World of Warships: Legends ship guide

Novorossiysk

Also called: 新罗西斯克 · Новороссийск · Noworossijsk Beta
U.S.S.R. · Tier V · Battleship · Premium
Mid-range battleshipAP into broadsides, HE for chip pressure when no broadsides show.
Playstyle
  • Hold a flank with cover at mid range where 320 mm AP still punishes a broadside, and let anything that closes run into the secondary battery
  • Her 13 s rudder and 660 m turning circle are respectable for a battleship
  • Avoid: Do not trade at range with faster battleships; with no torpedoes and modest fire resistance she has no answer once several guns find her
Key characteristics
16.4 km gun rangeHigh fire chanceLobs over islandsFast turret traverseFlat AP shellsLight citadel belt
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Community Data

Novorossiysk Community Stats

Across 390+ Standard battles from 66 players, Novorossiysk averages a 65% win rate, 76,200 damage and 1.5 kills per battle, and survives 49% of them.

Community Data

Novorossiysk Community Stats

Log in to GamingDiver and upload your data to see Community Data for Novorossiysk: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Novorossiysk is a Soviet Tier V premium battleship: 320 mm guns with AP and HE, 280 mm of belt armour, and ten secondary mounts that come alive inside 4.5 km. She is slow at 27.8 knots with no torpedoes, so she wins by choosing one lane, arriving angled, and staying there rather than by repositioning.

Positioning

Hold a flank with cover at mid range where 320 mm AP still punishes a broadside, and let anything that closes run into the secondary battery. Her 13 s rudder and 660 m turning circle are respectable for a battleship, but 27.8 knots means a lane you leave is a lane you will not get back to.

Potato Avoidance

Trade at range with faster battleships

With no torpedoes and modest fire resistance she has no answer once several guns find her. Do not close for the secondaries with the belt square on; 280 mm of armour only works if you are showing it.

Signature Traits

ELITE MAIN BATTERY ↗
  • Long gun range · 16.4 km
  • High fire chance · 35%
  • Fast turret traverse · 5°/s
  • Flat AP shells · 830 m/s
  • High-arc howitzer
WEAK ARMOR ↗
  • Light citadel belt · 80 mm
  • Thin bow plate · 16 mm
Acquisition

How to get Novorossiysk

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

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • Anniversary Update: Tides of Adventure Event currency Start: 2026-07-30
    • These include two new ships: Soviet Tier V Premium battleship Novorossiysk and Spanish Tier VIII Premium cruiser Almirante Oquendo.
  • Legendary Birthday: Adventures Are Calling! Event currency Start: 2026-07-31
    • That's enough to unlock the first two bundles from the Call of Adventure chained bundle, featuring the new Commander guise of Cecilia Shaw, a journalist and adventurer, as well as new Soviet Tier V Premium battleship Novorossiysk.
    • The remaining two bundles in the chain are also available for Mariner's Coins and include a set of Explorer's Chests and another new ship: Spanish Tier VIII Premium cruiser Almirante Oquendo.

Builds

Prioritise survivability and fire resistance first, then main-battery accuracy and reload. Secondary range and accuracy are a real second pick given ten mounts, and repair-party value pays for the lane-holding she is built around.

Open in Build Tool →

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 Novorossiysk sits among Tier V BBs (25 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.

BestPower-to-weight3.36 hp/t (1/26) Top 10%Stealth profile13.97 km / 11.18 km (3/26 / 3/26) Top 10%Smoke fire bloom11.11 km (3/26) Top 10%AP velocity830 m/s (3/26) Top 10%AP arming threshold53 mm (3/26) Top 10%Power / turn radius147.7 hp/m (2/26) Top 10%Displacement29,032 t (2/26) Top 25%Rudder shift13 s (4/26) Top 25%Main battery range16.4 km (4/26) Top 25%Fires per minute7 (5/26) Top 25%Main dispersion185.8 m (4/26) Top 25%Time to 90% speed31.7 s (5/26) Top 25%Acceleration (0-12 kt)13.6 s (5/26) Top 25%Engine power97,500 hp (5/26) Top 25%Secondary range4.5 km (7/26) Bottom 25%Hit points50,125 HP (23/26) Bottom 25%AP shell damage9,700 (23/26) Bottom 25%Secondary HE alpha1,700 (22/25) Bottom 25%Secondary fire chance7% (23/25) Bottom 25%Secondary HE pen20 mm (21/25) Bottom 25%AA range4 km (22/26) Bottom 25%Flak damage per salvo (expected)240 (22/26) Bottom 25%Max armor280 mm (23/26) Bottom 10%Main battery caliber320 mm (25/26) WorstCitadel belt80 mm (26/26) WorstEnd plates16 mm (1 of 2 tied / 1 of 2 tied)
See 19 mid-pack stats

