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 × 40,500 HP = 7,290 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 × 40,500 HP = 8,100 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.302 hull torpedo-damage coefficient / 0.333 unprotected baseline = 9%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
9%
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.
20,300
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.
12,200
Effective HP
ƒBase 40,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 40,500 HP = 5,670 HP per charge, × 2 charges = 11,340 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.
45,000–51,840
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 × 1,500 = 3,000), 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.
1,500
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 × 8,800 = 17,600), 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.
8,800
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 × 30,400 = 60,800), 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.
30,400
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 × 400 = 800), 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.
400
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 × 1,400 = 2,800), 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.
1,400
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: 305 mm/52 Model 1907
Mounts / barrels4 mounts / 12 barrels
Reload time36 s
Firing range (base)12.1 km
Firing range (top fire control)13.3 km
Turret traverse3.2 °/s
Turret armor305 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.
±155°, ±150°, ±145°, ±134°
Guns to bear
ƒ180° − 134° (the most restricted aft-facing mount's arc) = 46° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° off stern. 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.
46° off bow / 35° off stern
Shell Grouping (σ)1.4
Dispersion type
ƒIn practice: 1% tighter (better) horizontal dispersion and 24% more vertical spread at max range (13.3 km) than a standard battleship: about 191 m wide × 143 m tall, against 193 m × 116 m. Also on this curve (5): BA Hovercraft, Knyaz Suvorov, Kremlin, Lenin, Rodney.
Soviet battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(13258.330·13−1.11000+1.1)·30=190.8m
190.8 m at 13.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =190.8·0.75=143.1m
143.1 m at 13.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =190.8·0.61.4=81.8m
81.8 m at 13.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =143.1·0.61.4=61.3m
61.3 m at 13.3 km
Turret turn time
ƒ180 degrees / 3.2 deg/s traverse speed = 56.2 s.
56.2 s
Shells/min
ƒ12 broadside guns x 60 / 36 s base reload = 20.
20
HE shells
HE alpha4,200
HE Velocity762 m/s
Fire Chance33%
HE fire DPM vs T3 BB43303
Effective HE DPM vs T3 BB127303
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,200 HE damage x 12 broadside guns = 50,400.
50,400
HE DPM
ƒ50,400 HE full-salvo alpha x 60 / 36 s base reload = 84,000.
84,000
Fires/min
ƒ20 shells/min × 0.33 (33% fire chance) = 6.6.
6.6
AP shells
AP alpha8,300
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2627·470.90.69·0.305−1.07·7621.38=620.4mm.
620.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 442.8 m/s: P=10−7·2627·470.90.69·0.305−1.07·442.81.38=293.3mm.
293.3 mm at 13.3 km
AP full-salvo alpha
ƒ8,300 AP damage x 12 broadside guns = 99,600.
99,600
AP DPM
ƒ99,600 AP full-salvo alpha x 60 / 36 s base reload = 166,000.
166,000
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.
40
AA Defense
AA mount pointsInitial: 8 → 12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
75 mm Canet naval gun8×1 75mm
7.62 mm Maxim machine gun (upgraded hull only)4×1 8mm
Medium aura
Guns75 mm Canet naval gun
Continuous DPS
ƒInitial: 13 × 3.5 × 0.75 = 34 → 16 × 3.5 × 0.75 = 42. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 34 → 42
Range3 km
Near aura
Guns7.62 mm Maxim machine gun
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.7 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.
20
Range1 km
Total DPS in Aura
ƒMedium 42 + Near 20 = 62
62
S
Secondary Battery
Mounts16
Firing range3.5 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: 16×1 120 mm (8/side) × 60/8.571 s (8.57 s = 60 ticks) × 1700 = 95,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
95,200
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 4.5 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 29,393. 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.
29,393
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 95,200 + secondary fire DPM 29,393 = 124,593: shell damage plus fire damage against one T3 battleship, every shell hitting.
124,593
120 mm/50 Model 190516×1 120mm
Caliber120 mm
Reload time8.57 s
HE alpha1,700
Muzzle Velocity823 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ16×1 barrels / 2 sides × 60 / 8.571 s (8.57 s = 60 ticks) × 0.08 (8% fire chance) = 4.5. 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.
4.5
HE Pen20 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine power42,000 hp
Maximum speed23.0 kt
Turning circle radius660 m
Rudder shift timeInitial: 14.3 s → 10.2 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 = 23 / 4 + 4.9 = 10.7 kt. Base value; speed modifiers scale it.
10.7 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.
44.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
6.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (20.7 kt of 23.0 kt).
33 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.8 kt of 23.0 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.
52.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3.2 − 3.9 = -0.7°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.7°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.25 km x 0.955 = 11.7 km. Camouflage does not change detectability by air.
12.25 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.25 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.7 km.
11.7 km
Detectability by air9.8 km
Smoke firing penalty9.36 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.25 km) = 13.26 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.26 km
Detect when firing (air)
ƒAir detectability 9.8 km + gun-firing bloom 6.1 km = 15.9 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
15.9 km
Detect when on fire (sea)
ƒSea detectability 12.25 km + 2.0 km while burning = 14.25 km.
14.25 km
Detect when on fire (air)
ƒAir detectability 9.8 km + 3.0 km while burning = 12.8 km.
12.8 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 5,670 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 40,500 HP = 5,670 HP: up to 14% of max HP restored per charge.
· 11,340 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 40,500 HP = 11,340 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 202 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 40,500 HP = 202 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
Module options (3)

