Mahtaga
Also called: 马赫塔加 Beta- Push to within secondary range (~7 km) so the secondary battery starts contributing damage
- Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
On this page
Mahtaga Community Stats
Across 190+ Standard battles from 25 players, Mahtaga averages a 60% win rate, 74,000 damage and 0.8 kills per battle, and survives 35% of them.
Mahtaga Community Stats
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Mahtaga Community Stats
Record History
Playstyle
Overview
Mahtaga is a Tier VIII Soviet secondary battleship with top-decile secondary reach out to 7 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. She also packs the super-heal (1.1%/s, for 20 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: secondary dispersion in T8 BBs (261 m, 3rd of 33) and heavy secondary DPM in T8 BBs (306,000, 7th of 33). The trade is loose grouping in T8 BBs (1.5, 32nd of 33).
Positioning
Push to within secondary range (~7 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone. Once the rudder is over she turns tightly for her cohort (770 m), so a committed turn costs less water than most of what she is fighting.
Potato Avoidance
Torpedo Boat Brawling
With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.
Signature Traits
- Tighter secondary dispersion · 261 m
- Extended secondary range · 7 km
- Heavy secondary DPM · 306000 secondary
770 m turning circle, top quartile of T8 BBs. Comes around faster to bring the guns to bear or roll away from incoming fire.
121220 effective HP once Repair Party is counted, top decile of T8 BBs. Absorbs more total punishment than the raw HP pool suggests.
15.2 km surface detect, top decile of T8 BBs. Stays dark longer.
Sigma 1.5, bottom decile of T8 BBs. Shells scatter more; bracketing matters.
A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.
How to get Mahtaga
Mahtaga 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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Sunduq
1.5%
VIII Mahtaga
Event · Sunduq
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Explorer's Chest
0.090909%
One of these ships
Event · Explorer's Chest · 1 of 11 ships
Official WG availability sources
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Golden Tides Arrive: New Ships and Commander Guises
Crates
Start: 2025-09-08
- Four of them—Sharki, Mahtaga, Mirage, and Kheper—are available in the Store and via Sunduq crates, while the fifth, Desert Falcon, can be obtained exclusively through the "On Golden Tides" DLC.
Show direct source rows
- Explorer's Chest 0.090909% · One of these ships
- Sunduq 1.5% · VIII Mahtaga
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Mahtaga sits among Tier VIII BBs (32 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 19 mid-pack stats
Not standouts for Mahtaga -- 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.
Peers in this cohort
Compare Tier VIII BattleshipsShow all 32 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 143° (the most restricted forward-facing mount's arc) = 37° 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.ƒ
In practice: the baseline curve for a standard battleship -- at max range (16.7 km) shells land in an ellipse about 227 m wide and 136 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
Zero upgrades: 12 broadside guns x 60 / 35 s base reload = 20.6. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 31.571 s (31.5 s = 221 ticks) all-upgrades reload (35 s × 0.9 Main Battery Mod. 3 = 31.5 s) = 22.8.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,850 HE damage x 12 broadside guns = 70,200.ƒ
Zero upgrades: 70,200 HE full-salvo alpha x 60 / 35 s base reload = 120,343. All upgrades (Main Battery Mod. 3 = -10% reload): 70,200 HE full-salvo alpha x 60 / 31.571 s (31.5 s = 221 ticks) all-upgrades reload (35 s × 0.9 Main Battery Mod. 3 = 31.5 s) = 133,412.ƒ
Zero upgrades: 20.6 shells/min × 0.41 (41% fire chance) = 8.43. All upgrades (Main Battery Mod. 3 = -10% reload): 22.8 shells/min × 0.41 (41% fire chance) = 9.35.AP shells
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floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (16.7 km), where the shell has slowed to 575.1 m/s: .ƒ
11,000 AP damage x 12 broadside guns = 132,000.ƒ
Zero upgrades: 132,000 AP full-salvo alpha x 60 / 35 s base reload = 226,286. All upgrades (Main Battery Mod. 3 = -10% reload): 132,000 AP full-salvo alpha x 60 / 31.571 s (31.5 s = 221 ticks) all-upgrades reload (35 s × 0.9 Main Battery Mod. 3 = 31.5 s) = 250,860.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 102 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 77 raw aura damage × 3.5 × 0.75 hit probability = 202 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 102 + Medium 202 = 304ƒ
Effective DPS: 166 raw aura damage × 3.5 × 0.7 hit probability = 407 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 102 + Medium 202 + Near 407 = 711ƒ
