Pobeda
Also called: 胜利 · Победа Beta- 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
- Avoid: Trading a full squadron for one high-value kill
On this page
Pobeda Community Stats
Across 9,300+ Standard battles from 120+ players, Pobeda averages a 67% win rate, 71,200 damage and 1.5 kills per battle, and survives 75% of them.
Pobeda Community Stats
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Pobeda Community Stats
Record History
Playstyle
Overview
Pobeda is the Tier VII Soviet skip-bomber carrier. Her HE skip bombs ricochet across the water into hulls for up to 8,500 per drop, best against lightly-armored or distracted ships and the tall superstructure of battleships. The air torpedoes are slow and light on damage, so the bombs carry the kit, and thin-skinned planes mean she keeps clear of AA-heavy ships. Standout traits: high HP pool in T7 CVs (55,200 HP, 2nd of 12). Each squadron flies 7 planes and they come back 42 s apiece, so losing a full wave costs 294 seconds of reserves.
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. You are spotted at 13.9 km and run at 33.5 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. With 15 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
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. Replacing a lost aircraft takes 126 s at best, and your most fragile squadron flies at 1,450 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.
Signature Traits
55200 HP, top decile of T7 CVs.
33.5 kt, top decile of T7 CVs. Lets you rotate flanks or escape disengagements.
6 km air-torpedo range, best of T7 CVs. Drop further out, planes leak less.
1450 HP per plane (weakest squadron), bottom decile of T7 CVs. AA pushes thin the strike faster than peers'.
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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show U.S.S.R. tech-tree branch diagram
Pobeda sits in the Strike Carriers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Official WG availability sources
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March update: All That is Gold Does Not Glitter
Tech tree line
Start: 2022-03-03
- Soviet aircraft carriers are here: with all-new skip bombers and unique full-squadron attacks, this researchable range is ready for you to try it out.
- Tier VII Pobeda
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 Pobeda sits among Tier VII CVs (11 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 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.
Peers in this cohort
Compare Tier VII Aircraft CarriersShow all 11 peers
Stats & specs
Customize in the Build Tool →ƒ
Initial: 6 planes per drop x 1 bomb each = 6 → 7 planes per drop x 1 bomb each = 7.ƒ
Initial: 6 bombs x 7,500 alpha = 45,000 → 7 bombs x 8,500 alpha = 59,500. If every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.ƒ
Initial: 6 planes per drop x 1 torpedo each = 6 → 7 planes per drop x 1 torpedo each = 7.ƒ
Initial: 6 torpedoes x 3,700 alpha = 22,200 → 7 torpedoes x 3,700 alpha = 25,900. If every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 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 126 from dual-purpose secondaries firing as AA in this range band.ƒ
Initial: 77 × 3.5 × 1 = 270 → 91 × 3.5 × 1 = 318. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 126 + Medium 318 = 444ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 230 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
Every potential cloud spawns - the full pattern, every salvo. 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 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: Initial: 6×2 130 mm (6/side) × 60/5 s × 1900 = 136,800 → 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 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 53,408. 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 53,408 = 215,408: shell damage plus fire damage against one T7 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.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
Stock hull: 6×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 5.8. Upgraded hull: 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
top speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 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 (30.2 kt of 33.5 kt).ƒ
Time to reach 99% of top speed (33.2 kt of 33.5 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
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.9 km x 0.955 = 13.27 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 13.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.27 km.ƒ
Air detectability 9.73 km + gun-firing bloom 0 km = 9.73 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 13.9 km + 2.0 km while burning = 15.9 km.ƒ
Air detectability 9.73 km + 3.0 km while burning = 12.73 km.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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.
AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 45mm SM 16 16x2 -> 319 DPS @ 3.5 km; 130mm sm2 1 6x2 -> 126 DPS @ 5 km.@ 5 km: 126 from one family; @ 3.5 km: 319 + 126 = 445. 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.319 + 126 = 445 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).319 × 3.5 + 126 × 5 = 1746. 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
A variant of a large aircraft carrier project based on the hull of a Kronshtadt-class cruiser. The ship's main artillery armament comprises 130 mm dual-purpose mounts.
Armor Beta
Hull HP 53,200 → 55,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 137+ 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 37%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–40 mm) | 1,400 (3% of HP) | Overmatched by 283mm+ AP (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+ AP (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. |
| Stern | 19 mm | 600 (1% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 125 mm primary (range 19–125 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 | 12 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 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 (45 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 | 16,600 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 Pobeda. Cards are condensed; use each source link for full context.
Ministry of Balance: Aerial Adjustments
- Torpedo bombers:
- Stock torpedo bomber restoration time increased from 105 to 150 s.
- Upgraded torpedo bomber restoration time increased from 90 to 126 s.
- Skip Bombers:
- 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.
Ministry of Balance: Carriers 2.0 – First Wave
- Stock Skip Bombers:
- 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.
- Bomb damage reduced from 9,600 to 8,500.
- Bomb fire-setting chances reduced from 33 to 28%.
- Maximum & starting hangar aircraft increased from 12 to 14.
- Aircraft restoration time increased from 80 to 90 seconds.
- Aircraft restored increased from 1 to 3.
- Stock Torpedo Bombers:
- Maximum HP per aircraft reduced from 1,950 to 1,800 (squadron HP reduced from 11,700 to 10,800).
- Base speed increased from 115 to 120 knots.
- Aircraft maximum flight range set to 24 kilometers.
- Aircraft restoration time increased from 75 to 105 seconds.
- Aircraft restored increased from 1 to 3.
- Upgraded Torpedo 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 2,100 to 1,700 (squadron HP reduced from 12,600 to 11,900).
- Base speed increased from 120 to 127 knots.
- Aircraft maximum flight range set to 25 kilometers.
- Now armed with the same torpedoes as the stock torpedo bombers.
- Maximum & starting hangar aircraft increased from 12 to 14.
- Aircraft restoration time increased from 80 to 90 seconds.
- Aircraft restored increased from 1 to 3.
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.
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.
Anniversary Update: New Horizons
- First and foremost, the planes now have more HP, about 150 on average. This change affects the following ships, with more buffs included:
- Tier VII Pobeda (stock and upgraded skip and torpedo bombers); Pobeda's torpedo speed was also increased from 35 to 40 kt.
Skins & permanent camouflages
Every custom exterior Pobeda can equip.
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.
