World of Warships: Legends ship guide

Nikolai I

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
1.9 sigma accuracyHigh HE / fire outputSoft superstructure
Community Data

Nikolai I Community Stats

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Playstyle

Overview

Nikolai I is a Tier IV Soviet all-rounder battleship with 305mm guns at 14.5 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best heavy citadel belt in T4 BBs (400 mm) and best deck armor in T4 BBs (250 mm).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Heavy citadel belt

400.0 mm citadel belt, best of T4 BBs. Citadels through angle are rare.

Thick deck armor

250.0 mm armor deck, best of T4 BBs. Eats plunging fire and HE that peers don't.

Sharp rudder

13.7 s rudder shift, top decile of T4 BBs. Snappy weave.

Fast DCP cycle

30.0 s Damage Control reload, top decile of T4 BBs. Fire / flood stacks come off cooldown sooner.

Soft superstructure

6.0 mm superstructure, bottom quartile of T4 BBs. HE farms harder.

Quick-fuse AP

0.01 s AP fuse timer, bottom quartile of T4 BBs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Nikolai I

Nikolai I 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

  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Event containers · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Event containers · Santa Level 2 · 1 of 15 ships
  • Santa Level 1 0.078333% Tier IV Premium ship Event containers · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
Show all 6 containers (3 more)
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Event containers · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Event containers · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Event containers · Secret Santa '23 · 1 of 15 ships
Official WG availability sources
Show direct source rows

Builds Beta

Use a U.S.S.R. battleship commander focused on accuracy, reload, survivability, and fire resistance. Inspirations that tighten salvos or improve repair-party value support the flank-anchor role.

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Cohort position

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Where Nikolai I sits among Tier IV BBs (24 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 shift13.7 s (1/24) BestCitadel belt400 mm (1/23) BestDeck armor250 mm (1/23) Top 10%Sigma1.9 (3/24) Top 10%HE DPM120,000 (3/24) Top 10%Max armor400 mm (3/24) Top 25%Fires per minute8.8 (4/24) Top 25%AP DPM229,333 (4/24) Top 25%Acceleration7.2 s (7/24) Top 25%AP arming threshold51 mm (6/24) Top 25%Displacement28,500 t (7/24) Bottom 25%Hit points44,800 HP (19/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%Main battery range14.46 km (22/24) Bottom 25%Secondary DPM (per side)95,000 (20/24) Bottom 25%HE velocity762 m/s (21/24) Bottom 25%Turn-speed retention45.5 hp/m (22/24) Bottom 25%Power-to-weight1.05 hp/t (19/24) Bottom 25%AA DPS12 (22/24) Bottom 25%AA range3 km (19/24) Bottom 10%AP velocity762 m/s (23/24) WorstAP fuse timer0.01 s (1 of 6 tied) WorstAA threat18 (23/23) WorstNo torpedoes (21 of 24 in cohort)
See 18 mid-pack stats

Not standouts for Nikolai I -- 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 speed25 kt(12/24) Concealment13.13 km(11/24) Air detection10.5 km(11/24) Traverse-to-turn ratio3.31 ×(10/24) Main battery reload27 s(12/24) HE shell damage4,500(17/24) AP shell damage8,600(17/24) Main dispersion204.6 m(18/24) HE alpha1,900(11/23) Secondary fire chance9%(13/23) Secondary HE pen22 mm(15/23) Engine power30,000 hp(18/24) Repair charges3(11/24) Bow armor30 mm(12/23) Stern armor30 mm(13/23) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)

