Krasny Krym
Beta- Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Open-water broadside trading
Krasny Krym Community Stats
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Krasny Krym Community Stats
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
14.28 km main battery reach, best of T4 CAs.
65.0 kt torpedo speed, best of T4 CAs. Less reaction time for targets to dodge.
Sigma 2.1, top decile of T4 CAs. More shells land near aim.
22.0 mm AP arming threshold, top decile of T4 CAs. Arms on thinner plates than peers; fewer over-pens against cruisers.
29.0 kt, bottom decile of T4 CAs. Hard to rotate flanks or disengage; commit positioning early.
50000.0 hp engine, bottom decile of T4 CAs. Less headroom for re-accelerating from a stop and holding speed through turns.
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
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Spectral Vault 2.0
0.178571%
Tier IV Premium ship
Event containers · Spectral Vault 2.0 · 1 of 14 ships
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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
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Mystic Box 0.05% · Tier IV Premium ship
- Santa Level 1 0.053333% · Tier IV Premium ship
- Santa Level 2 0.166667% · Tier IV Premium ship
- Secret Santa '22 0-0.055833% · Premium Ship
- Secret Santa '23 0.053333% · Tier IV Premium ship
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.
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.5 × 0.6 = 78.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.5 × 0.308 (σ=2.1) = 40.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.9 × 0.308 (σ=2.1) = 24.3 mƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
7 broadside guns x 60 / 8.1 s base reload = 51.9.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 7 broadside guns = 13,300.ƒ
13,300 HE full-salvo alpha x 60 / 8.1 s base reload = 98,519.ƒ
7 HE shells x 60 / 8.1 s reload x 8% fire chance = 4.15.AP shells
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floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
2,500 AP damage x 7 broadside guns = 17,500.ƒ
17,500 AP full-salvo alpha x 60 / 8.1 s base reload = 129,630.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 7 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 7 + Medium 39 = 46ƒ
Far 7 + Medium 39 + Near 15 = 61ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.
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
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.5 × 0.6 = 78.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.5 × 0.308 (σ=2.1) = 40.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.9 × 0.308 (σ=2.1) = 24.3 mCanonical 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.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.22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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.Barrels that can bear on one beam (7 of 15); casemate/wing mounts only fire one side.180 degrees / 8 deg/s traverse speed = 22.5 s.1,900 HE damage x 7 broadside guns = 13,300.2,500 AP damage x 7 broadside guns = 17,500.13,300 HE full-salvo alpha x 60 / 8.1 s base reload = 98,519.17,500 AP full-salvo alpha x 60 / 8.1 s base reload = 129,630.7 broadside guns x 60 / 8.1 s base reload = 51.9.7 HE shells x 60 / 8.1 s reload x 8% fire chance = 4.15.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.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.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 |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 75 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). |
| Superstructure | 10 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 HP | 12,600 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 7,500 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Krasny Krym can equip, from in-game data.
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.
