World of Warships: Legends ship guide

Kremlin

Beta
Bow-tank anchorHold the line bow-in and soak fire while the team trades.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Absorbing focus without trading back
Key characteristics
457 mm overmatchHeavy AP penWide dispersion
Community Data

Kremlin Community Stats

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Playstyle

Overview

Kremlin is a Legendary Soviet tank battleship (102,500 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker. Standout traits: best AA reach in Legendary BBs (5.7 km) and best engine power in Legendary BBs (280,000 HP).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.

Potato Avoidance

Absorbing focus without trading back

The HP pool is a tool for holding the angle while you reload, not a license to sit broadside; every salvo you skip is a salvo your team had to land instead.

Signature Traits

Fast turret traverse

6.0°/s turret traverse, best of Legendary BBs. Tracks fast-rotating targets peers can't keep up with.

Long-reach AA

5.7 km AA reach, best of Legendary BBs.

Heavy powerplant

280000.0 hp engine, best of Legendary BBs. More headroom for accelerating out of stops and maintaining speed in turns.

Hardened superstructure

500.0 mm superstructure, best of Legendary BBs. HE farms less.

Wide dispersion

240.1 m max horizontal dispersion, worst of Legendary BBs. Long-range salvos are noticeably wider than peers'.

Thin deck

100.0 mm armor deck, bottom quartile of Legendary BBs. Plunging fire and HE eat through.

Acquisition

How to get Kremlin

Kremlin is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Marathon and Collaboration.

Official WG availability sources

Builds Beta

Build for survivability, fire resistance, main-battery accuracy, rudder, and close-range durability. Torpedo protection reinforces but does not define the build.

Open in Build Tool →

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Cohort position

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Where Kremlin sits among Legendary 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.

BestTraverse-to-turn ratio7.52 × (1/17) BestEngine power280,000 hp (1/17) BestAA range5.7 km (1/17) Top 10%Turn-speed retention256.9 hp/m (2/17) Top 25%Hit points102,500 HP (3/17) Top 25%Rudder shift21.3 s (5/17) Top 25%HE fire chance45% (5/16) Top 25%Secondary dispersion bracket49 (5/17) Top 25%Acceleration8.8 s (4/17) Top 25%Power-to-weight3.41 hp/t (5/17) Top 25%Citadel belt430 mm (4/16) Bottom 25%Main battery reload29.7 s (15/17) Bottom 25%HE DPM118,182 (13/16) Bottom 25%AP DPM263,636 (14/17) WorstMain dispersion240.1 m (17/17) WorstDisplacement82,149 t (17/17) WorstRepair charges2 (1 of 6 tied) WorstDeck armor100 mm (1 of 3 tied)
See 26 mid-pack stats

Not standouts for Kremlin -- 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.

Max speed29.5 kt(12/17) Concealment16.09 km(13/17) Air detection12.87 km(13/17) Main battery caliber457 mm(7/17) Main battery range17.4 km(9/17) Sigma1.8(13/17) HE shell damage6,500(6/16) Fires per minute8.18(10/16) AP shell damage14,500(9/17) Secondary DPM (per side)216,000(13/17) HE alpha1,800(9/15) Secondary fire chance8%(9/15) Secondary HE pen22 mm(8/15) AP velocity800 m/s(7/17) HE velocity800 m/s(12/16) AP arming threshold76 mm(11/17) AA DPS647(10/17) AA threat2,506(9/17) Max armor500 mm(6/17) NormAP fuse timer0.03 s(15 of 17 tied at this value) NormAP ricochet start45°(14 of 17 tied at this value) NormAP auto-bounce angle60°(14 of 17 tied at this value) NormSecondary range5 km(10 of 17 tied at this value) NormRepair heal rate0.5 %/s(12 of 17 tied at this value) NormBow armor32 mm(13 of 16 tied at this value) NormStern armor32 mm(13 of 16 tied at this value)

