World of Warships: Legends ship guide

Petropavlovsk

Also called: 彼得罗巴甫洛夫斯克 · Петропавловск · Petropawlowsk Beta
U.S.S.R. · Tier VIII · CB Cruiser · Tech Tree
Radar support cruiserRadar lights the cap for the team; the guns cash in on the spotted targets.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy AP pen16 km gun rangeRadar (11.7 km)Flat AP shellsFlat HE shellsEasily spotted
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Community Data

Petropavlovsk Community Stats

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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: best close-range AP pen in T8 CAs (763.3 mm) and top-decile long-range AP brick in T8 CAs (438.4 mm).

Positioning

Hold 14-17 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

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.

Signature Traits

Surveillance Radar

11.7 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • Close-range AP brick · 763.3 mm
  • Long-range AP brick · 438.45 mm
  • Flat AP shells · 995.0 m
  • Flat HE shells · 995.0 m
Long-range radar

11.7 km Surveillance Radar range, best of T8 CAs. Lights targets peer radars can't reach.

Heavy magazine armor

70.0 mm magazine protection, best of T8 CAs. Detonation-resistant.

Easily spotted

14.45 km surface detect, bottom decile of T8 CAs. Visible before you can react; position early.

Acquisition

How to get Petropavlovsk

Petropavlovsk is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Official WG availability sources

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Petropavlovsk sits among Tier VIII CAs (33 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.

BestAP velocity995 m/s (1/33) BestHE velocity995 m/s (1/29) BestAP pen at 10 km532 mm (1/33) Top 10%Main battery range16.16 km (2/33) Top 10%Flak per wave (expected)2,340 (3/33) Top 25%Secondary dispersion bracket49 (7/27) Top 25%HE alpha1,800 (7/26) Top 25%Secondary fire chance8% (6/26) Top 25%AP ricochet start50° (9/33) Top 25%AP auto-bounce angle65° (9/33) Top 25%AA range5.7 km (7/33) Bottom 25%Max speed32.5 kt (29/33) Bottom 25%Rudder shift12.2 s (27/33) Bottom 25%AP DPM237,023 (26/33) Bottom 25%AP fuse timer0.02 s (28/33) Bottom 25%Effective HE DPM (incl. fire)173,023 (24/29) Bottom 25%AA DPS406 (29/33) Bottom 10%Stealth profile14.45 km / 8.67 km (31/33 / 31/33) Bottom 10%Traverse-to-turn ratio4.34 × (31/33) Bottom 10%Sigma1.85 (31/33) Bottom 10%Citadel belt70 mm (31/33) WorstFires per minute5.77 (29/29) WorstNo torpedoes (14 of 33 in cohort)
See 25 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.

