World of Warships: Legends ship guide

Pyotr Velikiy

Also called: 彼得大帝 · Пётр Великий · Pjotr Weliki Beta
Tank battleshipA health pool that outlasts the line: soak trades peers cannot afford to take.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you
  • Avoid: Spending damage control on the first fire
Key characteristics
356 mm AP overmatchHeavy AP penStrong AAHigh HP poolHigh fire resistanceLow AP DPM
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Community Data

Pyotr Velikiy Community Stats

Across 5,900+ Standard battles from 320+ players, Pyotr Velikiy averages a 58% win rate, 50,000 damage and 1.1 kills per battle, and survives 38% of them.

Community Data

Pyotr Velikiy Community Stats

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Playstyle

Overview

Pyotr Velikiy is a Tier IV Soviet tank battleship (51,100 HP): top-decile hit points mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. The HP is the asset rather than the heal (16/24 once Repair Party is counted): not because the Repair Party is small, but because there are fewer charges of it than peers get. Spend the pool on position you can hold instead of trades you plan to heal back. AA (269 AA DPS at 4 km) ranks 2 of 23 in T4 BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best fire resistance in T4 BBs (23.3, 1st of 24) and best heavy AP shells in T4 BBs (10,300, 3rd of 24). The trade is AP DPM in T4 BBs (149,818, 23rd of 24).

Positioning

Anchor a flank at 12-15 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid. The helm answers fast (11.5 s) but the circle is wide (800 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

Potato Avoidance

Spending damage control on the first fire

Almost every ship in the game repairs indefinitely, so the habit is to press it the moment anything catches; she carries 3 charges and no more. Ride a single fire when your health allows and save the charge for a flood or a multi-fire stack, because the salvo after the one you repaired is the one that sinks you.

Signature Traits

High HP pool ↗

51100 HP, top quartile of T4 BBs.

High fire resistance ↗

23.3% fire resistance, best of T4 BBs. HE pressure does less.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 10300 damage
  • Big-caliber AP overmatch · 24.8 mm
  • Close-range AP brick · 676.2 mm
  • Long-range AP brick · 400.74 mm
Top-tier AA ↗

269 AA DPS, top decile of T4 BBs (median 158).

Low AP DPM ↗

149818 AP DPM, bottom decile of T4 BBs. Citadel windows matter more than spam.

Exceptional HP, average Repair Party

51,100 HP (4/24 in the cohort) on an average heal: counting Repair Party she is 16/24 on effective HP, mid-pack. The heal itself is not small, there are just fewer charges of it than peers get. Spend the pool on a lane you can hold rather than on damage you are counting on healing back.

Acquisition

How to get Pyotr Velikiy

Pyotr Velikiy is available in the Juggernaut Battleships branch of the U.S.S.R. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 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 Sov. RossiyaKosaka WakamoLev Galler

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 Pyotr Velikiy sits among Tier IV BBs (23 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.

BestMain battery caliber356 mm (1 of 9 tied) BestAP pen at 10 km478 mm (1 of 2 tied) Top 10%AA DPS269 (2/23) Top 10%AA threat702 (3/23) Top 25%Hit points51,100 HP (4/24) Top 25%Rudder shift11.5 s (4/24) Top 25%HE fire chance38% (4/24) Bottom 25%Main battery reload33 s (20/24) Bottom 25%Sigma1.7 (19/24) Bottom 25%HE DPM72,727 (22/24) Bottom 25%Time to 90% speed36 s (19/24) Bottom 25%Displacement34,000 t (21/24) Bottom 25%Effective HE DPM (incl. fire)112,741 (22/24) Bottom 10%AP DPM149,818 (23/24) WorstTurning circle800 m (24/24) WorstHE velocity731.5 m/s (24/24) WorstAP arming threshold59 mm (1 of 9 tied) WorstNo torpedoes (21 of 24 in cohort) WorstRepair charges2 (1 of 4 tied)
See 28 mid-pack stats

Not standouts for Pyotr Velikiy -- 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.

