World of Warships: Legends ship guide

Knyaz Suvorov

Beta
U.S.S.R. · Tier III · Battleship · Premium
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Anchor a flank at 10-13 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
305 mm overmatchHigh fire chanceThin armor
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Community Data

Knyaz Suvorov Community Stats

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Playstyle

Overview

Knyaz Suvorov is a Tier III Soviet battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: best close-range AP pen in T3 BBs (566.9 mm) and top-decile HE fire chance in T3 BBs (33).

Positioning

Anchor a flank at 10-13 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

High fire chance

33.0% fire chance per HE shell, top decile of T3 BBs.

Close-range AP brick

566.9 mm AP pen at 1.5 km, top decile of T3 BBs. Citadels broadside cruisers up close.

Fast DCP cycle

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

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Thin armor

203.0 mm max plate, bottom decile of T3 BBs. Citadel windows open against peer-tier guns.

Light secondaries

83314.0 secondary DPM (theoretical), bottom decile of T3 BBs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Knyaz Suvorov

Knyaz Suvorov is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Prioritize battleship accuracy, survivability, and reload/repair value. Build around your best national battleship commander, then add inspirations that improve dispersion, shell grouping, or tanking uptime.

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Cohort position

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Where Knyaz Suvorov sits among Tier III BBs (19 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.

Top 10%Rudder shift9.7 s (2/19) Top 25%Traverse-to-turn ratio4.01 × (3/19) Top 25%Fires per minute6.67 (5/19) Top 25%AP shell damage8,600 (3/19) Bottom 25%Main battery reload29.7 s (17/19) Bottom 25%Citadel belt203 mm (13/16) Bottom 25%Deck armor25 mm (15/16) WorstSecondary DPM (per side)83,314 (19/19) WorstAP velocity762 m/s (1 of 2 tied) WorstHE velocity762 m/s (1 of 2 tied) WorstSecondary range3.5 km (1 of 8 tied) WorstRepair charges2 (1 of 2 tied) WorstMax armor203 mm (19/19) WorstEnd plates16 mm (1 of 5 tied / 1 of 3 tied)
See 25 mid-pack stats