Hit points45,500 HP(19/33) Main battery caliber220 mm(14/33) Main battery reload13.1 s(20/33) HE shell damage3,050(15/29) HE fire chance14%(19/29) HE DPM125,725(21/29) AP shell damage5,750(15/33) Main dispersion134.4 m(15/33) Secondary DPM (per side)162,000(11/27) Secondary HE pen22 mm(10/26) Acceleration28 s(19/33) AP arming threshold37 mm(20/33) Engine power140,000 hp(14/33) Turn-speed retention141.4 hp/m(24/33) Displacement24,750 t(24/33) Power-to-weight5.66 hp/t(21/33) AA threat1,931(15/33) Repair heal rate0.6 %/s(13/33) Max armor200 mm(11/33) Bow armor25 mm(19/33) Stern armor25 mm(21/33) Deck armor50 mm(19/32) NormTurn speed retained81%(30 of 33 tied at this value) NormSecondary range5 km(21 of 27 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit PointsInitial: 40,000 → 45,500
Displacement24,750 t
Armor range16–200 mm
Plate armor thicknesses16, 19, 20, 21, 25, 27, 35, 40, 50, 65, 70, 80, 90, 120, 130, 140, 150, 180, 200 mm
Armor material/layer entries58
Fire resistance40%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 220 mm/65 SM-6
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 15.5 s → 14.5 s
Firing range (base)14.7 km
Firing range (top fire control)16.2 km
Turret traverseInitial: 4.2 °/s → 4.7 °/s
AP pen max range419 mm
HE fire DPM vs T8 BB42739
Effective HE DPM vs T8 BB156325
Shell Grouping (σ)1.85
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1469030·81.11000+1.1)·30=134.4m
134.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =134.4·0.6=80.6m
80.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =134.4·0.338(σ=1.85)=45.4m
45.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =80.6·0.337(σ=1.85)=27.2m
27.2 m
Turret turn time
ƒ180 degrees / 4.2 deg/s traverse speed = 42.9 s.
42.9 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 15.5 s base reload = 34.8. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 13.1 s all-upgrades reload = 41.2.
Initial: 34.8 → 41.2
HE shells
HE Damage3,050
HE Velocity995 m/s
Fire Chance14%
HE penetration
ƒ37 mm ≈ 220 mm caliber / 6 (standard HE penetration ratio).
37 mm
HE full-salvo alpha
ƒ3,050 HE damage x 9 broadside guns = 27,450.
27,450
HE DPM
ƒZero upgrades: 27,450 HE full-salvo alpha x 60 / 15.5 s base reload = 106,258. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,450 HE full-salvo alpha x 60 / 13.1 s all-upgrades reload = 125,725.
Initial: 106,258 → 125,725
Fires/min
ƒZero upgrades: 34.8 shells/min x 14% fire chance = 4.88. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 41.2 shells/min x 14% fire chance = 5.77.
Initial: 4.88 → 5.77
AP shells
AP Damage5,750
AP Velocity995 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold37 mm
AP overmatch
ƒfloor(220 mm caliber / 14.3) = 15 mm (AP auto-penetrates plating this thick or less).
15 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2950·2070.69·0.221.07·9951.38=809.9mm. Matches the in-game spec card.
809.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.2 km), where the shell has slowed to 581.2 m/s: P=107·2950·2070.69·0.221.07·581.21.38=385.7mm.
385.7 mm
AP full-salvo alpha
ƒ5,750 AP damage x 9 broadside guns = 51,750.
51,750
AP DPM
ƒZero upgrades: 51,750 AP full-salvo alpha x 60 / 15.5 s base reload = 200,323. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 51,750 AP full-salvo alpha x 60 / 13.1 s all-upgrades reload = 237,023.
Initial: 200,323 → 237,023
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: (72×3.5×0.9) + (57×3.5×0.9) = 406. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
406
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.7 km
57 mm ZIF-756×4 57mm
130 mm/60 BL-109A (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 130mm
Far aura
Guns130 mm/60 BL-109A (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 180 from dual-purpose secondaries firing as AA in this range band.
180
Range5.7 km
Medium aura
Guns57 mm ZIF-75
Continuous DPS
ƒEffective DPS: 72 raw aura damage × 3.5 × 0.9 hit probability = 227 - the same in-game units as the Close-range AA DPS headline.
227
Range4 km
Total DPS in Aura
ƒFar 180 + Medium 227 = 407
407
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 260 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
260
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5.7 km - once planes get inside the band, new waves stop.
2.5-5.7 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
130 mm/60 BL-109A (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 130mm
Caliber130 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity950 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (12.5%)
Max secondary dispersion @ 5 km
ƒ5 km × 49 + 30 = 275 m.
275 m
Maneuverability
Engine power140,000 hp
Maximum speed32.5 kt
Turning circle radius990 m
Rudder shift time12.2 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
28 s
Acceleration 0-99%
ƒTime 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.
46.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·32.5·0.5144990=0.97°/s, so ratio=ωturretωhull=4.20.97=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea14.45 km
Detectability by air8.67 km
Smoke firing penalty9.06 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.45 km
Detect Fire Sea16.45 km
Detect Fire Air11.67 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 20 s active · 11.7 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 390×301000=11.7 km
Repair Party2 charges · 60 s reload · 28 s active · 7,644 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 15,288 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 273 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (45,500 HP) per second = 273 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullUpgrade
  • Hit points40,000 → 45,500
  • Rudder shift20.6 → 15.8 s
  • Turret traverse4.2 → 4.7 °/s
Fire controlUpgrade
  • Main battery range14,690 → 16,159 m
ArtilleryUpgrade
  • Base reload15.5 → 14.5 s

