World of Warships: Legends ship guide

Okt. Revolutsiya

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
1.8 sigma accuracyStrong AALobs over islandsThin armor
Community Data

Okt. Revolutsiya Community Stats

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Playstyle

Overview

Okt. Revolutsiya is a Tier IV Soviet battleship with 305mm guns at 14.8 km on a 28.8-second reload. Her damage profile is AP into broadside targets and HE for chip pressure when no broadsides are available. AA (259 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. Standout traits: top-decile high-arc AP shells in T4 BBs (25.7°).

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

Thick stern plate

32.0 mm stern, best of T4 BBs.

Top-tier AA

259.0 AA DPS, top decile of T4 BBs (median 147.5).

High-arc AP shells

25.7° impact angle at max range, top decile of T4 BBs. Lobs over island cover.

AA specialist

AA DPS in the top bracket. Sanctuary for friendly DDs against carriers; dangerous airspace for airstrikes.

Thin armor

250.0 mm max plate, bottom decile of T4 BBs. Citadel windows open against peer-tier guns.

Light secondaries

59510.0 secondary DPM (theoretical), bottom decile of T4 BBs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Okt. Revolutsiya

Okt. Revolutsiya 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

  • Super Santa '22 7% Tier IV or V Premium ship Event containers · Super Santa '22
  • 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
Show all 8 containers (5 more)
  • 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%
  • 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
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 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 Okt. Revolutsiya 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.

BestStern armor32 mm (1/23) Top 10%AA DPS259 (2/24) Top 10%AA threat673 (3/23) Top 25%Fires per minute8.25 (5/24) Top 25%HE DPM112,500 (5/24) Top 25%AP DPM215,000 (7/24) Top 25%AP arming threshold51 mm (6/24) Top 25%Displacement27,200 t (6/24) Bottom 25%Hit points42,500 HP (21/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%Main dispersion208.4 m (20/24) Bottom 25%HE alpha1,700 (21/23) Bottom 25%Secondary HE pen20 mm (21/23) Bottom 25%HE velocity762 m/s (21/24) Bottom 25%Deck armor70 mm (20/23) Bottom 10%Secondary DPM (per side)59,510 (23/24) Bottom 10%AP velocity762 m/s (23/24) WorstAP fuse timer0.01 s (1 of 6 tied) WorstNo torpedoes (21 of 24 in cohort) WorstRepair charges2 (1 of 4 tied) WorstMax armor250 mm (24/24)
See 21 mid-pack stats

