Pobeda
Beta- 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
Pobeda Community Stats
Log in to GamingDiver and upload your data to see Community Data for Pobeda: community win rate, damage, survival, spotting, and your own comparison.
Pobeda Community Stats
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
6.0 km air-torpedo range, best of T7 CVs. Drop further out, planes leak less.
231000.0 hp engine, best of T7 CVs. More headroom for accelerating out of stops and maintaining 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.
40.0 mm stern, best of T7 CVs.
100.0 mm armor deck, best of T7 CVs. Eats plunging fire and HE that peers don't.
1450.0 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.
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.
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 27 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 27 + Medium 91 = 118ƒ
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.
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
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
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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.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.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 53,200 → 55,200 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 |
|---|---|---|---|---|
| Bow | 19 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. |
| Stern | 40 mm | 600 (1% of HP) | No common caliber overmatches40 mm: most HE shatters, standard pen from 283mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 125 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). |
| 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.
- 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.
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.
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
- Tier VII Pobeda (stock and upgraded skip and torpedo bombers); Pobeda's torpedo speed was also increased.
Skins & permanent camouflages
Every custom exterior Pobeda can equip, from in-game data.
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.