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

Repair 2
Survivability
Hit Points102,500
Displacement82,149 t
Armor range19–500 mm
Plate armor thicknesses19, 20, 32, 38, 40, 50, 60, 70, 75, 100, 150, 185, 200, 300, 350, 400, 410, 420, 430, 475, 500 mm
Armor material/layer entries64
Fire resistance40%
Fire duration60 s
Torp Reduction46%
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.
54,200
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.
30,800
Main Battery
ModuleArtillery: 457 mm/48 B-45
Mounts / barrels3 mounts / 9 barrels
Reload time33 s
Firing range17.4 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17400/30·(13−1.1)/1000 + 1.1)·30 = 240.1 m
240.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 240.1 × 0.75 = 180 m
180 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 240.1 × 0.344 (σ=1.8) = 82.6 m
82.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 180 × 0.344 (σ=1.8) = 61.9 m
61.9 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 33 s base reload = 16.4.
16.4
HE shells
HE Damage6,500
HE Velocity800 m/s
Fire Chance45%
HE penetration
ƒ76 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
76 mm
HE full-salvo alpha
ƒ6,500 HE damage x 9 broadside guns = 58,500.
58,500
Base HE DPM
ƒ58,500 HE full-salvo alpha x 60 / 33 s base reload = 106,364.
106,364
Installed HE DPM
ƒ58,500 HE full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 118,182.
118,182
Base fires/min
ƒ9 HE shells x 60 / 33 s reload x 45% fire chance = 7.36.
7.36
AP shells
AP Damage14,500
AP Velocity800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 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 × 2500 × 1373^0.69 × 0.457^-1.07 × 800^1.38 = 857.2 mm. Matches the in-game spec card.
857.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.8 km), where the shell has slowed to 557.5 m/s: 1e-7 × 2500 × 1373^0.69 × 0.457^-1.07 × 557.5^1.38 = 520.8 mm.
520.8 mm
AP full-salvo alpha
ƒ14,500 AP damage x 9 broadside guns = 130,500.
130,500
Base AP DPM
ƒ130,500 AP full-salvo alpha x 60 / 33 s base reload = 237,273.
237,273
Installed AP DPM
ƒ130,500 AP full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 263,636.
263,636
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.
400
AA Defense
AA mount points30
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (113×3.5×0.75) + (83×3.5×0.7) + (56×3.5×0.75) = 647. 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.
647
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.7 km
45 mm SM-20-ZIF12×4 45mm
25 mm 4M-12018×4 25mm
130 mm/60 BL-110 (DP)8×2 130mm
Far aura
DPS
ƒIncludes 56 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
56
Range5.7 km
Medium aura
DPS113
Range3.5 km
Total DPS in Aura
ƒFar 56 + Medium 113 = 169
169
Near aura
DPS83
Range3.1 km
Total DPS in Aura
ƒFar 56 + Medium 113 + Near 83 = 252
252
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber130 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity950 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (12.5%)
Max secondary dispersion @ 5 km
ƒ5 km × 49 + 30 = 275 m.
275 m
Maneuverability
Engine moduleEngine: 280,000 hp
Engine power280,000 hp
Maximum speed29.5 kt
Turning circle radius1090 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.5× ok
Concealment
Detectability by sea16.09 km
Detectability by air12.87 km
Smoke firing penalty15.99 km
Detect after firing main guns16.09 km
Detect Fire Sea18.09 km
Detect Fire Air15.87 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
Module options (1)

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

HullUpgrade
  • Turret traverse6 → 10 °/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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp240.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17400/30·(13−1.1)/1000 + 1.1)·30 = 240.1 m
Max Vert Disp180 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 240.1 × 0.75 = 180 m
Med Horiz Disp82.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 240.1 × 0.344 (σ=1.8) = 82.6 m
Med Vert Disp61.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 180 × 0.344 (σ=1.8) = 61.9 m
AP Pen Close857.2 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 × 2500 × 1373^0.69 × 0.457^-1.07 × 800^1.38 = 857.2 mm. Matches the in-game spec card.
AP Pen Far520.8 mm
Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 557.5 m/s: 1e-7 × 2500 × 1373^0.69 × 0.457^-1.07 × 557.5^1.38 = 520.8 mm.
HE penetration76 mm
76 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
AP overmatch31 mm
floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha58,500
6,500 HE damage x 9 broadside guns = 58,500.
AP full-salvo alpha130,500
14,500 AP damage x 9 broadside guns = 130,500.
Base HE DPM106,364
58,500 HE full-salvo alpha x 60 / 33 s base reload = 106,364.
Base AP DPM237,273
130,500 AP full-salvo alpha x 60 / 33 s base reload = 237,273.
Installed HE DPM118,182
58,500 HE full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 118,182.
Installed AP DPM263,636
130,500 AP full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 263,636.
Base shells/min16.4
9 broadside guns x 60 / 33 s base reload = 16.4.
Installed shells/min18.2
9 broadside guns x 60 / 29.7 s installed Artillery reload = 18.2.
Base fires/min7.36
9 HE shells x 60 / 33 s reload x 45% fire chance = 7.36.
Installed fires/min8.18
9 HE shells x 60 / 29.7 s installed reload x 45% fire chance = 8.18.

AA defense

Close-range AA DPS647
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (113×3.5×0.75) + (83×3.5×0.7) + (56×3.5×0.75) = 647. 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 range5.7 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2506
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 range3.1 km

Secondary battery dispersion

Secondary dispersion typeImproved (12.5%)
Max dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km275 m
5 km × 49 + 30 = 275 m.

Secondary battery firepower

Secondary DPM (per side)216,000
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: 8×2 130 mm (8/side) × 60/4 × 1800 = 216,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 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 130 mm family.
Max HE pen22 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.

Armor

Hull HP 102,500, 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
Bow32 mm primary (range 32–420 mm)8,100 (8% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–475 mm)76,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–400 mm)9,000 (9% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel430 mm primary (range 38–430 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).
Superstructure500 mm6,100 (6% 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 HP54,200 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 (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.
AA mount (45 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 HP30,800 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.

Balance History

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

Buff ×1Torpedo ×1
Exteriors

Skins & permanent camouflages

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

  • Kremlin 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.