World of Warships: Legends ship guide

Pobeda

Also called: 胜利 · Победа Beta
Skip-bomber carrierSkip HE bombs along the waterline; hunt distracted targets and dodge AA bubbles.
Playstyle
  • 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
Key characteristics
Strong secondaries (5 km)High HP poolFast for the classLong air-torp rangeFragile planes
On this page
Community Data

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.

Community Data

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.

Log in & upload to see Community Data

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

High HP pool ↗

55200 HP, top decile of T7 CVs.

Fast for the class ↗

33.5 kt, top decile of T7 CVs. Lets you rotate flanks or escape disengagements.

Long air-torp range ↗

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

Fragile planes ↗

1450 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show U.S.S.R. tech-tree branch diagram
Official WG availability sources
  • 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.

Open in Build Tool →

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

Hide ▾

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.

BestEngine power231,000 hp (1/12) BestPower / turn radius211.9 hp/m (1/12) BestAir torpedo range6 km (1 of 3 tied) Top 10%Hit points55,200 HP (2/12) Top 10%Max speed33.5 kt (2/12) Top 25%Stealth profile13.9 km / 9.73 km (4/12 / 4/12) Top 25%Secondary HE pen22 mm (3/11) Top 25%Acceleration (0-12 kt)11.8 s (3/12) Top 25%Power-to-weight5.57 hp/t (3/12) Top 25%Secondary range5 km (3/11) Top 25%Flak damage per salvo (expected)2,070 (3/11) Top 25%Bomb alpha8,500 (4/12) Top 25%Deck HP27,600 HP (3/12) Bottom 25%Rudder shift15 s (10/12) Bottom 25%Displacement41,500 t (11/12) Bottom 25%AA DPS445 (10/12) Bottom 25%Bomb fire chance28% (8/9) Bottom 25%Air torpedo alpha3,700 (9/10) Bottom 25%Air torpedo speed40 kn (9/10) Bottom 25%Squadron HP11,900 HP (11/12) Bottom 25%Squadron restore time126 s (10/12) WorstPlane HP1,450 HP (12/12)
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.