See all derived stats

Show

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

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)1.85
Max Horiz Disp134.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1469030·81.11000+1.1)·30=134.4m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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.
Max Vert Disp80.6 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =134.4·0.6=80.6m
Shell scatter height @ 10 km54.7 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.
Med Horiz Disp45.4 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =134.4·0.338(σ=1.85)=45.4m
Med Vert Disp27.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =80.6·0.337(σ=1.85)=27.2m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close809.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2950·2070.69·0.221.07·9951.38=809.9mm. Matches the in-game spec card.
AP Pen Far385.7 mm
Same formula at the ship's max firing range (20.2 km), where the shell has slowed to 581.2 m/s: P=107·2950·2070.69·0.221.07·581.21.38=385.7mm.
AP pen 5 km655 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km532 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km437 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration37 mm
37 mm ≈ 220 mm caliber / 6 (standard HE penetration ratio).
AP overmatch15 mm
floor(220 mm caliber / 14.3) = 15 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 alpha9
All 9 barrels bear on the broadside.
Turret turn time42.9 s
180 degrees / 4.2 deg/s traverse speed = 42.9 s.
HE full-salvo alpha27,450
3,050 HE damage x 9 broadside guns = 27,450.
AP full-salvo alpha51,750
5,750 AP damage x 9 broadside guns = 51,750.
HE DPMInitial: 106,258 → 125,725
Zero upgrades: 27,450 HE full-salvo alpha x 60 / 15.5 s base reload = 106,258. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,450 HE full-salvo alpha x 60 / 13.1 s all-upgrades reload = 125,725.
AP DPMInitial: 200,323 → 237,023
Zero upgrades: 51,750 AP full-salvo alpha x 60 / 15.5 s base reload = 200,323. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 51,750 AP full-salvo alpha x 60 / 13.1 s all-upgrades reload = 237,023.
Shells/minInitial: 34.8 → 41.2
Zero upgrades: 9 broadside guns x 60 / 15.5 s base reload = 34.8. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 13.1 s all-upgrades reload = 41.2.
Fires/minInitial: 4.88 → 5.77
Zero upgrades: 34.8 shells/min x 14% fire chance = 4.88. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 41.2 shells/min x 14% fire chance = 5.77.

AA defense

Close-range AA DPS406
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (72×3.5×0.9) + (57×3.5×0.9) = 406. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5.7 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1931
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 dispersion

Secondary dispersion typeImproved (12.5%)
Max dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km275 m
5 km × 49 + 30 = 275 m.

Secondary battery firepower

Secondary DPM (per side)162,000
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: 6×2 130 mm (6/side) × 60/4 × 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).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 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 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 Beta

Hull HP 40,00045,500 with hull upgrade, 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.

Bow & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel140 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

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
Bow25 mm primary (range 25–40 mm)2,800 (6% of HP)
Overmatch not possible in its bracketAngle 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 caliber overmatches180 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 19–150 mm)2,600 (6% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel140 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.
Superstructure16 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 HP22,800 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 (57 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 HP13,700 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Petropavlovsk. Cards are condensed; use each source link for full context.

Nerf ×1
Exteriors

Skins & permanent camouflages

Every custom exterior Petropavlovsk can equip, from in-game data.

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.