Not standouts for Okt. Revolutsiya -- 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 speed23 kt(15/24) Concealment13.25 km(13/24) Air detection10.6 km(13/24) Rudder shift16.4 s(10/24) Traverse-to-turn ratio2.97 ×(16/24) Main battery range14.84 km(12/24) Main battery reload28.8 s(18/24) Sigma1.8(11/24) HE shell damage4,500(17/24) AP shell damage8,600(17/24) Secondary fire chance8%(17/23) Acceleration7.6 s(11/24) Engine power61,000 hp(12/24) Turn-speed retention96.8 hp/m(12/24) Power-to-weight2.24 hp/t(11/24) AA range3.5 km(12/24) Citadel belt250 mm(10/23) Bow armor30 mm(12/23) 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 2
Survivability
Hit Points42,500
Displacement27,200 t
Armor range12–250 mm
Plate armor thicknesses12, 13, 19, 25, 30, 32, 38, 44, 50, 70, 75, 100, 120, 125, 225, 250 mm
Armor material/layer entries62
Fire resistance16.6%
Fire duration60 s
Torp Reduction10%
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.
21,300
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.
12,800
Main Battery
ModuleArtillery: 305 mm/52 Model 1907
Mounts / barrels4 mounts / 12 barrels
Reload time32 s
Firing range14.8 km
Turret traverse3.2 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14840/30·(12−2)/1000 + 2)·30 = 208.4 m
208.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 208.4 × 0.6 = 125 m
125 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 208.4 × 0.344 (σ=1.8) = 71.7 m
71.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 125 × 0.344 (σ=1.8) = 43 m
43 m
Turret turn time
ƒ180 degrees / 3.2 deg/s traverse speed = 56.2 s.
56.2 s
Base shells/min
ƒ12 broadside guns x 60 / 32 s base reload = 22.5.
22.5
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 / 32 s base reload = 101,250.
101,250
Base fires/min
ƒ12 HE shells x 60 / 32 s reload x 33% fire chance = 7.42.
7.42
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 (18.6 km), where the shell has slowed to 385.5 m/s: 1e-7 × 2627 × 470.9^0.69 × 0.305^-1.07 × 385.5^1.38 = 242.3 mm.
242.3 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 / 32 s base reload = 193,500.
193,500
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 points40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×0.75) + (3×3.5×0.75) + (53×3.5×0.75) + (7×3.5×0.75) + (33×3.5×0.7) = 259. 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.
259
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
76 mm 34-K6×1 76mm
76 mm 39-K1×2 76mm
76 mm 81-K2×2 76mm
37 mm 70-K5×1 37mm
37 mm 46-K1×4 37mm
37 mm 70-K11×1 37mm
12.7 mm DShK12×1 13mm
12.7 mm Vickers2×4 13mm
Outer Far + Outer Medium aura
Outer Far DPS3
Outer Medium DPS7
Range3.5 km
Total DPS in Aura
ƒOuter Far 3 + Outer Medium 7 = 10
10
Inner Medium aura
DPS53
Range3.2 km
Total DPS in Aura
ƒOuter Far 3 + Outer Medium 7 + Inner Medium 53 = 63
63
Inner Far aura
DPS5
Range3 km
Total DPS in Aura
ƒOuter Far 3 + Outer Medium 7 + Inner Medium 53 + Inner Far 5 = 68
68
Near aura
DPS33
Range1.2 km
Total DPS in Aura
ƒOuter Far 3 + Outer Medium 7 + Inner Medium 53 + Inner Far 5 + Near 33 = 101
101
S
Secondary Battery
Mounts10
Firing range4.0 km
Shell Grouping (σ)1
Caliber120 mm
Reload time8.57 s
HE Damage1,700
Muzzle Velocity823 m/s
Fire Chance8%
Armor Pen20 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: 61,000 hp
Engine power61,000 hp
Maximum speed23 kt
Turning circle radius630 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.0× drags
Concealment
Detectability by sea13.25 km
Detectability by air10.6 km
Smoke firing penalty10.12 km
Detect after firing main guns13.25 km
Detect Fire Sea15.25 km
Detect Fire Air13.6 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 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 traverse3.2 → 6 °/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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp208.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14840/30·(12−2)/1000 + 2)·30 = 208.4 m
Max Vert Disp125 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 208.4 × 0.6 = 125 m
Med Horiz Disp71.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 208.4 × 0.344 (σ=1.8) = 71.7 m
Med Vert Disp43 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 125 × 0.344 (σ=1.8) = 43 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 Far242.3 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 385.5 m/s: 1e-7 × 2627 × 470.9^0.69 × 0.305^-1.07 × 385.5^1.38 = 242.3 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 time56.2 s
180 degrees / 3.2 deg/s traverse speed = 56.2 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 DPM101,250
54,000 HE full-salvo alpha x 60 / 32 s base reload = 101,250.
Base AP DPM193,500
103,200 AP full-salvo alpha x 60 / 32 s base reload = 193,500.
Base shells/min22.5
12 broadside guns x 60 / 32 s base reload = 22.5.
Base fires/min7.42
12 HE shells x 60 / 32 s reload x 33% fire chance = 7.42.

AA defense

Close-range AA DPS259
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×0.75) + (3×3.5×0.75) + (53×3.5×0.75) + (7×3.5×0.75) + (33×3.5×0.7) = 259. 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 index673
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 range1.2 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)59,510
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: 10×1 120 mm (5/side) × 60/8.57 × 1700 = 59,510. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 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.

Armor

Hull HP 42,500, 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 19–125 mm)2,000 (5% 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)125 mm primary (range 12–225 mm)31,900 (75% of HP)
No common caliber overmatches125 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 19–125 mm)1,800 (4% of HP)
Overmatch not possible at T VAngle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 19–250 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).
Superstructure13 mm800 (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 HP21,300 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 (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 (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 HP12,800 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 Okt. Revolutsiya can equip, from in-game data.

  • Okt. Revolutsiya 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.