World of Warships: Legends ship guide

Petropavlovsk

Also called: 彼得罗巴甫洛夫斯克 · Петропавловск · Petropawlowsk Beta
Radar support cruiserSurveillance Radar sets cap fights; the guns farm on top.
Playstyle
  • 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
Key characteristics
Heavy AP pen16.2 km gun rangeRadar (11.7 km)Fast AP shellsFast HE shellsEasily spotted
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Community Data

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.

Community Data

Petropavlovsk Community Stats

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

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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: 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

Surveillance Radar

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.

ELITE MAIN BATTERY ↗
  • 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
Long-range radar ↗

11.7 km Surveillance Radar range, best of the 10 T8 CAs with radar. Lights targets peer radars can't reach.

Loose grouping ↗

Sigma 1.85, bottom decile of T8 CAs. Shells scatter more; bracketing matters.

Easily spotted ↗

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

Acquisition

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

Builds

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, 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.

BestAP velocity995 m/s (1/35) BestHE velocity995 m/s (1/29) BestAP pen at 10 km548 mm (1/35) Top 10%Main battery range16.16 km (2/36) Top 10%Flak damage per salvo (expected)2,340 (3/36) Top 25%Secondary dispersion bracket49 (8/28) Top 25%Secondary HE alpha1,800 (7/27) Top 25%Secondary fire chance8% (6/27) Top 25%AA range5.7 km (8/36) Bottom 25%Max speed32.5 kt (31/36) Bottom 25%Smoke fire bloom9.06 km (28/36) Bottom 25%Rudder shift12.2 s (30/36) Bottom 25%HE DPM113,029 (23/29) Bottom 25%AP DPM213,088 (28/35) ShorterAP fuse timer0.022 s (29/35) Bottom 25%Effective HE DPM (incl. fire)155,572 (26/29) Bottom 25%AA DPS407 (32/36) Bottom 10%Stealth profile14.45 km / 8.67 km (34/36 / 34/36) Bottom 10%Sigma1.85 (34/36) Bottom 10%Citadel belt70 mm (34/36) WorstTurning circle990 m (36/36) WorstFires per minute5.19 (29/29) WorstNo torpedoes (15 of 36 in cohort)
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.

Hit points45,500 HP(20/36) Main battery caliber220 mm(14/36) Main battery reload14.5 s(23/36) HE shell damage3,050(14/29) HE fire chance14%(18/29) AP shell damage5,750(15/35) Main dispersion144.5 m(26/36) Secondary DPM (per side)162,000(12/28) Secondary HE pen22 mm(10/27) Time to 90% speed26.6 s(22/36) Acceleration (0-12 kt)9.5 s(24/36) AP arming threshold37 mm(22/35) AP ricochet start50°(10/35) AP auto-bounce angle65°(10/35) Engine power140,000 hp(15/36) Power / turn radius141.4 hp/m(26/36) Displacement24,750 t(27/36) Power-to-weight5.66 hp/t(23/36) AA threat1,934(15/36) Repair heal rate0.6 %/s(15/36) Max armor200 mm(11/36) Bow armor25 mm(20/36) Stern armor25 mm(21/36) NormTurn speed retained81%(32 of 36 tied at this value) NormSecondary range5 km(22 of 28 tied at this value) NormRepair charges2(33 of 36 tied at this value)
Survivability
Hit PointsInitial: 40,000 → 45,500
Displacement24,750 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.
233.2 x 23.2 m
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 resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 45,500 HP = 4,095 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 45,500 HP = 4,550 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
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.
22,800
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
13,700
Effective HP
ƒBase 45,500 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 45,500 HP = 7,644 HP per charge, × 2 charges = 15,288 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.
50,556–60,788
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 × 2,800 = 5,600), 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.
2,800
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 × 6,600 = 13,200), 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.
6,600
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 × 34,100 = 68,200), 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.
34,100
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 × 1,700 = 3,400), 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.
1,700
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 × 2,600 = 5,200), 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.
2,600
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: 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
Turret armor300 mm
Guns to bear
ƒ180° − 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.
30° off bow / 25° off stern
Shell Grouping (σ)1.85
Dispersion type
ƒIn 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.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1615930·8−1.11000+1.1)·30=144.5m
144.5 m at 16.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =144.5·0.6=86.7m
86.7 m at 16.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =144.5·0.61.85=46.9m
46.9 m at 16.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =86.7·0.61.85=28.1m
28.1 m at 16.2 km
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 / 15.571 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.
Initial: 34.7 → 41.1
HE shells
HE alpha3,050
HE Velocity995 m/s
Fire Chance14%
HE fire DPM vs T8 BB42529
Effective HE DPM vs T8 BB155558
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 / 15.571 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.
Initial: 105,771 → 125,315
Fires/min
ƒZero 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.
Initial: 4.86 → 5.75
AP shells
AP alpha5,750
AP Velocity995 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold37 mm
AP pen max range439 mm
AP overmatch
ƒfloor(220 mm caliber / 14.3) = 15 mm (AP auto-penetrates plating this thick or less).
15 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2950·2070.69·0.22−1.07·9951.38=809.9mm.
809.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.2 km), where the shell has slowed to 637.8 m/s: P=10−7·2950·2070.69·0.22−1.07·637.81.38=438.4mm.
438.4 mm at 16.2 km
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 / 15.571 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.
Initial: 199,404 → 236,250
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
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
AA explosions
ƒEach ~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.
2 per salvo, 4 clouds each + 2 outer clouds
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 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.
90%
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 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.
2.5-5.7 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)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: 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).
162,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/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.
59,020
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 162,000 + secondary fire DPM 59,020 = 221,020: shell damage plus fire damage against one T8 battleship, every shell hitting.
221,020
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 alpha1,800
Muzzle Velocity950 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 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.
7.2
HE Pen22 mm
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 timeInitial: 15.8 s → 12.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 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.
30.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
26.6 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.
43 s
Guns in a full turn
ƒWith 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.
hold target (+0.6°/s spare)
Concealment
Detectability by sea
ƒBase 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.
14.45 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.45 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.8 km.
13.8 km
Detectability by air8.67 km
Smoke firing penalty9.06 km
Detect when firing (sea)
ƒmax(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.
16.16 km
Detect when firing (air)
ƒAir 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.
13.07 km
Detect when on fire (sea)
ƒSea detectability 14.45 km + 2.0 km while burning = 16.45 km.
16.45 km
Detect when on fire (air)
ƒAir detectability 8.67 km + 3.0 km while burning = 11.67 km.
11.67 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 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
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)
ƒ0.006 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.
· 15,288 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 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.
· 273 HP/s (0.6% of max HP) heal per second
ƒ0.006 (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.
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 shift15.8 → 12.2 s
  • Turret traverse4.2 → 4.7 °/s
Fire controlUpgrade
  • Main battery range14,690 → 16,159 m
ArtilleryUpgrade
  • Base reload15.5 → 14.5 s