Each ~2 s salvo fires 2 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 10 clouds per salvo × 240 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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 5.2 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.ƒ
Sum of each gun family's fires/min (per side): 8.1 + 7.2 = 15.3. 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.ƒ
Sum 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: 18×1 130 mm (9/side) × 60/6 s × 1800 = 162,000 + 8×2 130 mm (8/side) × 60/6 s × 1800 = 144,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 15.3 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 125,417. 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.ƒ
Secondary DPM (per side) 306,000 + secondary fire DPM 125,417 = 431,417: shell damage plus fire damage against one T8 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7 km × 33 + 30 = 261 m.ƒ
18×1 barrels / 2 sides × 60 / 6 s × 0.09 (9% fire chance) = 8.1. 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.Show 1 more gun family
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Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
8×2 barrels / 2 sides × 60 / 6 s × 0.09 (9% fire chance) = 7.2. 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.ƒ
top speed / 4 + 4.9 = 27.5 / 4 + 4.9 = 11.8 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (24.8 kt of 27.5 kt).ƒ
Time to reach 99% of top speed (27.2 kt of 27.5 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.ƒ
With the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.0 = +2.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.2 km x 0.955 = 14.52 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 15.2 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.52 km.ƒ
max(main battery range, sea detectability 15.2 km) = 16.74 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 12.16 km + gun-firing bloom 8.12 km = 20.28 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.ƒ
Sea detectability 15.2 km + 2.0 km while burning = 17.2 km.ƒ
Air detectability 12.16 km + 3.0 km while burning = 15.16 km.
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 20 s active · 16,240 HP (22.4% of max HP) total heal (per charge) ƒ
0.0112 of max HP per second (1.12%) × 20 s effective active time = 0.224 of max HP × 72,500 HP = 16,240 HP: up to 22.4% of max HP restored per charge.ƒ
0.224 of max HP per charge × 3 charges = 0.672 × 72,500 HP = 48,720 HP: up to 67.2% of max HP if the whole Repair Party loadout is used.ƒ
0.0112 (1.12% of max HP) × 72,500 HP = 812 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting4 charges · 100 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
The standard battleship dispersion curve.(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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.(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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.(500 × (12 − 2) / 1000 + 2) × 30 = 210 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.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: at 0 m, at m, and at 16740 m. Below the kink: , so .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: at 0 m, at m, and at 16740 m. Above the kink: , so .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: at 0 m, at m, and at 16740 m. Above the kink: , so .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 , where 715.9 m/s is the shell's speed when it arrives at 5 km (from 793 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 648.4 m/s is the shell's speed when it arrives at 10 km (from 793 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 592 m/s is the shell's speed when it arrives at 15 km (from 793 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 793 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 793 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.3 mounts × 4 barrels = 12; all 12 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V21 18x2 -> 202 DPS @ 3.5 km; 23mm 4U 23 quadruple 10x4 -> 407 DPS @ 2.5 km; 130mm 60 BL 101 B 8x2 -> 102 DPS @ 5.2 km.@ 5.2 km: 102 from one family; @ 3.5 km: 202 + 102 = 304; @ 2.5 km: 202 + 407 + 102 = 711. 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.202 + 407 + 102 = 711 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).202 × 3.5 + 407 × 2.5 + 102 × 5.2 = 2255. 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
Same per-type line evaluated at a fixed 5 km: 5 km × 33 + 30 = 195 m.Secondary battery firepower
max(1800 (130 mm), 1800 (130 mm)) = 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 mm family.max(9% (130 mm), 9% (130 mm)) = 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.max(27 mm (130 mm), 27 mm (130 mm)) = 27 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: 27 mm from the 130 mm family.Ship Charts
Background
Cloaked in blazing gold, this giant is all fire and might. Not even the fiercest storm can hold her back.
Skins & permanent camouflages
Every custom exterior Mahtaga can equip.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
