World of Warships: Legends ship guide

Kremlin

Also called: 克里姆林 · Кремль Beta
U.S.S.R. · Tier ★ · Battleship · Premium
Tank battleshipTop-decile HP holds trades that drain peer battleships first.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Spending damage control on the first fire
Key characteristics
457 mm AP overmatchHeavy AP penHigh HP poolStrong torpedo beltLong-reach AAEasily spotted
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Community Data

Kremlin Community Stats

Across 5,300+ Standard battles from 250+ players, Kremlin averages a 63% win rate, 101,000 damage and 1.1 kills per battle, and survives 39% of them.

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 mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. The HP is the asset rather than the heal (11/23 once Repair Party is counted): not because the Repair Party is small, but because there are fewer charges of it than peers get. Spend the pool on position you can hold instead of trades you plan to heal back. Standout traits: torpedo belt percent in Legendary BBs (46, 5th of 23) and long-range AP brick in Legendary BBs (563.4 mm, 2nd of 23). The trade is surface detection in Legendary BBs (16.1 km, 19th of 23).

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. A 1,090 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Spending damage control on the first fire

Almost every ship in the game repairs indefinitely, so the habit is to press it the moment anything catches; she carries 3 charges and no more. Ride a single fire when your health allows and save the charge for a flood or a multi-fire stack, because the salvo after the one you repaired is the one that sinks you.

Signature Traits

High HP pool ↗

102500 HP, top decile of Legendary BBs.

ELITE ARMOR ↗
  • Strong torpedo belt · 46%
  • Armored casemates · 185 mm
ELITE MAIN BATTERY ↗
  • Long-range AP brick · 563.44 mm
  • Fast turret traverse · 6°/s
  • Flat AP trajectory
Long-reach AA ↗

5.7 km AA reach, best of Legendary BBs.

Easily spotted ↗

16.1 km surface detect, bottom quartile of Legendary BBs. Visible before you can react; position early.

Exceptional HP, average Repair Party

102,500 HP (3/23 in the cohort) on an average heal: counting Repair Party she is 11/23 on effective HP, mid-pack. The heal itself is not small, there are just fewer charges of it than peers get. Spend the pool on a lane you can hold rather than on damage you are counting on healing back.

Acquisition

How to get Kremlin

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

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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 Kremlin sits among Legendary BBs (22 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.

