World of Warships: Legends ship guide

Komsomolets

Also called: 共青团员 · Комсомолец · Komsomolez Beta
Skip-bomber carrierSkip HE bombs along the waterline; hunt distracted targets and dodge AA bubbles.
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
Fire bombsHeavy bomb penHeavy bombsBurny bombsFragile planesSlow
On this page
Community Data

Komsomolets Community Stats

Across 3,500+ Standard battles from 290+ players, Komsomolets averages a 58% win rate, 34,600 damage and 0.9 kills per battle, and survives 53% of them.

Community Data

Komsomolets Community Stats

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

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Playstyle

Overview

Komsomolets is the Tier III Soviet fire-bomb carrier (54% per bomb). Her dive bombers stack fires faster than they alpha targets, so match impact comes from sustained DOT pressure on multiple ships rather than hunting single kills. Standout traits: best heavy bombs in T3 CVs (10,620) and best air torpedo range in T3 CVs (6 km).

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.

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.

Signature Traits

ELITE AIRCRAFT ↗
  • Heavy bombs · 10620 damage
  • Burny bombs · 54%
  • Heavy-pen bombs · 53.4 mm
  • Long air-torp range · 6 km
Sharp rudder ↗

7.8 s rudder shift, top quartile of T3 CVs. Snappy weave.

Slow plane restore ↗

75 s per plane restored, worst of T3 CVs. Reserves refill slower between sorties.

Fragile HP pool ↗

31700 HP, bottom quartile of T3 CVs. She dies fast if a surface ship reaches her, so hold position behind the fleet and keep clear of pushes.

Acquisition

How to get Komsomolets

Komsomolets is available in the Strike Carriers branch of the U.S.S.R. Tech Tree for 270,000 credits after researching it in the branch. Known module upgrades cost up to 54,000 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
  • March update: All That is Gold Does Not Glitter Tech tree line Start: 2022-03-03
    • Soviet aircraft carriers are here: with all-new skip bombers and unique full-squadron attacks, this researchable range is ready for you to try it out.
    • Tier III Komsomolets

Builds

Build for aircraft restoration, survivability, speed, and basic strike consistency. Current advice should reflect reduced aircraft HP, increased restoration, reduced bomb damage/fire chance, and changed surface/air detectability.

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 Komsomolets sits among Tier III CVs (5 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.

BestStealth profile10.56 km / 7.39 km (1 of 2 tied / 1 of 2 tied) BestRudder shift7.8 s (1/6) BestTurning circle640 m (1/6) BestTime to 90% speed29.2 s (1/6) BestDisplacement9,400 t (1/6) BestBomb alpha10,620 (1/6) BestBomb fire chance54% (1/5) BestBomb penetration53.4 mm (1/5) BestAir torpedo range6 km (1/6) Top 25%Flak damage per salvo (expected)280 (2/5) WorstHit points31,700 HP (6/6) WorstMax speed17 kt (6/6) WorstMax armor20 mm (1 of 3 tied) WorstCitadel belt20 mm (1 of 3 tied) WorstAir torpedo alpha3,333 (6/6) WorstHangar capacity8 (6/6) WorstSquadron size4 (1 of 3 tied) WorstSquadron HP4,600 HP (6/6) WorstDeck HP15,850 HP (6/6) WorstPlane HP1,000 HP (6/6)
See 17 mid-pack stats

Not standouts for Komsomolets -- 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.

