World of Warships: Legends ship guide

Pobeda

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Strong secondaries (5 km)Fire bombsFragile planes
Community Data

Pobeda Community Stats

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Playstyle

Overview

Pobeda is the Tier VII Soviet torpedo-strike carrier with long-reach air torpedoes at 6 km. The kit pays out by killing fragile high-value targets in a single committed drop; the bomber squadrons are a sidearm. Standout traits: best engine power in T7 CVs (231,000 HP) and best power per turn radius in T7 CVs (211.9 HP).

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.

Signature Traits

Long air-torp range

6.0 km air-torpedo range, best of T7 CVs. Drop further out, planes leak less.

Heavy powerplant

231000.0 hp engine, best of T7 CVs. More headroom for accelerating out of stops and maintaining speed in turns.

Holds speed in turns

211.9 hp per metre of turn radius, best of T7 CVs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Thick stern plate

40.0 mm stern, best of T7 CVs.

Thick deck armor

100.0 mm armor deck, best of T7 CVs. Eats plunging fire and HE that peers don't.

Fragile planes

1450.0 HP per plane (weakest squadron), bottom decile of T7 CVs. AA pushes thin the strike faster than peers'.

Acquisition

How to get Pobeda

Pobeda is available in the Strike Carriers branch of the U.S.S.R. Tech Tree for 23,000,000 credits after researching it in the branch. Known module upgrades cost up to 5,810,000 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Pobeda sits in the Strike Carriers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

Build for aircraft survivability, restoration, speed, and strike consistency. Current guidance should reflect post-balance skip-bomb damage/accuracy, torpedo bomber restoration, aircraft speed, and detectability changes.

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Cohort position

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Where Pobeda sits among Tier VII CVs (10 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.

BestEngine power231,000 hp (1/10) BestTurn-speed retention211.9 hp/m (1/10) BestStern armor40 mm (1/10) BestDeck armor100 mm (1/10) BestAir torpedo range6 km (1 of 3 tied) Top 10%Hit points55,200 HP (2/10) Top 10%Max speed33.5 kt (2/10) Top 10%Bomb damage8,500 (2/10) Top 25%HE alpha1,900 (3/9) Top 25%Secondary HE pen22 mm (3/9) Top 25%Power-to-weight5.57 hp/t (3/10) Top 25%Secondary range5 km (3/9) Top 25%Deck HP27,600 HP (3/10) Bottom 25%Displacement41,500 t (9/10) Bottom 25%AA DPS413 (9/10) Bottom 25%Air torpedo damage4,600 (9/10) Bottom 25%Air torpedo speed40 kn (9/10) WorstBow armor19 mm (1 of 3 tied) WorstPlane HP1,450 HP (10/10)
See 16 mid-pack stats

Not standouts for Pobeda -- 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.

Concealment13.9 km(4/10) Air detection9.73 km(4/10) Rudder shift19.5 s(8/10) Secondary DPM (per side)136,800(7/9) Secondary fire chance8%(4/9) Acceleration10.05 s(8/10) AA range5 km(5/10) AA threat1,587(7/10) Max armor150 mm(5/10) Citadel belt125 mm(5/10) Bomb fire chance28%(6/7) Bomb AP penetration33.1 mm(6/7) Air torpedo stealth1.3 km(5/10) Squadron size14(8/10) Squadron restore time126 s(8/10) NormSecondary dispersion bracket57(5 of 9 tied at this value)

