World of Warships: Legends ship guide

Krasny Krym

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2.1 sigma accuracy14 km gun rangeSonarSlowEasily spotted
Community Data

Krasny Krym Community Stats

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Playstyle

Overview

Krasny Krym is a Tier IV Soviet light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best turret traverse rate in T4 CAs (20) and best torpedo speed in T4 CAs (65 kt).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.1 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 130mm shells citadel cruisers on the wrong frame, and her 25,100-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Long gun range

14.28 km main battery reach, best of T4 CAs.

Fast torpedoes

65.0 kt torpedo speed, best of T4 CAs. Less reaction time for targets to dodge.

Tight grouping

Sigma 2.1, top decile of T4 CAs. More shells land near aim.

Sensitive AP fuse

22.0 mm AP arming threshold, top decile of T4 CAs. Arms on thinner plates than peers; fewer over-pens against cruisers.

Slow for the class

29.0 kt, bottom decile of T4 CAs. Hard to rotate flanks or disengage; commit positioning early.

Underpowered engine

50000.0 hp engine, bottom decile of T4 CAs. Less headroom for re-accelerating from a stop and holding speed through turns.

Acquisition

How to get Krasny Krym

Krasny Krym is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Event containers · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Event containers · Santa Level 2 · 1 of 15 ships
  • Santa Level 1 0.078333% Tier IV Premium ship Event containers · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
Show all 7 containers (4 more)
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Event containers · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Event containers · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Event containers · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Avrora, AL Chapayev, and AL Tallinn are useful Soviet cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Krasny Krym sits among Tier IV CAs (21 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.

BestMain battery range14.28 km (1/21) BestTorpedo speed65 kt (1/20) Top 10%Sigma2.1 (2/21) Top 10%AP arming threshold22 mm (2/21) Top 25%Displacement8,170 t (5/21) Top 25%AA DPS190 (6/21) Top 25%AA range4 km (5/21) Top 25%Max armor125 mm (4/21) Bottom 25%Hit points25,100 HP (17/21) Bottom 25%Torpedo range5.01 km (17/20) Bottom 10%Stealth profile12.34 km / 7.4 km (20/21 / 20/21) Bottom 10%HE shell damage1,900 (19/20) Bottom 10%Main dispersion131.5 m (20/21) Bottom 10%AP fuse timer0.01 s (20/21) Bottom 10%Power-to-weight6.12 hp/t (20/21) WorstMax speed29 kt (21/21) WorstMain battery caliber130 mm (21/21) WorstHE fire chance8% (1 of 5 tied) WorstAP shell damage2,500 (21/21) WorstEngine power50,000 hp (21/21) WorstTurn-speed retention84.7 hp/m (21/21)
See 23 mid-pack stats

Not standouts for Krasny Krym -- 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.

Rudder shift9.4 s(13/21) Traverse-to-turn ratio5.52 ×(12/21) Main battery reload7.3 s(8/21) Fires per minute4.6(14/20) HE DPM109,315(13/20) AP DPM143,836(13/21) Secondary DPM (per side)50,400(8/15) HE alpha1,400(9/15) Secondary fire chance6%(7/15) Secondary HE pen17 mm(7/15) AP velocity861 m/s(12/21) HE velocity861 m/s(12/20) Acceleration10.15 s(14/21) AA threat535(8/21) Torpedo damage13,200(15/20) Torpedo reload70 s(11/20) Citadel belt75 mm(12/20) Bow armor25 mm(8/20) Stern armor25 mm(13/20) Deck armor25 mm(15/20) NormAP ricochet start45°(19 of 21 tied at this value) NormAP auto-bounce angle60°(19 of 21 tied at this value) NormSecondary range4 km(11 of 15 tied at this value)