Max speed26.5 kt(11/24) Concealment13.25 km(13/24) Smoke fire bloom11.51 km(18/24) Air detection10.6 km(13/24) Main battery range14.82 km(13/24) HE shell damage5,000(11/24) Fires per minute5.53(12/24) Main dispersion209.4 m(18/24) Secondary DPM (per side)143,200(14/24) Secondary HE alpha1,900(11/23) Secondary fire chance9%(13/23) Secondary HE pen22 mm(15/23) AP velocity823 m/s(9/24) Acceleration (0-12 kt)15.5 s(12/24) Engine power60,000 hp(13/24) Power / turn radius75 hp/m(13/24) Power-to-weight1.76 hp/t(14/24) AA range4 km(11/23) Flak damage per salvo (expected)225(9/18) Max armor300 mm(11/24) Citadel belt250 mm(11/24) Stern armor19 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.033 s(13 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value) NormBow armor19 mm(21 of 24 tied at this value)
Survivability
Hit PointsInitial: 47,200 → 51,100
Displacement34,000 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.
214.4 x 29.35 m
Armor range13–300 mm
Plate armor thicknesses13, 19, 25, 30, 38, 50, 75, 100, 125, 180, 200, 250, 300 mm
Armor material/layer entries64
Fire resistance
ƒstock hull: 1 − 0.8002 fire coefficient = 20%; top hull: 1 − 0.7669 fire coefficient = 23.3%. 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: 20% → 23.3%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 51,100 HP = 9,198 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 51,100 HP = 10,220 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.295 hull torpedo-damage coefficient / 0.333 unprotected baseline = 11%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
11%
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.
25,600
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.
15,300
Effective HP
ƒBase 51,100 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 51,100 HP = 7,154 HP per charge, × 2 charges = 14,308 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.
56,778–65,408
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 × 2,500 = 5,000), 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.
2,500
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 × 7,500 = 15,000), 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.
7,500
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 × 1,100 = 2,200), 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.
1,100
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 × 38,300 = 76,600), 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.
38,300
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 × 1,300 = 2,600), 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.
1,300
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 × 2,900 = 5,800), 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.
2,900
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: 356 mm/52 Model 1913
Mounts / barrels4 mounts / 8 barrels
Reload time33 s
Firing range (base)13.5 km
Firing range (top fire control)14.8 km
Turret traverse4 °/s
Turret armor305 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
4x ±154°
Guns to bear
ƒ180° − 154° (the most restricted aft-facing mount's arc) = 26° off bow; 180° − 154° (the most restricted forward-facing mount's arc) = 26° 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.
26° off bow / 26° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 1% wider (worse) horizontal dispersion and 6% more vertical spread at max range (14.8 km) than a standard battleship: about 209 m wide × 132 m tall, against 208 m × 125 m. Also on this curve (5): AL Sov. Rossiya, Izmail, Sinop, Sov. Soyuz, Vladivostok.
Shared with AL Sov. Rossiya and Izmail +3 more
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(14820.330·13−1.11000+1.1)·30=209.4m
209.4 m at 14.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =209.4·0.63=131.9m
131.9 m at 14.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =209.4·0.61.7=73.9m
73.9 m at 14.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =131.9·0.61.7=46.6m
46.6 m at 14.8 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ8 broadside guns x 60 / 33 s base reload = 14.5.
14.5
HE shells
HE alpha5,000
HE Velocity731.5 m/s
Fire Chance38%
HE fire DPM vs T4 BB39994
Effective HE DPM vs T4 BB112721
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,000 HE damage x 8 broadside guns = 40,000.
40,000
HE DPM
ƒ40,000 HE full-salvo alpha x 60 / 33 s base reload = 72,727.
72,727
Fires/min
ƒ14.5 shells/min × 0.38 (38% fire chance) = 5.53.
5.53
AP shells
AP alpha10,300
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2350·747.80.69·0.356−1.07·8231.38=719.7mm.