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

Survivability
Hit PointsInitial: 53,200 → 55,200
Displacement41,500 t
Armor range12–150 mm
Plate armor thicknesses12, 13, 15, 19, 20, 25, 30, 40, 50, 90, 100, 125, 150 mm
Armor material/layer entries64
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction0%
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.
16,600
Squadrons
Total plane capacity72
Flight deck HP27,600
Hangar HP27,600
Skip bomber
Plane HP1,450
OrdnanceHE skip bomb, 7,500 dmg
Fire chance25%
Bomb penetration33.1 mm
Hangar max12
Hangar restore+3 every 150 s, start 12
Torpedo bomber
Plane HP1,800
Ordnancetorpedo, 4,600 dmg
Hangar max12
Hangar restore+3 every 150 s, start 12
Skip bomber
Plane HP1,600
OrdnanceHE skip bomb, 8,500 dmg
Fire chance28%
Bomb penetration33.1 mm
Hangar max14
Hangar restore+3 every 126 s, start 14
Torpedo bomber
Plane HP1,700
Ordnancetorpedo, 4,600 dmg
Hangar max14
Hangar restore+3 every 126 s, start 14
AA Defense
AA mount points16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (91×3.5×1) + (27×3.5×1) = 413. 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.
413
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
45 mm SM-16 (upgraded hull only)16×2 45mm
37 mm V-11 (stock hull only)16×2 37mm
130 mm/55 B-2-U (DP)6×2 130mm
Far aura
DPS
ƒIncludes 27 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
27
Range5 km
Medium aura
DPSInitial: 77 → 91
Range3.5 km
Total DPS in Aura
ƒFar 27 + Medium 91 = 118
118
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber130 mm
Reload time5 s
HE Damage1,900
Muzzle Velocity900 m/s
Fire Chance8%
Armor Pen22 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 231,000 hp
Engine power231,000 hp
Maximum speed33.5 kt
Turning circle radius1090 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea13.9 km
Detectability by air9.73 km
Detect after firing main guns13.9 km
Detect Fire Sea15.9 km
Detect Fire Air12.73 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
Module options (1)

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

HullUpgrade
  • Hit points53,200 → 55,200
  • Rudder shift27.2 → 19.5 s
  • Close-range AA DPS77 → 91

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.

AA defense

Close-range AA DPS413
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (91×3.5×1) + (27×3.5×1) = 413. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1587
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 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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,800
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) × 60/5 × 1900 = 136,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 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

Hull HP 53,20055,200 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.

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–40 mm)1,400 (3% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 15–125 mm)41,400 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern40 mm600 (1% of HP)
No common caliber overmatches40 mm: most HE shatters, standard pen from 283mm+
Mirror of bow. Same fast saturation.
Citadel125 mm primary (range 19–125 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).
Superstructure12 mm primary (range 12–150 mm)300 (1% 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).
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 (45 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 HP16,600 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 Pobeda. Cards are condensed; use each source link for full context.

Nerf ×6Buff ×16Rework ×1Airstrike ×2Torpedo ×4
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Stock torpedo bomber restoration time increased from 105 to 150 s.
  • Upgraded torpedo bomber restoration time increased from 90 to 126 s.
  • Stock skip bomber restoration time increased from 105 to 150 s.
  • Stock skip bomber maximum HP per aircraft increased from 1,350 to 1,450.
  • Upgraded skip bomber restoration time increased from 90 to 126 s.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Base speed increased from 115 to 125 knots.
  • Aircraft maximum flight range set to 26 km.
  • Aircraft restoration time increased from 80 to 105 seconds.
  • Aircraft restored increased from 1 to 3.
  • Upgraded Skip Bombers:
  • Number of aircraft in squadron increased from 6 to 7.
  • Number of attacking aircraft per strike increased from 6 to 7.
  • Maximum HP per aircraft reduced from 1,900 to 1,600 (squadron HP reduced from 11,400 to 11,200).
  • Base speed increased from 120 to 132 knots.
  • Aircraft maximum flight range set to 27 kilometers.
  • +4 more official change lines in the source post.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • Pobeda is a situation where she doesn’t stand out in the data but is greatly disliked in your feedback. We’ve made a balance pass on her skip bombs to make them do more direct damage, though less regularly and with fewer fires.
  • Stock skip bomb damage increased from 6,800 to 7,500.
  • Stock skip bomb fire-setting chances decreased from 39% to 25%.
  • Upgraded skip bomb damage increased from 8,700 to 9,600.
  • Upgraded skip bomb fire-setting chances decreased from 49% to 33%.
  • Stock & upgraded skip bomb raw HE penetration decreased from 43 to 33 mm.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 15 to 13.9 km; air detectability range changed from 12 to 9.7 km.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • Tier VII Pobeda (stock and upgraded skip and torpedo bombers); Pobeda's torpedo speed was also increased.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Pobeda 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.