Not standouts for Knyaz Suvorov -- 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 points37,900 HP(13/19) Max speed22 kt(9/19) Concealment12.17 km(9/19) Air detection9.74 km(9/19) Main battery caliber305 mm(9/19) Main battery range13.51 km(14/19) Sigma1.5(15/19) HE shell damage4,500(6/19) HE DPM90,909(11/19) AP DPM173,737(13/19) Main dispersion193.7 m(12/19) HE alpha1,700(14/18) Secondary fire chance8%(11/18) Secondary HE pen20 mm(14/18) Acceleration34.7 s(7/18) AP arming threshold51 mm(11/19) Engine power33,200 hp(7/18) Turn-speed retention51.1 hp/m(10/18) Displacement22,350 t(6/19) Power-to-weight1.49 hp/t(7/18) AA DPS34(12/19) AA range3 km(11/19) AA threat102(12/17) NormSecondary dispersion bracket57(17 of 19 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)
Survivability
Hit Points37,900
Displacement22,350 t
Armor range10–203 mm
Plate armor thicknesses10, 13, 16, 19, 25, 38, 51, 76, 102, 127, 152, 203 mm
Armor material/layer entries76
Fire resistance10%
Fire duration60 s
Torp Reduction9%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
19,000
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
11,400
Main Battery
ModuleArtillery: 305 mm/52 Model 1907
Mounts / barrels5 mounts / 10 barrels
Reload time33 s
Firing range13.5 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1350830·131.11000+1.1)·30=193.7m
193.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.7·0.75=145.3m
145.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =193.7·0.382(σ=1.5)=74m
74 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =145.3·0.382(σ=1.5)=55.5m
55.5 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ10 broadside guns x 60 / 33 s base reload = 18.2.
18.2
HE shells
HE Damage4,500
HE Velocity762 m/s
Fire Chance33%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,500 HE damage x 10 broadside guns = 45,000.
45,000
Base HE DPM
ƒ45,000 HE full-salvo alpha x 60 / 33 s base reload = 81,818.
81,818
Base fires/min
ƒ10 HE shells x 60 / 33 s reload x 33% fire chance = 6.
6
AP shells
AP Damage8,600
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2627·470.90.69·0.3051.07·7621.38=620.4mm. Matches the in-game spec card.
620.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.9 km), where the shell has slowed to 398.8 m/s: P=107·2627·470.90.69·0.3051.07·398.81.38=253.9mm.
253.9 mm
AP full-salvo alpha
ƒ8,600 AP damage x 10 broadside guns = 86,000.
86,000
Base AP DPM
ƒ86,000 AP full-salvo alpha x 60 / 33 s base reload = 156,364.
156,364
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 points8
Maximum AA range
ƒIn-game AA card max range: 3 km. Only the longest-reach family contributes at this distance.
3 km
75 mm Canet naval gun8×1 75mm
Medium aura
DPS13
Range3 km
S
Secondary Battery
Mounts14
Firing range3.5 km
Shell Grouping (σ)1
Caliber120 mm
Reload time8.57 s
HE Damage1,700
Muzzle Velocity823 m/s
Fire Chance8%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine moduleEngine: 33,200 hp
Engine power33,200 hp
Maximum speed22 kt
Turning circle radius650 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (19.8 kt of 22). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(33,20022,350)0.42=1.1808; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=34.7s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
34.7 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (21.8 kt of 22). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=56.6s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
56.6 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·22.0·0.5144650=1.00°/s, so ratio=ωturretωhull=41.00=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea12.17 km
Detectability by air9.74 km
Smoke firing penalty9.3 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.17 km
Detect Fire Sea14.17 km
Detect Fire Air12.74 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.5
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp193.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13508}{30}\cdot\dfrac{13-1.1}{1000} + 1.1\right)\cdot 30 = 193.7\,\text{m}$
Max Vert Disp145.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 193.7 \cdot 0.75 = 145.3\,\text{m}$
Med Horiz Disp74 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 193.7 \cdot 0.382\;(\sigma = 1.5) = 74\,\text{m}$
Med Vert Disp55.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 145.3 \cdot 0.382\;(\sigma = 1.5) = 55.5\,\text{m}$
AP Pen Close620.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2627 \cdot 470.9^{0.69} \cdot 0.305^{-1.07} \cdot 762^{1.38} = 620.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far253.9 mm
Same formula at the ship's max firing range (16.9 km), where the shell has slowed to 398.8 m/s: $P = 10^{-7}\cdot 2627 \cdot 470.9^{0.69} \cdot 0.305^{-1.07} \cdot 398.8^{1.38} = 253.9\,\text{mm}$.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha10
All 10 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha45,000
4,500 HE damage x 10 broadside guns = 45,000.
AP full-salvo alpha86,000
8,600 AP damage x 10 broadside guns = 86,000.
Base HE DPM81,818
45,000 HE full-salvo alpha x 60 / 33 s base reload = 81,818.
Base AP DPM156,364
86,000 AP full-salvo alpha x 60 / 33 s base reload = 156,364.
Base shells/min18.2
10 broadside guns x 60 / 33 s base reload = 18.2.
Base fires/min6
10 HE shells x 60 / 33 s reload x 33% fire chance = 6.

AA defense

AA DPS at point-blank34
In-game AA card sum: 34 DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at 3 km is unknown.
Maximum AA range3 km
In-game AA card max range: 3 km. Only the longest-reach family contributes at this distance.
AA threat index102
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)83,314
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 14×1 120 mm (7/side) × 60/8.57 × 1700 = 83,314. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance8%
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
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.

Armor Beta

Hull HP 37,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern16 mm

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

Belt / citadel203 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–127 mm)1,400 (4% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 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)102 mm primary (range 16–203 mm)28,400 (75% of HP)
No common caliber overmatches102 mm: standard HE shatters; improved HE (DE / FR BB) pens from 410mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–127 mm)1,300 (3% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel203 mm primary (range 10–203 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 mm900 (2% 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 HP19,000 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (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.
Rudder (module)separate HP pool, does not drain ship HP11,400 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Balance History

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

Buff ×2Rework ×1Main Battery ×2
2025-07-31

Ministry of Balance: Back to the Naval Academy

  • Main battery reload time reduced from 36 to 33 seconds.
  • Main battery turret traverse speed increased from 3.2 to 4.0°/s.
  • Replaced the Sure Shot and Guns Aplenty ship traits with the Superior AP Damage and Ironclad traits.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Knyaz Suvorov default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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