Petropavlovsk
Also called: 彼得罗巴甫洛夫斯克 · Петропавловск · Petropawlowsk Beta- Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts
- Avoid: Using radar like a destroyer hunter rather than a position tool
On this page
Petropavlovsk Community Stats
Across 13,000+ Standard battles from 190+ players, Petropavlovsk averages a 63% win rate, 82,900 damage and 1.0 kills per battle, and survives 44% of them.
Petropavlovsk Community Stats
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Petropavlovsk Community Stats
Record History
Playstyle
Overview
Petropavlovsk is a Tier VIII Soviet heavy cruiser whose signature kit is Surveillance Radar (11.7 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: main battery range in T8 CAs (16.2 km, 2nd of 36) and best close-range AP pen in T8 CAs (763.3 mm, 1st of 35). The trade is loose grouping in T8 CAs (1.9, 34th of 36).
Positioning
Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts. Radar reaches 11.7 km, so the drop only pays once you are near enough to use it: push it when the destroyer fight is yours, not to fish for a lone kill, or the next push has no answer to smoke or vision. Both phases of a turn are slow (12.2 s on the rudder, a 990 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.
Potato Avoidance
Using radar like a destroyer hunter rather than a position tool
The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision. Yours reaches 11.7 km for 20 s, which is the whole window your team gets to act on what it shows.
Signature Traits
11.7 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.
- Long gun range · 16.2 km
- Close-range AP brick · 763.3 mm
- Long-range AP brick · 438.45 mm
- Fast AP shells · 4.2 s
- Fast HE shells · 4.2 s
11.7 km Surveillance Radar range, best of the 10 T8 CAs with radar. Lights targets peer radars can't reach.
Sigma 1.85, bottom decile of T8 CAs. Shells scatter more; bracketing matters.
14.4 km surface detect, bottom decile of T8 CAs. Visible before you can react; position early.
How to get Petropavlovsk
Petropavlovsk is available in the Piercing Heavy Cruisers branch of the U.S.S.R. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show U.S.S.R. tech-tree branch diagram
Petropavlovsk sits in the Piercing Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Petropavlovsk sits among Tier VIII CAs (35 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 26 mid-pack stats
Not standouts for Petropavlovsk -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Peers in this cohort
Compare Tier VIII CruisersShow all 35 peers
Stats & specs
Customize in the Build Tool →ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 155° (the most restricted forward-facing mount's arc) = 25° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (16.2 km) shells land in an ellipse about 144 m wide and 87 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4.2 deg/s traverse speed = 42.9 s.ƒ
Zero upgrades: 9 broadside guns x 60 / 15.571 s (15.5 s = 109 ticks) base reload = 34.7. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 13.143 s (13.1 s = 92 ticks) all-upgrades reload (14.5 s × 0.9 Main Battery Mod. 3 = 13.1 s) = 41.1.HE shells
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37 mm ≈ 220 mm caliber / 6 (standard HE penetration ratio).ƒ
3,050 HE damage x 9 broadside guns = 27,450.ƒ
Zero upgrades: 27,450 HE full-salvo alpha x 60 / 15.571 s (15.5 s = 109 ticks) base reload = 105,771. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,450 HE full-salvo alpha x 60 / 13.143 s (13.1 s = 92 ticks) all-upgrades reload (14.5 s × 0.9 Main Battery Mod. 3 = 13.1 s) = 125,315.ƒ
Zero upgrades: 34.7 shells/min × 0.14 (14% fire chance) = 4.86. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 41.1 shells/min × 0.14 (14% fire chance) = 5.75.AP shells
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floor(220 mm caliber / 14.3) = 15 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (16.2 km), where the shell has slowed to 637.8 m/s: .ƒ
5,750 AP damage x 9 broadside guns = 51,750.ƒ
Zero upgrades: 51,750 AP full-salvo alpha x 60 / 15.571 s (15.5 s = 109 ticks) base reload = 199,404. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 51,750 AP full-salvo alpha x 60 / 13.143 s (13.1 s = 92 ticks) all-upgrades reload (14.5 s × 0.9 Main Battery Mod. 3 = 13.1 s) = 236,250.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 180 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 72 raw aura damage × 3.5 × 0.9 hit probability = 227 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 180 + Medium 227 = 407ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 260 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5.7 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum 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: 6×2 130 mm (6/side) × 60/4 s × 1800 = 162,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 7.2 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 59,020. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 162,000 + secondary fire DPM 59,020 = 221,020: shell damage plus fire damage against one T8 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