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

HullUpgrade
  • Hit points37,600 → 40,500
  • Rudder shift14.3 → 10.2 s
  • AA mounts8 → 12
  • Close-range AA DPS13 → 24
Fire controlUpgrade
  • Main battery range12,053 → 13258.3 m
EngineUpgrade
  • Time to 12 kt18.7 → 16.4 s

Under the hood

Show ▾

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 BB1% tighter H · 24% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (13.3 km) with the same model as Max Horiz/Vert Disp: horizontal 191 / 193 m − 1 = -1%, vertical 143 / 116 m − 1 = +24%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km92.5 m
(166.7 × (13 − 1.1) / 1000 + 1.1) × 30 = 92.5 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 km152 m
(333.3 × (13 − 1.1) / 1000 + 1.1) × 30 = 152 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 height @ 5 km31.8 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=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·13258.3=7955 m, and radiusOnMax=0.75 at 13258.3 m. Below the kink: k=0.25+(0.4−0.25)·50007955=0.3443, so σV=σH·k=92.5·0.3443=31.8m.
Shell scatter height @ 10 km81.3 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=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·13258.3=7955 m, and radiusOnMax=0.75 at 13258.3 m. Above the kink: k=0.4+(0.75−0.4)·10000−795513258.3−7955=0.535, so σV=σH·k=152·0.535=81.3m.
AP pen 5 km459 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 =10−7·2627·470.90.69·0.305−1.07·6131.38=459mm, where 613 m/s is the shell's speed when it arrives at 5 km (from 762 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 km346 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 =10−7·2627·470.90.69·0.305−1.07·498.91.38=346mm, where 498.9 m/s is the shell's speed when it arrives at 10 km (from 762 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 km5.95 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·0.4595·0.30528·470.9=3.56×10−5. That runs from a 762 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 km5.95 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·0.4595·0.30528·470.9=3.56×10−5. That runs from a 762 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)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,627
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 mass470.9 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 coefficient0.4595
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity762 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity762 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius13
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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.
taperDist3,500 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.25
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.4
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.75
Vertical scatter as a share of horizontal at maximum range.
delim0.6
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range42
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 75mm Cane 8x1 -> 42 DPS @ 3 km; MachineGunMaxim 7 62 4x1 -> 20 DPS @ 1 km.
AA DPS layered by range42 DPS @ 3 km, 62 DPS @ 1 km
@ 3 km: 42 from one family; @ 1 km: 42 + 20 = 62. 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-blank62
42 + 20 = 62 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index146
42 × 3 + 20 × 1 = 146. 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 range1 km

Secondary battery firepower

Max HE alpha1700
The only family (120 mm): 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance8%
The only family (120 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 mm
The only family (120 mm): 20 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: 20 mm from the 120 mm family.
Open in Charting Tool

Ship Charts

Background

Part of the first series of dreadnought battleships built in Russia, she was armed with twelve main battery guns. The ship's features included a significant area of side armor and a general layout providing a full sideboard salvo at the widest possible angles.

Armor Beta

Hull HP 37,600 → 40,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–225 mm)1,500 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)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)125 mm primary (range 19–125 mm)30,400 (75% of HP)
No common AP caliber overmatches125 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–125 mm)1,400 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 12–250 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP20,300 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 (120 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 (75 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP12,200 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.

Balance History

Balance updates affecting Gangut. Cards are condensed; use each source link for full context.

Nerf ×5Buff ×2Main Battery ×2Concealment ×3
2026-10-01

MINISTRY OF BALANCE: ALL HALLOWS' OVERHAUL

  • Stock hull fire resistance increased from 6 to 13%.
  • Upgraded hull fire resistance increased from 9 to 16%.
  • AP shell maximum damage reduced from 8,600 to 8,300.
  • HE shell maximum damage reduced from 4,500 to 4,200.
  • Detectability range by sea increased from 12.02 to 12.25 km.
  • Detectability range by air increased from 9.62 to 9.8 km.
  • Detectability range while firing in smoke increased from 9.19 to 9.36 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Gangut can equip.

  • Gangut 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.