World of Warships: Legends ship guide

Kronshtadt

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
305 mm overmatchHeavy AP pen2.05 sigma accuracyWeak AAEasily spotted
Community Data

Kronshtadt Community Stats

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Playstyle

Overview

Kronshtadt is a Tier VIII Soviet super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame with Surveillance Radar as her signature consumable. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Standout traits: best engine power in T8 CAs (231,000 HP).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance and the radar drop covers most caps end to end.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

13 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Long-range AP brick

408.2 mm AP pen at max range, best of T8 CAs. Threatens citadels even from range.

Close-range AP brick

681.8 mm AP pen at 1.5 km, top decile of T8 CAs. Citadels broadside cruisers up close.

Big-caliber overmatch

21.3 mm overmatch threshold, top decile of T8 CAs. Punishes bow-tanking ships peers can't crack.

High HP pool

71050.0 HP, best of T8 CAs.

Wide dispersion

220.3 m max horizontal dispersion, worst of T8 CAs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Kronshtadt

Kronshtadt is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Santa Level 5 1.25% Tier VIII Premium ship Event containers · Santa Level 5 · 1 of 10 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
Show all 15 containers (12 more)
  • Santa Level 4 0.425% Tier VIII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 10 ships
    Show 2 paths
    • Santa Level 40.3%
    • Santa Level 4 → Santa Level 50.125%
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
  • Chest of Rarities 0.25% Tier VIII Premium ship Event containers · Chest of Rarities · 1 of 8 ships
  • Santa Level 3 0.13625% Tier VIII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.0625%
    • Santa Level 3 → Santa Level 40.045%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.01875%
    • Santa Level 30.01%
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Santa Level 2 0.041688% Tier VIII Premium ship Event containers · Santa Level 2 · 6 paths combined · 1 of 10 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.015%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.009375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00675%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002812%
    • Santa Level 2 → Santa Level 30.0015%
  • Champion's Box 0.02725% Tier VIII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.0125%
    • Champion's Box → Santa Level 3 → Santa Level 40.009%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.00375%
    • Champion's Box → Santa Level 30.002%
  • Piñata Chest 0.025% Tier VIII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Santa Level 1 0.009878% Tier VIII Premium ship Event containers · Santa Level 1 · 8 paths combined · 1 of 10 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.003125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00225%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001406%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.001012%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000938%
    • Santa Level 1 → Santa Level 30.0005%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000422%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000225%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • "The Fortress" Campaign Breakdown Campaign Start: 2022-10-03 · End: 2022-11-06 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Sevastopol Ship feature / release Start: 2025-12-02 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

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Cohort position

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Where Kronshtadt sits among Tier VIII CAs (27 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.

BestHit points71,050 HP (1/27) BestHE alpha2,200 (1/20) BestSecondary fire chance12% (1/20) BestEngine power231,000 hp (1/27) BestMax armor330 mm (1/27) BestCitadel belt330 mm (1/27) Top 10%Turn-speed retention275 hp/m (2/27) Top 25%Main battery caliber305 mm (5/27) Top 25%Main battery range16.03 km (4/27) Top 25%HE shell damage4,200 (4/25) Top 25%HE fire chance24% (5/25) Top 25%AP shell damage9,000 (4/27) Top 25%Secondary HE pen25 mm (5/20) Top 25%HE velocity920 m/s (7/25) Top 25%Deck armor125 mm (7/26) Bottom 25%Traverse-to-turn ratio4.34 × (25/27) Bottom 25%AP arming threshold51 mm (23/27) Bottom 10%AA DPS286 (26/27) Bottom 10%AA threat966 (26/27) WorstStealth profile14.71 km / 8.83 km (27/27 / 27/27) WorstRudder shift19.5 s (27/27) WorstMain dispersion220.3 m (27/27) WorstDisplacement41,540 t (27/27) WorstNo torpedoes (11 of 27 in cohort)
See 20 mid-pack stats

Not standouts for Kronshtadt -- 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 speed33.5 kt(9/27) Main battery reload16.7 s(21/27) Sigma2.05(13/27) Fires per minute7.76(13/25) HE DPM135,808(16/25) AP DPM291,018(13/27) Secondary DPM (per side)155,600(9/21) AP velocity900 m/s(9/27) Acceleration10.5 s(15/27) Power-to-weight5.56 hp/t(20/27) AA range5 km(19/27) Bow armor25 mm(17/27) Stern armor25 mm(20/27) NormSecondary dispersion bracket57(16 of 21 tied at this value) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(21 of 27 tied at this value) NormAP auto-bounce angle60°(20 of 27 tied at this value) NormSecondary range5 km(17 of 21 tied at this value) NormRepair charges2(25 of 27 tied at this value) NormRepair heal rate0.5 %/s(14 of 27 tied at this value)

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

Radar 13 kmRepair 2Def-AAFighter
Survivability
Hit Points71,050
Displacement41,540 t
Armor range15–330 mm
Plate armor thicknesses15, 16, 20, 21, 25, 27, 30, 40, 50, 63, 90, 125, 230, 260, 275, 330 mm
Armor material/layer entries66
Fire resistance40%
Fire duration30 s
Torp Reduction25%
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.
35,500
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.
21,300
Main Battery
ModuleArtillery: 305 mm/54 MK-15
Mounts / barrels3 mounts / 9 barrels
Reload time18.5 s
Firing range16 km
Turret traverse5.1 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16032/30·(12−2)/1000 + 2)·30 = 220.3 m
220.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.3 × 0.6 = 132.2 m
132.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.3 × 0.314 (σ=2.05) = 69.1 m
69.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.2 × 0.314 (σ=2.05) = 41.5 m
41.5 m
Turret turn time
ƒ180 degrees / 5.1 deg/s traverse speed = 35.3 s.
35.3 s
Base shells/min
ƒ9 broadside guns x 60 / 18.5 s base reload = 29.2.
29.2
HE shells
HE Damage4,200
HE Velocity920 m/s
Fire Chance24%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,200 HE damage x 9 broadside guns = 37,800.
37,800
Base HE DPM
ƒ37,800 HE full-salvo alpha x 60 / 18.5 s base reload = 122,595.
122,595
Installed HE DPM
ƒ37,800 HE full-salvo alpha x 60 / 16.7 s installed reload (Main Battery Mod. 3 = -10%) = 135,808.
135,808
Base fires/min
ƒ9 HE shells x 60 / 18.5 s reload x 24% fire chance = 7.01.
7.01
AP shells
AP Damage9,000
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 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 × 2400 × 471^0.69 × 0.305^-1.07 × 900^1.38 = 713.3 mm. Matches the in-game spec card.
713.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 600.6 m/s: 1e-7 × 2400 × 471^0.69 × 0.305^-1.07 × 600.6^1.38 = 408.2 mm.
408.2 mm
AP full-salvo alpha
ƒ9,000 AP damage x 9 broadside guns = 81,000.
81,000
Base AP DPM
ƒ81,000 AP full-salvo alpha x 60 / 18.5 s base reload = 262,703.
262,703
Installed AP DPM
ƒ81,000 AP full-salvo alpha x 60 / 16.7 s installed reload (Main Battery Mod. 3 = -10%) = 291,018.
291,018
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.
150
AA Defense
AA mount points13
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.9) + (21×3.5×0.85) + (23×3.5×0.9) = 286. 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.
286
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm 46-K7×4 37mm
12.7 mm DShKM-26×2 13mm
100 mm/56 MZ-16 (DP)2×2 100mm
100 mm/56 MZ-16 (DP)2×2 100mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
23
Range5 km
Medium aura
DPS48
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 48 = 71
71
Near aura
DPS21
Range1.2 km
Total DPS in Aura
ƒFar 23 + Medium 48 + Near 21 = 92
92
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
100 mm/56 MZ-16 (×2)
Caliber100 mm
Reload time3.75 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
100 mm/56 MZ-16 (×2)
Caliber100 mm
Reload time3.75 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
152 mm/57 MK-17 (×4)
Caliber152 mm
Reload time8 s
HE Damage2,200
Muzzle Velocity950 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 231,000 hp
Engine power231,000 hp
Maximum speed33.5 kt
Turning circle radius840 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.3× drags
Concealment
Detectability by sea14.71 km
Detectability by air8.83 km
Smoke firing penalty11.36 km
Detect after firing main guns14.71 km
Detect Fire Sea16.71 km
Detect Fire Air11.83 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Surveillance Radar2 charges · 180 s reload · 20 s active · 13 km radar range
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (1)

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

HullUpgrade
  • Turret traverse5.1 → 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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp220.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16032/30·(12−2)/1000 + 2)·30 = 220.3 m
Max Vert Disp132.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.3 × 0.6 = 132.2 m
Med Horiz Disp69.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.3 × 0.314 (σ=2.05) = 69.1 m
Med Vert Disp41.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.2 × 0.314 (σ=2.05) = 41.5 m
AP Pen Close713.3 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 × 2400 × 471^0.69 × 0.305^-1.07 × 900^1.38 = 713.3 mm. Matches the in-game spec card.
AP Pen Far408.2 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 600.6 m/s: 1e-7 × 2400 × 471^0.69 × 0.305^-1.07 × 600.6^1.38 = 408.2 mm.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 time35.3 s
180 degrees / 5.1 deg/s traverse speed = 35.3 s.
HE full-salvo alpha37,800
4,200 HE damage x 9 broadside guns = 37,800.
AP full-salvo alpha81,000
9,000 AP damage x 9 broadside guns = 81,000.
Base HE DPM122,595
37,800 HE full-salvo alpha x 60 / 18.5 s base reload = 122,595.
Base AP DPM262,703
81,000 AP full-salvo alpha x 60 / 18.5 s base reload = 262,703.
Installed HE DPM135,808
37,800 HE full-salvo alpha x 60 / 16.7 s installed reload (Main Battery Mod. 3 = -10%) = 135,808.
Installed AP DPM291,018
81,000 AP full-salvo alpha x 60 / 16.7 s installed reload (Main Battery Mod. 3 = -10%) = 291,018.
Base shells/min29.2
9 broadside guns x 60 / 18.5 s base reload = 29.2.
Installed shells/min32.3
9 broadside guns x 60 / 16.7 s installed Artillery reload = 32.3.
Base fires/min7.01
9 HE shells x 60 / 18.5 s reload x 24% fire chance = 7.01.
Installed fires/min7.76
9 HE shells x 60 / 16.7 s installed reload x 24% fire chance = 7.76.

AA defense

Close-range AA DPS286
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.9) + (21×3.5×0.85) + (23×3.5×0.9) = 286. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index966
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)155,600
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: 2×2 100 mm (2/side) × 60/3.75 × 1400 = 44,800 + 2×2 100 mm (2/side) × 60/3.75 × 1400 = 44,800 + 4×2 152 mm (4/side) × 60/8 × 2200 = 66,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor

Hull HP 71,050, 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 21–40 mm)2,000 (3% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)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)16 mm primary (range 15–330 mm)53,300 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 20–40 mm)1,700 (2% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel330 mm primary (range 30–330 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–330 mm)4,400 (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 HP35,500 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 (152 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 HP21,300 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 Kronshtadt can equip, from in-game data.

  • Kronshtadt 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.