Turning circle1,090 m(8/12) Secondary DPM (per side)162,000(8/11) Secondary HE alpha1,800(5/11) Secondary fire chance8%(5/11) Time to 90% speed31.7 s(5/12) AA range5 km(5/12) AA threat1,746(8/12) Max armor150 mm(5/12) Citadel belt125 mm(5/11) Bomb penetration33.1 mm(7/9) Air torpedo stealth1.3 km(5/10) Hangar capacity14(8/12) Squadron size7(8/12) NormSecondary dispersion bracket57(7 of 11 tied at this value) NormBow armor19 mm(6 of 11 tied at this value) NormStern armor19 mm(6 of 11 tied at this value)
Survivability
Hit PointsInitial: 53,200 → 55,200
Displacement41,500 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.
255.1 x 34.68 m
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 resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
Initial: 33.3% → 36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 55,200 HP = 13,248 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 55,200 HP = 4,140 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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
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 × 1,400 = 2,800), 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.
1,400
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 × 2,400 = 4,800), 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.
2,400
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 11,900 = 23,800), 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.
11,900
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 × 41,400 = 82,800), 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.
41,400
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 × 300 = 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 ×. 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.
300
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 × 600 = 1,200), 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.
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
✈
Squadrons
Total plane capacity72
Flight deck HP27,600
Hangar HP27,600
Skip bomber
Plane HPInitial: 1,450 → 1,600
Cruising speedInitial: 125.0 → 132.0 kt
OrdnanceInitial: HE skip bomb, 7,500 → 8,500 alpha
Squadron sizeInitial: 6 → 7 planes
Planes per dropInitial: 6 → 7
Bombs per plane1
Bombs per drop
ƒInitial: 6 planes per drop x 1 bomb each = 6 → 7 planes per drop x 1 bomb each = 7.
Initial: 6 → 7
Alpha per drop
ƒInitial: 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.
Initial: 45,000 → 59,500
Fire chanceInitial: 25% → 28%
Bomb penetration33.1 mm
Hangar maxInitial: 12 → 14
Hangar restoreInitial: +3 every 150 s, start 12 → 126 s, start 14
Recovery timeInitial: 150 → 126 s
Torpedo bomber
Plane HPInitial: 1,800 → 1,700
Cruising speedInitial: 120.0 → 127.0 kt
Ordnancetorpedo, 3,700 alpha
Squadron sizeInitial: 6 → 7 planes
Planes per dropInitial: 6 → 7
Torpedoes per plane1
Torpedoes per drop
ƒInitial: 6 planes per drop x 1 torpedo each = 6 → 7 planes per drop x 1 torpedo each = 7.
Initial: 6 → 7
Alpha per drop
ƒInitial: 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.
Initial: 22,200 → 25,900
Flooding chance33%
Torpedo arming time7 s
Torpedo arming distance144 m
Hangar maxInitial: 12 → 14
Hangar restoreInitial: +3 every 150 s, start 12 → 126 s, start 14
Recovery timeInitial: 150 → 126 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points16
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
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)
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/55 B-2-U (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 126 from dual-purpose secondaries firing as AA in this range band.
126
Range5 km
Medium aura
Guns45 mm SM-16
Continuous DPS
ƒInitial: 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.
Initial: 270 → 318
Range3.5 km
Total DPS in Aura
ƒFar 126 + Medium 318 = 444
444
Flak
AA explosions
ƒEach ~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.
2 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEvery 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.
100%
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 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 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: 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).
Initial: 136,800 → 162,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/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.
53,408
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 162,000 + secondary fire DPM 53,408 = 215,408: shell damage plus fire damage against one T7 battleship, every shell hitting.
215,408
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
130 mm/55 B-2-U → 130 mm/58 SM2-1 (6×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber130 mm
Reload time5 s → 4 s
HE alpha1,900 → 1,800
Muzzle Velocity900 m/s → 950 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒStock 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.
5.8 → 7.2
HE Pen22 mm
Maneuverability
Engine power231,000 hp
Maximum speed33.5 kt
Turning circle radius1090 m
Rudder shift timeInitial: 21 s → 15 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 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.
32.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
31.7 s
Acceleration 0-99%
ƒTime 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.
48.8 s
Concealment
Detectability by sea
ƒBase 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.
13.9 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.27 km.
13.27 km
Detectability by air9.73 km
Detect when firing (air)
ƒAir detectability 9.73 km + gun-firing bloom 0 km = 9.73 km. The bloom tracks main-battery caliber x 0.020.
9.73 km
Detect when on fire (sea)
ƒSea detectability 13.9 km + 2.0 km while burning = 15.9 km.
15.9 km
Detect when on fire (air)
ƒAir detectability 9.73 km + 3.0 km while burning = 12.73 km.
12.73 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 4 squadron size
Module options (1)

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

HullTrade-off
  • Hit points53,200 → 55,200
  • Rudder shift21 → 15 s
  • Close-range AA DPS77 → 91
  • Secondary battery reload5 → 4 s
  • Total secondary DPM136,800 → 162,000
  • Max HE alpha1,900 → 1,800

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.

AA defense

AA DPS at max range126
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.
AA DPS layered by range126 DPS @ 5 km, 445 DPS @ 3.5 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.
AA DPS at point-blank445
319 + 126 = 445 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1746
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

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

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.

Bow & stern19 mm

Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel125 mm

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

Farming12 mm

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
Bow19 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.
Stern19 mm600 (1% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel125 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.
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 ×8Buff ×19Rework ×1Airstrike ×4Torpedo ×7
2024-06-27

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.
Read the full official post
2024-05-24

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.
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

  • 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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Pobeda can equip.

  • 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.