Not standouts for Novorossiysk -- 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 speed27.8 kt(8/26) Turning circle660 m(9/26) Main battery reload30 s(17/26) Sigma1.7(16/26) HE shell damage4,800(19/26) HE DPM96,000(18/26) AP DPM194,000(17/26) Secondary DPM (per side)169,200(19/26) HE velocity830 m/s(9/26) AP pen at 10 km421 mm(17/26) Effective HE DPM (incl. fire)148,718(15/26) AA DPS163(19/26) AA threat564(18/26) Repair charges3(13/26) NormSecondary dispersion bracket57(21 of 26 tied at this value) NormAP fuse timer0.033 s(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value) NormRepair heal rate0.5 %/s(23 of 26 tied at this value)
Survivability
Hit Points50,125
Displacement29,032 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
169 x 27.83 m
Armor range6–280 mm
Plate armor thicknesses6, 13, 16, 24, 25, 26, 28, 31, 37, 40, 43, 48, 70, 72, 74, 80, 85, 100, 110, 120, 130, 210, 220, 250, 260, 280 mm
Armor material/layer entries92
Fire resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
23.3%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 50,125 HP = 9,022 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 50,125 HP = 10,025 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.232 hull torpedo-damage coefficient / 0.333 unprotected baseline = 30%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
30%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
20,100
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.
15,000
Effective HP
ƒBase 50,125 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 50,125 HP = 7,018 HP per charge, × 3 charges = 21,052 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
55,694–71,178
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,000 = 6,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,000
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,900 = 17,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,900
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 800 = 1,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
800
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 37,600 = 75,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
37,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,000
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,300 = 2,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 320 mm/44 OTO Model 1934
Mounts / barrels4 mounts / 10 barrels
Reload time30 s
Firing range16.4 km
Turret traverse5 °/s
Turret armor240 mm
Turret traverse arcs
ƒHow 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.
4x ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
35° off bow / 35° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (16.4 km) than a standard battleship: about 186 m wide × 111 m tall, against 224 m × 134 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1640030·10−1.61000+1.6)·30=185.8m
185.8 m at 16.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =185.8·0.6=111.5m
111.5 m at 16.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =185.8·0.61.7=65.6m
65.6 m at 16.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =111.5·0.61.7=39.3m
39.3 m at 16.4 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE alpha4,800
HE Velocity830 m/s
Fire Chance35%
HE fire DPM vs T5 BB52718
Effective HE DPM vs T5 BB148718
HE penetration
ƒ55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒ4,800 HE damage x 10 broadside guns = 48,000.
48,000
HE DPM
ƒ48,000 HE full-salvo alpha x 60 / 30 s base reload = 96,000.
96,000
Fires/min
ƒ20 shells/min × 0.35 (35% fire chance) = 7.
7
AP shells
AP alpha9,700
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold53 mm
AP pen max range318 mm
AP overmatch
ƒfloor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
22 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2600·5250.69·0.32−1.07·8301.38=707.5mm.
707.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.4 km), where the shell has slowed to 464.8 m/s: P=10−7·2600·5250.69·0.32−1.07·464.81.38=317.8mm.
317.8 mm at 16.4 km
AP full-salvo alpha
ƒ9,700 AP damage x 10 broadside guns = 97,000.
97,000
AP DPM
ƒ97,000 AP full-salvo alpha x 60 / 30 s base reload = 194,000.
194,000
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.
55
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
37 mm 70-K2×1 37mm
37 mm V-116×2 37mm
37 mm 70-K4×1 37mm
100 mm/50 Minisini gun (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 100mm
Far aura
Guns100 mm/50 Minisini gun (DP)
Continuous DPS
ƒEffective 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 21 from dual-purpose secondaries firing as AA in this range band.
21
Range4 km
Outer Medium aura
Guns37 mm V-11
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.75 hit probability = 87 - the same in-game units as the Close-range AA DPS headline.
87
Range3.5 km
Total DPS in Aura
ƒFar 21 + Outer Medium 87 = 108
108
Inner Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 21 raw aura damage × 3.5 × 0.75 hit probability = 55 - the same in-game units as the Close-range AA DPS headline.
55
Range3.2 km
Total DPS in Aura
ƒFar 21 + Outer Medium 87 + Inner Medium 55 = 163
163
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 160 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.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
160
Cloud spawn chance
ƒEach 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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe 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 4 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.
2.5-4 km
S
Secondary Battery
Mounts10
Firing range4.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 2.9 + 4.2 = 7.1. 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.
7.1
Secondary DPM (per side)
ƒSum 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: 4×2 100 mm (4/side) × 60/5 s × 1400 = 67,200 + 6×2 120 mm (6/side) × 60/6 s × 1700 = 102,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
169,200
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 7.1 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 53,321. 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.
53,321
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 169,200 + secondary fire DPM 53,321 = 222,521: shell damage plus fire damage against one T5 battleship, every shell hitting.
222,521
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
100 mm/50 Minisini gun (4×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time5 s
HE alpha1,400
Muzzle Velocity800 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 5 s × 0.06 (6% fire chance) = 2.9. 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.
2.9
HE Pen17 mm
Show 1 more gun family
120 mm/50 OTO Model 1933 (6×2)
Caliber120 mm
Reload time6 s
HE alpha1,700
Muzzle Velocity950 m/s
Fire Chance7%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 6 s × 0.07 (7% fire chance) = 4.2. 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.
4.2
HE Pen20 mm
Maneuverability
Engine power97,500 hp
Maximum speed27.8 kt
Turning circle radius660 m
Rudder shift time13 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27.8 / 4 + 4.9 = 11.8 kt. Base value; speed modifiers scale it.
11.8 kt
Crash stop
ƒSeconds 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.
40.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.0 kt of 27.8 kt).
31.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.5 kt of 27.8 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.
49.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.7 = +0.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.97 km x 0.955 = 13.34 km. Camouflage does not change detectability by air.
13.97 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.97 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.34 km.
13.34 km
Detectability by air11.18 km
Smoke firing penalty11.11 km
Detect when firing (sea)
ƒLarger of 16.4 km range and 11.11 km smoke firing penalty = 16.4 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
16.4 km
Detect when firing (air)
ƒAir detectability 11.18 km + gun-firing bloom 6.4 km = 17.58 km. The bloom tracks main-battery caliber 320 mm × 0.020 = 6.4 km.
17.58 km
Detect when on fire (sea)
ƒSea detectability 13.97 km + 2.0 km while burning = 15.97 km.
15.97 km
Detect when on fire (air)
ƒAir detectability 11.18 km + 3.0 km while burning = 14.18 km.
14.18 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,018 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 50,125 HP = 7,018 HP: up to 14% of max HP restored per charge.
· 21,054 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 50,125 HP = 21,054 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 251 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 50,125 HP = 251 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 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