Secondary DPM (per side)96,000(3/6) Secondary HE alpha1,900(4/6) Secondary fire chance8%(3/6) Secondary HE pen22 mm(4/6) Acceleration (0-12 kt)20.4 s(5/6) Engine power11,000 hp(5/6) Power / turn radius17.2 hp/m(5/6) Power-to-weight1.17 hp/t(5/6) AA DPS28(4/6) AA range3.5 km(3/6) AA threat98(4/6) Air torpedo speed43 kn(4/6) Squadron restore time150 s(4/6) NormSecondary dispersion bracket57(5 of 6 tied at this value) NormBow armor16 mm(4 of 6 tied at this value) NormStern armor16 mm(4 of 6 tied at this value) NormAir torpedo stealth1.3 km(5 of 6 tied at this value)
Survivability
Hit PointsInitial: 31,000 → 31,700
Displacement9,400 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.
150.1 x 20.03 m
Armor range6–20 mm
Plate armor thicknesses6, 10, 13, 16, 19, 20 mm
Armor material/layer entries40
Fire resistance
ƒstock hull: 1 − 0.9334 fire coefficient = 6.7%; top hull: 1 − 0.9001 fire coefficient = 10%. 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: 6.7% → 10%
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 × 31,700 HP = 7,608 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 × 31,700 HP = 2,378 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
9,500
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 × 1,800 = 3,600), 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.
1,800
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 × 6,200 = 12,400), 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.
6,200
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 × 23,800 = 47,600), 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.
23,800
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 × 500 = 1,000), 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 ×. 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.
500
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 × 1,100 = 2,200), 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.
1,100
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 HP15,850
Hangar HP15,850
Dive bomber
Plane HP1,000
Cruising speed101.0 kt
OrdnanceHE bomb, 10,620 alpha
Squadron size4 planes
Planes per drop4
Bombs per plane1
Bombs per drop
ƒ4 planes per drop x 1 bomb each = 4.
4
Alpha per drop
ƒ4 bombs x 10,620 alpha = 42,480, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
42,480
Fire chance54%
Bomb penetration53.4 mm
Hangar max8
Hangar restore+2 every 150 s, start 8
Recovery time150 s
Torpedo bomber
Plane HP1,150
Cruising speed96.0 kt
Ordnancetorpedo, 3,333 alpha
Squadron size4 planes
Planes per drop4
Torpedoes per plane1
Torpedoes per drop
ƒ4 planes per drop x 1 torpedo each = 4.
4
Alpha per drop
ƒ4 torpedoes x 3,333 alpha = 13,332, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
13,332
Flooding chance33%
Torpedo arming time4.5 s
Torpedo arming distance100 m
Hangar max8
Hangar restore+2 every 150 s, start 8
Recovery time150 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 points0
102 mm/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.
3×1 102mm
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
3.5 km
Far aura
Gunssecondaries (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 28 from dual-purpose secondaries firing as AA in this range band.
28
Range3.5 km
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 140 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, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
140
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 3.5 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.
2.5-3.5 km
S
Secondary Battery
Mounts7
Firing range3.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side). Stock hull: 1.3 + 0.8 = 2.1. Upgraded hull: 2.2 + 1.9 = 4.1. 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.
2.1 → 4.1
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: Initial: 3×1 102 mm (1.5/side) × 60/5 s × 1500 = 27,000 + 4×1 130 mm (2/side) × 60/10 s × 1500 = 18,000 = 45,000 → 3×2 100 mm (3/side) × 60/5 s × 1400 = 50,400 + 4×1 130 mm (2/side) × 60/5 s × 1900 = 45,600 = 96,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 45,000 → 96,000
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 4.1 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 26,769. 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.
26,769
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 96,000 + secondary fire DPM 26,769 = 122,769: shell damage plus fire damage against one T3 battleship, every shell hitting.
122,769
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
130 mm/55 → 130 mm/50 B-13 (4×1)
Caliber130 mm
Reload time10 s → 5 s
HE alpha1,500 → 1,900
Muzzle Velocity755 m/s → 870 m/s
Fire Chance7% → 8%
Secondary fires/min (per side)
ƒStock hull: 4×1 barrels / 2 sides × 60 / 10 s × 0.07 (7% fire chance) = 0.8. Upgraded hull: 4×1 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 1.9. 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.
0.8 → 1.9
HE Pen17 mm → 22 mm
Show 2 more gun families
100 mm/50 Minisini gun (3×2) (upgraded hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time5 s
HE alpha1,400
Muzzle Velocity800 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ3×2 barrels / 2 sides × 60 / 5 s × 0.06 (6% fire chance) = 2.2. 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.
2.2
HE Pen17 mm
102 mm/45 (3×1) (stock hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber102 mm
Reload time5 s
HE alpha1,500
Muzzle Velocity755 m/s
Fire Chance7%
Secondary fires/min (per side)
ƒ3×1 barrels / 2 sides × 60 / 5 s × 0.07 (7% fire chance) = 1.3. 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.
1.3
HE Pen17 mm
Maneuverability
Engine power11,000 hp
Maximum speed17.0 kt
Turning circle radius640 m
Rudder shift timeInitial: 11 s → 7.8 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 = 17 / 4 + 4.9 = 9.2 kt. Base value; speed modifiers scale it.
9.2 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.
32.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
5.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (15.3 kt of 17.0 kt).
29.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (16.8 kt of 17.0 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.
45.9 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 10.56 km x 0.955 = 10.08 km. Camouflage does not change detectability by air.
10.56 km
With Grade IV camouflage (sea)
ƒDetectability by sea 10.56 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.08 km.
10.08 km
Detectability by air7.39 km
Detect when firing (air)
ƒAir detectability 7.39 km + gun-firing bloom 0 km = 7.39 km. The bloom tracks main-battery caliber x 0.020.
7.39 km
Detect when on fire (sea)
ƒSea detectability 10.56 km + 2.0 km while burning = 12.56 km.
12.56 km
Detect when on fire (air)
ƒAir detectability 7.39 km + 3.0 km while burning = 10.39 km.
10.39 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
Module options (1)