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

Repair 3
Survivability
Hit Points44,800
Displacement28,500 t
Armor range6–400 mm
Plate armor thicknesses6, 13, 19, 25, 30, 35, 38, 50, 63, 75, 100, 150, 175, 200, 250, 270, 300, 400 mm
Armor material/layer entries51
Fire resistance16.6%
Fire duration60 s
Torp Reduction13%
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.
22,400
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.
13,400
Main Battery
ModuleArtillery: 305 mm/52 Model 1907
Mounts / barrels4 mounts / 12 barrels
Reload time30 s
Firing range14.5 km
Turret traverse3.7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14458/30·(12−2)/1000 + 2)·30 = 204.6 m
204.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.6 × 0.6 = 122.7 m
122.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.6 × 0.331 (σ=1.9) = 67.8 m
67.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.7 × 0.332 (σ=1.9) = 40.7 m
40.7 m
Turret turn time
ƒ180 degrees / 3.7 deg/s traverse speed = 48.6 s.
48.6 s
Base shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
HE shells
HE Damage4,500
HE Velocity762 m/s
Fire Chance33%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,500 HE damage x 12 broadside guns = 54,000.
54,000
Base HE DPM
ƒ54,000 HE full-salvo alpha x 60 / 30 s base reload = 108,000.
108,000
Base fires/min
ƒ12 HE shells x 60 / 30 s reload x 33% fire chance = 7.92.
7.92
AP shells
AP Damage8,600
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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 × 2627 × 470.9^0.69 × 0.305^-1.07 × 762^1.38 = 620.4 mm. Matches the in-game spec card.
620.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.1 km), where the shell has slowed to 388.9 m/s: 1e-7 × 2627 × 470.9^0.69 × 0.305^-1.07 × 388.9^1.38 = 245.2 mm.
245.2 mm
AP full-salvo alpha
ƒ8,600 AP damage x 12 broadside guns = 103,200.
103,200
Base AP DPM
ƒ103,200 AP full-salvo alpha x 60 / 30 s base reload = 206,400.
206,400
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.
40
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.75) + (4×3.5×0.7) = 12. 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.
12
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
63.3 mm Model 19162×1 63mm
7.62 mm Maxim machine gun4×1 8mm
Far aura
DPS1
Range3 km
Near aura
DPS4
Range1 km
Total DPS in Aura
ƒFar 1 + Near 4 = 5
5
S
Secondary Battery
Mounts20
Firing range4.0 km
Shell Grouping (σ)1
Caliber130 mm
Reload time12 s
HE Damage1,900
Muzzle Velocity823 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 30,000 hp
Engine power30,000 hp
Maximum speed25 kt
Turning circle radius660 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.3× drags
Concealment
Detectability by sea13.13 km
Detectability by air10.5 km
Smoke firing penalty10.02 km
Detect after firing main guns13.13 km
Detect Fire Sea15.13 km
Detect Fire Air13.5 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 30 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse3.7 → 4 °/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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp204.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14458/30·(12−2)/1000 + 2)·30 = 204.6 m
Max Vert Disp122.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.6 × 0.6 = 122.7 m
Med Horiz Disp67.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.6 × 0.331 (σ=1.9) = 67.8 m
Med Vert Disp40.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.7 × 0.332 (σ=1.9) = 40.7 m
AP Pen Close620.4 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 × 2627 × 470.9^0.69 × 0.305^-1.07 × 762^1.38 = 620.4 mm. Matches the in-game spec card.
AP Pen Far245.2 mm
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 388.9 m/s: 1e-7 × 2627 × 470.9^0.69 × 0.305^-1.07 × 388.9^1.38 = 245.2 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 Radius40
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time48.6 s
180 degrees / 3.7 deg/s traverse speed = 48.6 s.
HE full-salvo alpha54,000
4,500 HE damage x 12 broadside guns = 54,000.
AP full-salvo alpha103,200
8,600 AP damage x 12 broadside guns = 103,200.
Base HE DPM108,000
54,000 HE full-salvo alpha x 60 / 30 s base reload = 108,000.
Base AP DPM206,400
103,200 AP full-salvo alpha x 60 / 30 s base reload = 206,400.
Base shells/min24
12 broadside guns x 60 / 30 s base reload = 24.
Base fires/min7.92
12 HE shells x 60 / 30 s reload x 33% fire chance = 7.92.

AA defense

Close-range AA DPS12
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.75) + (4×3.5×0.7) = 12. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index18
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 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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)95,000
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: 20×1 130 mm (10/side) × 60/12 × 1900 = 95,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance9%
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 HE pen22 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.

Armor

Hull HP 44,800, 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
Bow30 mm primary (range 19–200 mm)2,000 (4% of HP)
Overmatch not possible at T VAngle bounces 410mm30 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)75 mm primary (range 19–300 mm)33,600 (75% of HP)
No common caliber overmatches75 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–200 mm)1,500 (3% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel400 mm primary (range 13–400 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 6–400 mm)200 (0% 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 HP22,400 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.
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 (63 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 HP13,400 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 Nikolai I can equip, from in-game data.

  • Nikolai I default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision