World of Warships: Legends ship guide

Murmansk

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracyHigh HE / fire outputStrong AASonarEasily spotted
Community Data

Murmansk Community Stats

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Playstyle

Overview

Murmansk is a Tier IV Soviet light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. AA (234 AA DPS at 3.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through.

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.1 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 26,800-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Fast turret traverse

10.0°/s turret traverse, best of T4 CAs. Tracks fast-rotating targets peers can't keep up with.

Top-tier AA

234.0 AA DPS, best of T4 CAs (median 156.0).

Sharp rudder

5.0 s rudder shift, top decile of T4 CAs. Snappy weave.

Holds speed in turns

152.5 hp per metre of turn radius, top decile of T4 CAs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Wide dispersion

128.5 m max horizontal dispersion, bottom decile of T4 CAs. Long-range salvos are noticeably wider than peers'.

Easily spotted

12.26 km surface detect, bottom decile of T4 CAs. Visible before you can react; position early.

Acquisition

How to get Murmansk

Murmansk is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Build for reload, range, fire chance, concealment, rudder, and survivability. AA utility is a bonus when carriers appear.

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Cohort position

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Where Murmansk sits among Tier IV CAs (21 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.

BestRudder shift5 s (1/21) BestAA DPS234 (1/21) Top 10%Main battery reload6.3 s (3/21) Top 10%Fires per minute8 (3/20) Top 10%Turn-speed retention152.5 hp/m (3/21) Top 25%Main battery range13.85 km (6/21) Top 25%HE DPM146,667 (5/20) Top 25%AP DPM206,667 (5/21) Top 25%AP velocity914 m/s (5/21) Top 25%HE velocity914 m/s (5/20) Top 25%AA threat610 (6/21) Bottom 25%Stealth profile12.26 km / 7.36 km (19/21 / 19/21) Bottom 25%Main dispersion128.5 m (19/21) Bottom 25%Torpedo speed55 kt (16/20) WorstNo secondaries (6 of 21 in cohort)
See 25 mid-pack stats

Not standouts for Murmansk -- 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.

Hit points26,800 HP(9/21) Max speed34 kt(11/21) Traverse-to-turn ratio5.89 ×(10/21) Main battery caliber152 mm(13/21) HE shell damage2,200(11/20) HE fire chance12%(9/20) AP shell damage3,100(11/21) Acceleration9.5 s(7/21) AP fuse timer0.03 s(12/21) AP arming threshold25 mm(9/21) Engine power90,000 hp(11/21) Displacement9,297 t(13/21) Power-to-weight9.68 hp/t(10/21) AA range3.5 km(13/21) Torpedo range8.01 km(9/20) Torpedo damage14,400(11/20) Torpedo reload69 s(8/20) Max armor76 mm(15/21) Citadel belt76 mm(7/20) Bow armor25 mm(8/20) Stern armor25 mm(13/20) Deck armor37 mm(11/20) NormSigma2(19 of 21 tied at this value) NormAP ricochet start45°(19 of 21 tied at this value) NormAP auto-bounce angle60°(19 of 21 tied at this value)