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

HullUpgrade
  • Hit points31,000 → 31,700
  • Rudder shift11 → 7.8 s
  • Total secondary DPM45,000 → 96,000
  • Max HE alpha1,500 → 1,900
  • Max HE fire chance7 → 8 %
  • Max HE pen17 → 22 mm

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.

AA defense

AA DPS at max range28
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 100mm 50 Minizini CV 3x2 -> 28 DPS @ 3.5 km.
AA DPS layered by range28 DPS @ 3.5 km
@ 3.5 km: 28 from one family. 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-blank28
28 = 28 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index98
28 × 3.5 = 98. 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
max(1400 (100 mm), 1900 (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%
max(6% (100 mm), 8% (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
max(17 mm (100 mm), 22 mm (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

A small and relatively slow aircraft carrier that was reconstructed from a training ship.

Armor Beta

Hull HP 31,000 → 31,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

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

Farming6 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 13–20 mm)1,800 (6% of HP)
Overmatched by 283mm+ AP (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)16 mm primary (range 16–19 mm)23,800 (75% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–20 mm)1,100 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Superstructure6 mm primary (range 6–19 mm)500 (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).
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.
Rudder (module)separate HP pool, does not drain ship HP9,500 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.

Balance History

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

Nerf ×3Buff ×8Rework ×1Airstrike ×2Torpedo ×6
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo bombers:
  • Torpedo bomber restoration time increased from 105 to 150 s.
  • Dive bombers:
  • Dive bomber restoration time increased from 105 to 150 s.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Dive Bombers:
  • Maximum HP per aircraft reduced from 1,080 to 1,000 (squadron HP reduced from 4,320 to 4,000).
  • Base speed increased from 92 to 101 knots.
  • Maximum flight range set to 23 kilometers.
  • Aircraft restoration time increased from 72 to 105 seconds.
  • Aircraft restored increased from 1 to 2.
  • Torpedo Bombers:
  • Maximum HP per aircraft reduced from 1,220 to 1,150 (squadron HP reduced 4,880 to 4,600).
  • Base speed increased from 87 to 96 knots.
  • Maximum flight range set to 21 kilometers.
  • Aircraft restoration time increased from 72 to 105 seconds.
  • Aircraft restored increased from 1 to 2.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • We recognize that Soviet carriers are very strong in specific situations, but Komsomolets is also lacking in damage output on average and at every skill level. However, she is doing better than Hermes, so the buff only applies to the torpedoes:
  • Torpedo damage increased from 3,833 to 4,133.
  • Torpedo arming time decreased from 6 to 4.5 seconds.
  • Torpedo speed increased from 41 to 43 knots.
  • Torpedoes are more likely to disable modules.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 11.8 to 10.6 km; air detectability range changed from 9.4 to 7.4 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Komsomolets can equip.

  • Komsomolets 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.