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

Sonar 4.13 km
Survivability
Hit Points25,100
Displacement8,170 t
Armor range6–125 mm
Plate armor thicknesses6, 10, 11, 15, 20, 25, 50, 75, 125 mm
Armor material/layer entries43
Fire resistance16.6%
Fire duration30 s
Torp Reduction0%
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.
12,600
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.
7,500
Main Battery
ModuleArtillery: 130 mm/55 B-7
Mounts / barrels15 mounts / 15 barrels
Reload time8.1 s
Firing range14.3 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14276/30·(8−1.1)/1000 + 1.1)·30 = 131.5 m
131.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.5 × 0.6 = 78.9 m
78.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.5 × 0.308 (σ=2.1) = 40.5 m
40.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.9 × 0.308 (σ=2.1) = 24.3 m
24.3 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ7 broadside guns x 60 / 8.1 s base reload = 51.9.
51.9
HE shells
HE Damage1,900
HE Velocity861 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 7 broadside guns = 13,300.
13,300
Base HE DPM
ƒ13,300 HE full-salvo alpha x 60 / 8.1 s base reload = 98,519.
98,519
Base fires/min
ƒ7 HE shells x 60 / 8.1 s reload x 8% fire chance = 4.15.
4.15
AP shells
AP Damage2,500
AP Velocity861 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1610 × 33.5^0.69 × 0.13^-1.07 × 861^1.38 = 180.9 mm. Matches the in-game spec card.
180.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.8 km), where the shell has slowed to 312.4 m/s: 1e-7 × 1610 × 33.5^0.69 × 0.13^-1.07 × 312.4^1.38 = 44.7 mm.
44.7 mm
AP full-salvo alpha
ƒ2,500 AP damage x 7 broadside guns = 17,500.
17,500
Base AP DPM
ƒ17,500 AP full-salvo alpha x 60 / 8.1 s base reload = 129,630.
129,630
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.
9
Torpedoes
ModuleTorpedoes: 53-27
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed65 kt
Range5.01 km
Maximum simulated damage12,200 (est.)
Alpha damage36,600
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
36,600
AA Defense
AA mount points16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (39×3.5×0.9) + (15×3.5×0.85) + (7×3.5×0.9) = 190. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
190
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm 70-K10×1 37mm
12.7 mm DShK4×1 13mm
12.7 mm Vickers2×4 13mm
100 mm/50 Minisini gun (DP)3×2 100mm
Far aura
DPS
ƒIncludes 7 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
7
Range4 km
Medium aura
DPS39
Range3.2 km
Total DPS in Aura
ƒFar 7 + Medium 39 = 46
46
Near aura
DPS15
Range1.2 km
Total DPS in Aura
ƒFar 7 + Medium 39 + Near 15 = 61
61
S
Secondary Battery
Mounts3
Firing range4.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time5 s
HE Damage1,400
Muzzle Velocity800 m/s
Fire Chance6%
Armor Pen17 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed29 kt
Turning circle radius590 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.5× slow
Concealment
Detectability by sea12.34 km
Detectability by air7.4 km
Smoke firing penalty5.58 km
Detect after firing main guns12.34 km
Detect Fire Sea14.34 km
Detect Fire Air10.4 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 4.13 km ship detect · 2.97 km torpedo detect
Module options (1)

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

HullUpgrade
  • Turret traverse8 → 20 °/s

See all derived stats

Show

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)2.1
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp131.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14276/30·(8−1.1)/1000 + 1.1)·30 = 131.5 m
Max Vert Disp78.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.5 × 0.6 = 78.9 m
Med Horiz Disp40.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.5 × 0.308 (σ=2.1) = 40.5 m
Med Vert Disp24.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.9 × 0.308 (σ=2.1) = 24.3 m
AP Pen Close180.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1610 × 33.5^0.69 × 0.13^-1.07 × 861^1.38 = 180.9 mm. Matches the in-game spec card.
AP Pen Far44.7 mm
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 312.4 m/s: 1e-7 × 1610 × 33.5^0.69 × 0.13^-1.07 × 312.4^1.38 = 44.7 mm.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 alpha7
Barrels that can bear on one beam (7 of 15); casemate/wing mounts only fire one side.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha13,300
1,900 HE damage x 7 broadside guns = 13,300.
AP full-salvo alpha17,500
2,500 AP damage x 7 broadside guns = 17,500.
Base HE DPM98,519
13,300 HE full-salvo alpha x 60 / 8.1 s base reload = 98,519.
Base AP DPM129,630
17,500 AP full-salvo alpha x 60 / 8.1 s base reload = 129,630.
Base shells/min51.9
7 broadside guns x 60 / 8.1 s base reload = 51.9.
Base fires/min4.15
7 HE shells x 60 / 8.1 s reload x 8% fire chance = 4.15.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range29.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage73,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage36,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS190
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (39×3.5×0.9) + (15×3.5×0.85) + (7×3.5×0.9) = 190. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index535
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 range1.2 km

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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)50,400
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: 3×2 100 mm (3/side) × 60/5 × 1400 = 50,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor

Hull HP 25,100, 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 10–125 mm)2,700 (11% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 25–50 mm)18,800 (75% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 15–75 mm)1,000 (4% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 6–75 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).
Superstructure10 mm primary (range 10–25 mm)1,100 (4% 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 HP12,600 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 (100 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 HP7,500 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior Krasny Krym can equip, from in-game data.

  • Krasny Krym default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision