Kutuzov
Beta- Hold 12-15 km where rotated focus can find island cover within one heal cycle
- Avoid: Trading the super-heal advantage in open water
Kutuzov Community Stats
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Kutuzov Community Stats
Playstyle
Overview
Kutuzov is a Tier VII Soviet cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle.
Positioning
Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.6%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.
Potato Avoidance
Trading the super-heal advantage in open water
The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.
Signature Traits
950.0 m/s AP muzzle velocity, top decile of T7 CAs. Flatter trajectory, less lead, harder to dodge.
950.0 m/s HE muzzle velocity, top decile of T7 CAs. Flatter trajectory, easier to land at range.
12.0 fires/min, top decile of T7 CAs. Keeps DCP on cooldown.
Fires per minute in the top bracket. Keeps enemy DCP burning on cooldown.
14.5 km surface detect, worst of T7 CAs. Visible before you can react; position early.
131.0 s torpedo reload, bottom decile of T7 CAs. Long wait between drops.
How to get Kutuzov
Kutuzov 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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Super VII Crate
4%
One of the Tier VII Premium ships
Event containers · Super VII Crate · 1 of 25 ships
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Santa Level 5
0.833333%
Superprize: Premium Ship
Event containers · Santa Level 5 · 1 of 12 ships
-
Spectral Vault 5.0
0.375%
Tier VII Premium ship
Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 17 containers (14 more)
-
Santa Level 4
0.25%
Superprize: Premium Ship
Event containers · Santa Level 4 · 2 paths combined · 1 of 12 ships
Show 2 paths
- Santa Level 40.166667%
- Santa Level 4 → Santa Level 50.083333%
-
Spectral Vault 4.0
0.15625%
Tier VII Premium ship
Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
Show 2 paths
- Spectral Vault 4.00.1%
- Spectral Vault 4.0 → Spectral Vault 5.00.05625%
-
Piñata Chest
0.125%
Tier V, VI, or VII Premium ship
Event containers · Piñata Chest · 1 of 24 ships
-
Santa Level 3
0.083333%
Superprize: Premium Ship
Event containers · Santa Level 3 · 4 paths combined · 1 of 12 ships
Show 4 paths
- Santa Level 3 → Santa Level 50.041667%
- Santa Level 3 → Santa Level 40.025%
- Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
- Santa Level 30.004167%
-
Spectral Vault 3.0
0.078437%
Tier VII Premium ship
Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
Show 4 paths
- Spectral Vault 3.00.05%
- Spectral Vault 3.0 → Spectral Vault 5.00.01125%
- Spectral Vault 3.0 → Spectral Vault 4.00.011%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
-
Mystic Lantern
0.074419%
Tier VII Premium ship
Event containers · Mystic Lantern · 1 of 43 ships
-
Santa Level 2
0.025%
Superprize: Premium Ship
Event containers · Santa Level 2 · 6 paths combined · 1 of 12 ships
Show 6 paths
- Santa Level 2 → Santa Level 40.008333%
- Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
- Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
- Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
- Santa Level 2 → Santa Level 30.000625%
-
Champion's Box
0.016667%
Superprize: Premium Ship
Event containers · Champion's Box · 4 paths combined · 1 of 12 ships
Show 4 paths
- Champion's Box → Santa Level 3 → Santa Level 50.008333%
- Champion's Box → Santa Level 3 → Santa Level 40.005%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
- Champion's Box → Santa Level 30.000833%
-
Spectral Vault 2.0
0.013469%
Tier VII Premium ship
Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
Show 7 paths
- Spectral Vault 2.0 → Spectral Vault 3.00.005%
- Spectral Vault 2.00.0025%
- Spectral Vault 2.0 → Spectral Vault 4.00.002%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
-
Mega Santa '23
0.01%
Superprize: Premium Ship
Event containers · Mega Santa '23 · 1 of 10 ships
-
Santa Level 1
0.006042%
Superprize: Premium Ship
Event containers · Santa Level 1 · 8 paths combined · 1 of 12 ships
Show 8 paths
- Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
- Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
- Santa Level 1 → Santa Level 30.000208%
- Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
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Spectral Vault 1.0
0.001997%
Tier VII Premium ship
Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
Show 11 paths
- Spectral Vault 1.0 → Spectral Vault 3.00.0005%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
- Spectral Vault 1.0 → Spectral Vault 2.00.000225%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
-
Super Santa '23
0.0013%
Superprize: Premium Ship
Event containers · Super Santa '23 · 1 of 10 ships
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Ultimate Crate
0.00013%
Superprize: Premium Ship
Event containers · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
- Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Mega Santa '23 0.01% · Superprize: Premium Ship
- Mystic Lantern 0.074419% · Tier VII Premium ship
- Piñata Chest 0.125% · Tier V, VI, or VII Premium ship
- Santa Level 3 0.004167% · Superprize: Premium Ship
- Santa Level 4 0.166667% · Superprize: Premium Ship
Builds Beta
Build for range, reload, fire chance, smoke utility, concealment, and Repair Party value.
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 Kutuzov sits among Tier VII CAs (46 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 32 mid-pack stats
Not standouts for Kutuzov -- 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.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15986/30·(8−1.1)/1000 + 1.1)·30 = 143.3 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.3 × 0.6 = 86 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.3 × 0.32 (σ=2) = 45.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86 × 0.32 (σ=2) = 27.5 mƒ
180 degrees / 7.2 deg/s traverse speed = 25 s.ƒ
12 broadside guns x 60 / 8 s base reload = 90.HE shells
ƒ
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 12 broadside guns = 26,400.ƒ
26,400 HE full-salvo alpha x 60 / 8 s base reload = 198,000.ƒ
26,400 HE full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 220,000.ƒ
12 HE shells x 60 / 8 s reload x 12% fire chance = 10.8.AP shells
ƒ
floor(152 mm caliber / 14.3) = 10 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 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (20 km), where the shell has slowed to 333.6 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 333.6^1.38 = 80.1 mm.ƒ
3,300 AP damage x 12 broadside guns = 39,600.ƒ
39,600 AP full-salvo alpha x 60 / 8 s base reload = 297,000.ƒ
39,600 AP full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 330,000.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: (75×3.5×0.9) + (42×3.5×0.9) = 369. 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 42 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 42 + Medium 75 = 117ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator2 charges · 240 s reload · 15 s emit / 89 s cloud active
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
See all derived stats
Show
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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 = (15986/30·(8−1.1)/1000 + 1.1)·30 = 143.3 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.3 × 0.6 = 86 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.3 × 0.32 (σ=2) = 45.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86 × 0.32 (σ=2) = 27.5 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 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.Same formula at the ship's max firing range (20 km), where the shell has slowed to 333.6 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 333.6^1.38 = 80.1 mm.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 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.All 12 barrels bear on the broadside.180 degrees / 7.2 deg/s traverse speed = 25 s.2,200 HE damage x 12 broadside guns = 26,400.3,300 AP damage x 12 broadside guns = 39,600.26,400 HE full-salvo alpha x 60 / 8 s base reload = 198,000.39,600 AP full-salvo alpha x 60 / 8 s base reload = 297,000.26,400 HE full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 220,000.39,600 AP full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 330,000.12 broadside guns x 60 / 8 s base reload = 90.12 broadside guns x 60 / 7.2 s installed Artillery reload = 100.12 HE shells x 60 / 8 s reload x 12% fire chance = 10.8.12 HE shells x 60 / 7.2 s installed reload x 12% fire chance = 12.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 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: (75×3.5×0.9) + (42×3.5×0.9) = 369. 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.5 km × 57 + 30 = 315 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: 6×2 100 mm (6/side) × 60/4 × 1400 = 126,000. 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 40,700, 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 | 26 mm primary (range 20–40 mm) | 1,800 (4% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 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) | 26 mm primary (range 26–130 mm) | 30,500 (75% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 26–100 mm) | 1,500 (4% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 120 mm primary (range 26–120 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 | 16 mm primary (range 16–130 mm) | 2,300 (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 HP | 20,400 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 | 12,200 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.
Balance History
Balance updates affecting Kutuzov. Cards are condensed; use each source link for full context.
Update: June 2020
- Chapayev's firepower is very pronounced, but where Kutuzov can be severely punished, her Tech Tree counterpart was able to withstand many a heavy shell thanks to her 30mm-thick extremity plating. To bring things into line and give Chapayev's opponents a better chance at survival, we're setting her plating values to 26mm. This will result in most battleships overmatching her armor at angles, but we don't think it's going to rob Chapayev of her power. Rather, it will make the gameplay more demanding from a maneuvering perspective, which is a natural strength of cruisers. At the same time, we're improving her Repair Party slightly—its cooldown has been reduced to 55 seconds, instead of 60, and the amount of HP restored has been increased by 16.67% per second.
Skins & permanent camouflages
Every custom exterior Kutuzov can equip, from in-game data.
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.