Under the hood

Show ▾

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(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.
Shell scatter width @ 10 km102 m
(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.
Shell scatter width @ 15 km136.5 m
(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.
Shell scatter height @ 5 km26 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=0.5·16159=8080 m, and radiusOnMax=0.6 at 16159 m. Below the kink: k=0.2+(0.5−0.2)·50008080=0.3857, so σV=σH·k=67.5·0.3857=26m.
Shell scatter height @ 10 km53.4 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=0.5·16159=8080 m, and radiusOnMax=0.6 at 16159 m. Above the kink: k=0.5+(0.6−0.5)·10000−808016159−8080=0.5238, so σV=σH·k=102·0.5238=53.4m.
Shell scatter height @ 15 km79.9 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=0.5·16159=8080 m, and radiusOnMax=0.6 at 16159 m. Above the kink: k=0.5+(0.6−0.5)·15000−808016159−8080=0.5857, so σV=σH·k=136.5·0.5857=79.9m.
AP pen 5 km665 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 =10−7·2950·2070.69·0.22−1.07·862.31.38=665mm, 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 pen 10 km548 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 =10−7·2950·2070.69·0.22−1.07·749.61.38=548mm, 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 pen 15 km456 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 =10−7·2950·2070.69·0.22−1.07·656.71.38=456mm, 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.
HE flight time @ 10 km4.2 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·0.2549·0.2228·207=2.34×10−5. 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.
AP flight time @ 10 km4.2 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·0.2549·0.2228·207=2.34×10−5. 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.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,950
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 mass207 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 coefficient0.2549
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity995 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity995 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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 range180
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.
AA DPS layered by range180 DPS @ 5.7 km, 407 DPS @ 4 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.
AA DPS at point-blank407
227 + 180 = 407 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (4 km).
AA threat index1934
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

Max HE alpha1800
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.
Max HE fire chance8%
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.
Max HE pen22 mm
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.
Open in Charting Tool

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.

Bow & stern25 mm

Overmatched by 102+ AP 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)
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.
Stern25 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.
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 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 (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.

Balance History

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

Nerf ×1
2024-03-21

Ministry of Balance: Spring Changes

  • Credit-Earning Reductions:
  • Petropavlovsk credit-earning rate reduced by 5%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Petropavlovsk can equip.

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.