vs standard BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.4 km) with the same model as Max Horiz/Vert Disp: horizontal 186 / 224 m − 1 = -17%, vertical 111 / 134 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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.
Shell scatter width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 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.
Shell scatter height @ 5 km34.5 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16400=8200 m, and radiusOnMax=0.6 at 16400 m. Below the kink: k=0.2+(0.5−0.2)·50008200=0.3829, so σV=σH·k=90·0.3829=34.5m.
Shell scatter height @ 10 km68.9 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16400=8200 m, and radiusOnMax=0.6 at 16400 m. Above the kink: k=0.5+(0.6−0.5)·10000−820016400−8200=0.522, so σV=σH·k=132·0.522=68.9m.
Shell scatter height @ 15 km101.4 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16400=8200 m, and radiusOnMax=0.6 at 16400 m. Above the kink: k=0.5+(0.6−0.5)·15000−820016400−8200=0.5829, so σV=σH·k=174·0.5829=101.4m.
AP pen 5 km543 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·5250.69·0.32−1.07·685.21.38=543mm, where 685.2 m/s is the shell's speed when it arrives at 5 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km421 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·5250.69·0.32−1.07·5701.38=421mm, where 570 m/s is the shell's speed when it arrives at 10 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km336 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·5250.69·0.32−1.07·4841.38=336mm, where 484 m/s is the shell's speed when it arrives at 15 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.31 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3786·0.3228·485=3.14×10−5. That runs from a 830 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.
AP flight time @ 10 km5.31 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4098·0.3228·525=3.14×10−5. That runs from a 830 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.
Guns per full salvo (alpha, DPM)10
4 mounts × 2.5 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,600
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass525 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4098
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity830 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity830 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range21
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 37mm70K 2x1 -> 18 DPS @ 3.2 km; 37mm70K 4x1 -> 37 DPS @ 3.2 km; 37mm 67 V21 6x2 -> 87 DPS @ 3.5 km; 100mm 50 Minizini 4x2 -> 21 DPS @ 4 km.
AA DPS layered by range21 DPS @ 4 km, 108 DPS @ 3.5 km, 163 DPS @ 3.2 km
@ 4 km: 21 from one family; @ 3.5 km: 87 + 21 = 108; @ 3.2 km: 18 + 37 + 87 + 21 = 163. 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.
AA DPS at point-blank163
18 + 37 + 87 + 21 = 163 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.2 km).
AA threat index564
18 × 3.2 + 37 × 3.2 + 87 × 3.5 + 21 × 4 = 564. 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 firepower

Max HE alpha1700
max(1400 (100 mm), 1700 (120 mm), 1700 (120 mm)) = 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance7%
max(6% (100 mm), 7% (120 mm), 7% (120 mm)) = 7%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 120 mm family.
Max HE pen20 mm
max(17 mm (100 mm), 20 mm (120 mm), 20 mm (120 mm)) = 20 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: 20 mm from the 120 mm family.
Open in Charting Tool

Ship Charts

Background

Giulio Cesare was laid down at the Ansaldo shipyard in Genoa in 1910. The ship underwent a complete modernization process between 1933 and 1935 and received new weapons and enhanced armor. After the end of the war, she was transferred to the U.S.S.R. and renamed Novorossiysk. On October 29, 1955, a powerful explosion erupted under the hull of the ship - 617 people lost their lives in that tragedy, and the cause of the explosion has yet to be determined.

Armor Beta

Hull HP 50,125, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–130 mm)2,400 (5% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
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 16–280 mm)30,100 (60% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–130 mm)1,000 (2% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 26–80 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–280 mm)800 (2% 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 HP20,100 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (120 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 HP12,000 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Novorossiysk can equip.

  • Novorossiysk 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.