BestEngine power280,000 hp (1/23) BestAA range5.7 km (1/23) BestFlak damage per salvo (expected)2,730 (1/23) Top 10%Hit points102,500 HP (3/23) Top 10%Power / turn radius256.9 hp/m (2/23) Top 25%Time to 90% speed32.8 s (4/23) Top 25%Power-to-weight3.41 hp/t (5/23) Top 25%AP pen at 10 km665 mm (4/23) Top 25%Citadel belt430 mm (5/23) Bottom 25%Stealth profile16.09 km / 12.87 km (19/23 / 19/23) Bottom 25%Smoke fire bloom15.99 km (21/23) Bottom 25%Turning circle1,090 m (21/23) Bottom 25%Main battery reload33 s (21/23) Bottom 25%Secondary DPM (per side)216,000 (19/23) WorstMain dispersion240.1 m (23/23) WorstDisplacement82,149 t (23/23) WorstNo torpedoes (17 of 23 in cohort) WorstRepair charges2 (1 of 8 tied)
See 30 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(17/23) Rudder shift16.4 s(8/23) Main battery caliber457 mm(9/23) Main battery range17.4 km(9/23) Sigma1.8(17/23) HE shell damage6,500(9/22) HE fire chance45%(7/22) Fires per minute7.36(14/22) HE DPM106,364(16/22) AP shell damage14,500(12/23) AP DPM237,273(18/23) Secondary dispersion bracket49(7/23) Secondary HE alpha1,800(11/21) Secondary fire chance8%(13/21) Secondary HE pen22 mm(12/21) AP velocity800 m/s(9/23) HE velocity800 m/s(15/22) Acceleration (0-12 kt)13.3 s(8/23) AP arming threshold76 mm(15/23) Effective HE DPM (incl. fire)166,695(15/22) AA DPS647(12/23) AA threat2,507(12/23) Max armor500 mm(8/23) NormAP fuse timer0.033 s(20 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormSecondary range5 km(13 of 23 tied at this value) NormRepair heal rate0.5 %/s(15 of 23 tied at this value) NormBow armor32 mm(18 of 23 tied at this value) NormStern armor32 mm(18 of 23 tied at this value)
Survivability
Hit Points102,500
Displacement82,149 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.
292 x 38.71 m
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 resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 102,500 HP = 18,450 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 102,500 HP = 20,500 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.179 hull torpedo-damage coefficient / 0.333 unprotected baseline = 46%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
46%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 102,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 102,500 HP = 14,350 HP per charge, × 2 charges = 28,700 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
113,889–131,200
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 × 8,100 = 16,200), 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.
8,100
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,500 = 15,000), 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 ×. 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.
7,500
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 × 76,900 = 153,800), 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.
76,900
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 × 6,100 = 12,200), 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 ×. 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.
6,100
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 × 9,000 = 18,000), 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 ×. 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.
9,000
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
Main Battery
ModuleArtillery: 457 mm/48 B-45
Mounts / barrels3 mounts / 9 barrels
Reload time33 s
Firing range17.4 km
Turret traverse6 °/s
Turret armor550 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 30° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: 3% wider (worse) horizontal dispersion and 28% more vertical spread at max range (17.4 km) than a standard battleship: about 240 m wide × 180 m tall, against 234 m × 140 m. Also on this curve (5): BA Hovercraft, Gangut, Knyaz Suvorov, Lenin, Rodney.
Soviet battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1740030·13−1.11000+1.1)·30=240.1m
240.1 m at 17.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =240.1·0.75=180m
180 m at 17.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =240.1·0.61.8=80m
80 m at 17.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =180·0.61.8=60m
60 m at 17.4 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 33 s base reload = 16.4. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 29.714 s (29.7 s = 208 ticks) all-upgrades reload (33 s × 0.9 Main Battery Mod. 3 = 29.7 s) = 18.2.
Initial: 16.4 → 18.2
HE shells
HE alpha6,500
HE Velocity800 m/s
Fire Chance45%
HE fire DPM vs T8 BB60361
Effective HE DPM vs T8 BB166725
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
HE DPM
ƒZero upgrades: 58,500 HE full-salvo alpha x 60 / 33 s base reload = 106,364. All upgrades (Main Battery Mod. 3 = -10% reload): 58,500 HE full-salvo alpha x 60 / 29.714 s (29.7 s = 208 ticks) all-upgrades reload (33 s × 0.9 Main Battery Mod. 3 = 29.7 s) = 118,125.
Initial: 106,364 → 118,125
Fires/min
ƒZero upgrades: 16.4 shells/min × 0.45 (45% fire chance) = 7.36. All upgrades (Main Battery Mod. 3 = -10% reload): 18.2 shells/min × 0.45 (45% fire chance) = 8.18.
Initial: 7.36 → 8.18
AP shells
AP alpha14,500
AP Velocity800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP pen max range564 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2500·13730.69·0.457−1.07·8001.38=857.2mm.
857.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 590.3 m/s: P=10−7·2500·13730.69·0.457−1.07·590.31.38=563.5mm.
563.5 mm at 17.4 km
AP full-salvo alpha
ƒ14,500 AP damage x 9 broadside guns = 130,500.
130,500
AP DPM
ƒZero upgrades: 130,500 AP full-salvo alpha x 60 / 33 s base reload = 237,273. All upgrades (Main Battery Mod. 3 = -10% reload): 130,500 AP full-salvo alpha x 60 / 29.714 s (29.7 s = 208 ticks) all-upgrades reload (33 s × 0.9 Main Battery Mod. 3 = 29.7 s) = 263,510.
Initial: 237,273 → 263,510
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.7 km
45 mm SM-20-ZIF12×4 45mm
25 mm 4M-12018×4 25mm
130 mm/60 BL-110 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 130mm
Far aura
Guns130 mm/60 BL-110 (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 147 from dual-purpose secondaries firing as AA in this range band.
147
Range5.7 km
Medium aura
Guns45 mm SM-20-ZIF
Continuous DPS
ƒEffective DPS: 113 raw aura damage × 3.5 × 0.75 hit probability = 297 - the same in-game units as the Close-range AA DPS headline.
297
Range3.5 km
Total DPS in Aura
ƒFar 147 + Medium 297 = 444
444
Near aura
Guns25 mm 4M-120
Continuous DPS
ƒEffective DPS: 83 raw aura damage × 3.5 × 0.7 hit probability = 203 - the same in-game units as the Close-range AA DPS headline.
203
Range3.1 km
Total DPS in Aura
ƒFar 147 + Medium 297 + Near 203 = 647
647
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 260 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.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
260
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
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 5.7 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.
2.5-5.7 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)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: 8×2 130 mm (8/side) × 60/4 s × 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).
216,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 9.6 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 78,693. 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.
78,693
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 216,000 + secondary fire DPM 78,693 = 294,693: shell damage plus fire damage against one T8 battleship, every shell hitting.
294,693
130 mm/60 BL-110 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 130mm
Caliber130 mm
Reload time4 s
HE alpha1,800
Muzzle Velocity950 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 4 s × 0.08 (8% fire chance) = 9.6. 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.
9.6
HE Pen22 mm
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 power280,000 hp
Maximum speed29.5 kt
Turning circle radius1090 m
Rudder shift time16.4 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 = 29.5 / 4 + 4.9 = 12.3 kt. Base value; speed modifiers scale it.
12.3 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.
42.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.6 kt of 29.5 kt).
32.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.2 kt of 29.5 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.
51.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 3.0 = +3.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+3.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 16.09 km x 0.955 = 15.37 km. Camouflage does not change detectability by air.
16.09 km
With Grade IV camouflage (sea)
ƒDetectability by sea 16.09 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.37 km.
15.37 km
Detectability by air12.87 km
Smoke firing penalty15.99 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 16.09 km) = 17.4 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.4 km
Detect when firing (air)
ƒAir detectability 12.87 km + gun-firing bloom 9.14 km = 22.01 km. The bloom tracks main-battery caliber 457 mm × 0.020 = 9.14 km.
22.01 km
Detect when on fire (sea)
ƒSea detectability 16.09 km + 2.0 km while burning = 18.09 km.
18.09 km
Detect when on fire (air)
ƒAir detectability 12.87 km + 3.0 km while burning = 15.87 km.
15.87 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 14,350 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 102,500 HP = 14,350 HP: up to 14% of max HP restored per charge.
· 28,700 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 102,500 HP = 28,700 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 512 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 102,500 HP = 512 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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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.

Main battery formulas

vs standard BB3% wider H · 28% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.4 km) with the same model as Max Horiz/Vert Disp: horizontal 240 / 234 m − 1 = +3%, vertical 180 / 140 m − 1 = +28%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km92.5 m
(166.7 × (13 − 1.1) / 1000 + 1.1) × 30 = 92.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km152 m
(333.3 × (13 − 1.1) / 1000 + 1.1) × 30 = 152 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km211.5 m
(500 × (13 − 1.1) / 1000 + 1.1) × 30 = 211.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km29.8 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·17400=10440 m, and radiusOnMax=0.75 at 17400 m. Below the kink: k=0.25+(0.4−0.25)·500010440=0.3218, so σV=σH·k=92.5·0.3218=29.8m.
Shell scatter height @ 10 km59.8 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·17400=10440 m, and radiusOnMax=0.75 at 17400 m. Below the kink: k=0.25+(0.4−0.25)·1000010440=0.3937, so σV=σH·k=152·0.3937=59.8m.
Shell scatter height @ 15 km133.1 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·17400=10440 m, and radiusOnMax=0.75 at 17400 m. Above the kink: k=0.4+(0.75−0.4)·15000−1044017400−10440=0.6293, so σV=σH·k=211.5·0.6293=133.1m.
AP pen 5 km754 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2500·13730.69·0.457−1.07·728.71.38=754mm, where 728.7 m/s is the shell's speed when it arrives at 5 km (from 800 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km665 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2500·13730.69·0.457−1.07·665.71.38=665mm, where 665.7 m/s is the shell's speed when it arrives at 10 km (from 800 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km593 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2500·13730.69·0.457−1.07·612.41.38=593mm, where 612.4 m/s is the shell's speed when it arrives at 15 km (from 800 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km4.97 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.256·0.45728·1373=1.53×10−5. That runs from a 800 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km4.95 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.24·0.45728·1373=1.43×10−5. That runs from a 800 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,500
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,373 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.256
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity800 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity800 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius13
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.25
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.4
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.75
Vertical scatter as a share of horizontal at maximum range.
delim0.6
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range147
Only families that reach 5.7 km contribute at the outer edge of the AA bubble. In-game families: 45mm SM 20 Zif 12x4 -> 297 DPS @ 3.5 km; 25mm 4M120 18x4 -> 203 DPS @ 3.1 km; 130mm BL 110 8x2 -> 147 DPS @ 5.7 km.
AA DPS layered by range147 DPS @ 5.7 km, 444 DPS @ 3.5 km, 647 DPS @ 3.1 km
@ 5.7 km: 147 from one family; @ 3.5 km: 297 + 147 = 444; @ 3.1 km: 297 + 203 + 147 = 647. 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-blank647
297 + 203 + 147 = 647 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index2507
297 × 3.5 + 203 × 3.1 + 147 × 5.7 = 2507. 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 firepower

Max HE alpha1800
The only family (130 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 mm family.
Max HE fire chance8%
The only family (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
The only family (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

The development of the new Project 24 commenced in 1941. The project's requirements included dual-purpose artillery instead of secondary guns, enhanced torpedo protection, and reinforced protection of the ship's fore and aft ends. The ship's designation was to destroy surface ships of all types in the open sea and near coastal areas. In 1950, variant XII of the project was approved; however, the country lacked a shipyard to construct a 70,000‑ton displacement ship. The state authorities had also lost interest in large surface ships by that time.

Armor Beta

Hull HP 102,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel430 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–420 mm)8,100 (8% of HP)
Overmatched by 460mm+ AP (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)150 mm primary (range 20–475 mm)76,900 (75% of HP)
No common AP caliber overmatches150 mm: no common HE pens
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+ AP (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: 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.
Superstructure19 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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

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.

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.