6×2 barrels / 2 sides × 60 / 4 s × 0.08 (8% fire chance) = 7.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Max dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 49 + 30 = 275 m.ƒ
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt).ƒ
Time to reach 99% of top speed (32.2 kt of 32.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
With the rudder hard over the hull turns 3.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4.2 − 3.6 = +0.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.45 km x 0.955 = 13.8 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.45 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.8 km.ƒ
max(main battery range, sea detectability 14.45 km) = 16.16 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 8.67 km + gun-firing bloom 4.4 km = 13.07 km. The bloom tracks main-battery caliber 220 mm × 0.020 = 4.4 km.ƒ
Sea detectability 14.45 km + 2.0 km while burning = 16.45 km.ƒ
Air detectability 8.67 km + 3.0 km while burning = 11.67 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Surveillance Radar2 charges · 180 s reload · 20 s active · 11.7 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Repair Party2 charges · 60 s reload · 28 s active · 7,644 HP (16.8% of max HP) total heal (per charge) ƒ
0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 45,500 HP = 7,644 HP: up to 16.8% of max HP restored per charge.ƒ
0.168 of max HP per charge × 2 charges = 0.336 × 45,500 HP = 15,288 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.ƒ
0.006 (0.6% of max HP) × 45,500 HP = 273 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard cruiser dispersion curve.(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 16159 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 16159 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 16159 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 862.3 m/s is the shell's speed when it arrives at 5 km (from 995 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 749.6 m/s is the shell's speed when it arrives at 10 km (from 995 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 656.7 m/s is the shell's speed when it arrives at 15 km (from 995 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 995 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 995 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.3 mounts × 3 barrels = 9; all 9 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5.7 km contribute at the outer edge of the AA bubble. In-game families: 57mm ZIF 75 6x4 -> 227 DPS @ 4 km; 130mm BL 109A 6x2 -> 180 DPS @ 5.7 km.@ 5.7 km: 180 from one family; @ 4 km: 227 + 180 = 407. 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.227 + 180 = 407 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (4 km).227 × 4 + 180 × 5.7 = 1934. 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
The only family (130 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 mm family.The only family (130 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 130 mm family.The only family (130 mm): 22 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.Ship Charts
Background
Another heavy cruiser variant of Project 82 that was reworked taking into account the experience gained during World War II. In addition to her 8.7-inch (220 mm) main battery guns, the ship received powerful dual-purpose artillery.
Armor Beta
Hull HP 40,000 → 45,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–40 mm) | 2,800 (6% of HP) | Overmatched by 380mm+ AP (Bismarck, Richelieu)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) | 180 mm primary (range 20–180 mm) | 34,100 (75% of HP) | No common AP caliber overmatches180 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 19–150 mm) | 2,600 (6% of HP) | Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 140 mm primary (range 19–70 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. |
| Superstructure | 16 mm primary (range 16–50 mm) | 1,700 (4% 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 HP | 22,800 magazine HP | Turret knocked out | Per-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 (130 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 (57 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 13,700 module HP | Incapacitated at 0 HP | When 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.
Balance History
Balance updates affecting Petropavlovsk. Cards are condensed; use each source link for full context.
Ministry of Balance: Spring Changes
- Credit-Earning Reductions:
- Petropavlovsk credit-earning rate reduced by 5%.
Skins & permanent camouflages
Every custom exterior Petropavlovsk can equip.
DefaultThe ship’s standard exterior
Rumble'n'RustDecorative
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.