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

Sonar 4.13 kmFighter
Survivability
Hit Points26,800
Displacement9,297 t
Armor range6–76 mm
Plate armor thicknesses6, 10, 13, 15, 21, 25, 37, 38, 76 mm
Armor material/layer entries36
Fire resistance16.6%
Fire duration30 s
Torp Reduction0%
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.
13,400
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.
8,000
Main Battery
ModuleArtillery: 152 mm/53 Mk13
Mounts / barrels8 mounts / 10 barrels
Reload time7 s
Firing range13.8 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13847/30·(8−1.1)/1000 + 1.1)·30 = 128.5 m
128.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 128.5 × 0.6 = 77.1 m
77.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 128.5 × 0.32 (σ=2) = 41.1 m
41.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.1 × 0.319 (σ=2) = 24.6 m
24.6 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ7 broadside guns x 60 / 7 s base reload = 60.
60
HE shells
HE Damage2,200
HE Velocity914 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 7 broadside guns = 15,400.
15,400
Base HE DPM
ƒ15,400 HE full-salvo alpha x 60 / 7 s base reload = 132,000.
132,000
Base fires/min
ƒ7 HE shells x 60 / 7 s reload x 12% fire chance = 7.2.
7.2
AP shells
AP Damage3,100
AP Velocity914 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2392 × 47.7^0.69 × 0.152^-1.07 × 914^1.38 = 315.1 mm. Matches the in-game spec card.
315.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.3 km), where the shell has slowed to 316 m/s: 1e-7 × 2392 × 47.7^0.69 × 0.152^-1.07 × 316^1.38 = 72.8 mm.
72.8 mm
AP full-salvo alpha
ƒ3,100 AP damage x 7 broadside guns = 21,700.
21,700
Base AP DPM
ƒ21,700 AP full-salvo alpha x 60 / 7 s base reload = 186,000.
186,000
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.
10
Torpedoes
ModuleTorpedoes: 53-39
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time69 s
Projectile speed55 kt
Range8.01 km
Maximum simulated damage13,400 (est.)
Alpha damage40,200
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming170 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
40,200
AA Defense
AA mount points23
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) + (22×3.5×0.9) + (47×3.5×0.85) = 234. 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.
234
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
76.2 mm Mk22 mod.26×1 76mm
40 mm Bofors Mk13×2 40mm
20 mm Oerlikon Mk414×1 20mm
Far + Medium aura
Far DPS8
Medium DPS22
Range3.5 km
Total DPS in Aura
ƒFar 8 + Medium 22 = 30
30
Near aura
DPS47
Range2 km
Total DPS in Aura
ƒFar 8 + Medium 22 + Near 47 = 77
77
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed34 kt
Turning circle radius590 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.9× slow
Concealment
Detectability by sea12.26 km
Detectability by air7.36 km
Smoke firing penalty5.91 km
Detect after firing main guns12.26 km
Detect Fire Sea14.26 km
Detect Fire Air10.36 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 4.13 km ship detect · 2.97 km torpedo detect
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size

See all derived stats

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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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp128.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13847/30·(8−1.1)/1000 + 1.1)·30 = 128.5 m
Max Vert Disp77.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 128.5 × 0.6 = 77.1 m
Med Horiz Disp41.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 128.5 × 0.32 (σ=2) = 41.1 m
Med Vert Disp24.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.1 × 0.319 (σ=2) = 24.6 m
AP Pen Close315.1 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 × 2392 × 47.7^0.69 × 0.152^-1.07 × 914^1.38 = 315.1 mm. Matches the in-game spec card.
AP Pen Far72.8 mm
Same formula at the ship's max firing range (17.3 km), where the shell has slowed to 316 m/s: 1e-7 × 2392 × 47.7^0.69 × 0.152^-1.07 × 316^1.38 = 72.8 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha7
Barrels that can bear on one beam (7 of 10); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha15,400
2,200 HE damage x 7 broadside guns = 15,400.
AP full-salvo alpha21,700
3,100 AP damage x 7 broadside guns = 21,700.
Base HE DPM132,000
15,400 HE full-salvo alpha x 60 / 7 s base reload = 132,000.
Base AP DPM186,000
21,700 AP full-salvo alpha x 60 / 7 s base reload = 186,000.
Base shells/min60
7 broadside guns x 60 / 7 s base reload = 60.
Base fires/min7.2
7 HE shells x 60 / 7 s reload x 12% fire chance = 7.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range56 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage80,400
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage40,200
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS234
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) + (22×3.5×0.9) + (47×3.5×0.85) = 234. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index610
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 range2 km

Armor

Hull HP 26,800, 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 10–37 mm)3,300 (12% of HP)
Overmatched by 380mm+ (Bayern)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)6 mm primary (range 6–38 mm)20,100 (75% of HP)
Overmatched by 127mm+ (Shenyang, Nicholas)6 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 10–25 mm)1,800 (7% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 13–76 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).
Superstructure6 mm primary (range 6–37 mm)1,500 (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 HP13,400 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.
AA mount (76 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 HP8,000 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 Murmansk can equip, from in-game data.

  • Murmansk 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.