719.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.8 km), where the shell has slowed to 538.4 m/s: P=10−7·2350·747.80.69·0.356−1.07·538.41.38=400.7mm.
400.7 mm at 14.8 km
AP full-salvo alpha
ƒ10,300 AP damage x 8 broadside guns = 82,400.
82,400
AP DPM
ƒ82,400 AP full-salvo alpha x 60 / 33 s base reload = 149,818.
149,818
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.
90
AA Defense
AA mount pointsInitial: 16 → 32
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
4 km
37 mm 70-K (upgraded hull only)18×1 37mm
12.7 mm DShK (upgraded hull only)14×1 13mm
76.2 mm Lender gun (stock hull only)16×1 76mm
Far aura
Gunssecondaries (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 21 from dual-purpose secondaries firing as AA in this range band.
21
Range4 km
Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 61 raw aura damage × 3.5 × 0.75 hit probability = 160 - the same in-game units as the Close-range AA DPS headline.
160
Range3.2 km
Total DPS in Aura
ƒFar 21 + Medium 160 = 181
181
Near aura
Guns12.7 mm DShK
Continuous DPS
ƒEffective DPS: 36 raw aura damage × 3.5 × 0.7 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.
88
Range1.2 km
Total DPS in Aura
ƒFar 21 + Medium 160 + Near 88 = 269
269
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 150 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, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
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.
75%
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 4 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.
2.5-4 km
S
Secondary Battery
Mounts16 → 20
Firing range4.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side). Stock hull: 3.6 = 3.6. Upgraded hull: 2.9 + 3.6 = 6.5. 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.
3.6 → 6.5
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: 16×1 130 mm (8/side) × 60/12 s × 1900 = 76,000 → 4×2 100 mm (4/side) × 60/5 s × 1400 = 67,200 + 16×1 130 mm (8/side) × 60/12 s × 1900 = 76,000 = 143,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 76,000 → 143,200
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 6.5 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 46,888. 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.
46,888
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 143,200 + secondary fire DPM 46,888 = 190,088: shell damage plus fire damage against one T4 battleship, every shell hitting.
190,088
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
130 mm/55 Model 1913 (16×1)
Caliber130 mm
Reload time12 s
HE alpha1,900
Muzzle Velocity823 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ16×1 barrels / 2 sides × 60 / 12 s × 0.09 (9% fire chance) = 3.6. 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.
3.6
HE Pen22 mm
Show 1 more gun family
100 mm/50 Minisini gun (4×2) (upgraded hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time5 s
HE alpha1,400
Muzzle Velocity800 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 5 s × 0.06 (6% fire chance) = 2.9. 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.
2.9
HE Pen17 mm
Maneuverability
Engine power60,000 hp
Maximum speed26.5 kt
Turning circle radius800 m
Rudder shift timeInitial: 16.1 s → 11.5 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 = 26.5 / 4 + 4.9 = 11.5 kt. Base value; speed modifiers scale it.
11.5 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.
50.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (23.9 kt of 26.5 kt).
36 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.2 kt of 26.5 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.
57.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.5 = +0.5°/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 (+0.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.25 km x 0.955 = 12.65 km. Camouflage does not change detectability by air.
13.25 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.25 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.65 km.
12.65 km
Detectability by air10.6 km
Smoke firing penalty11.51 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.25 km) = 14.82 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.82 km
Detect when firing (air)
ƒAir detectability 10.6 km + gun-firing bloom 7.12 km = 17.72 km. The bloom tracks main-battery caliber 356 mm × 0.020 = 7.12 km.
17.72 km
Detect when on fire (sea)
ƒSea detectability 13.25 km + 2.0 km while burning = 15.25 km.
15.25 km
Detect when on fire (air)
ƒAir detectability 10.6 km + 3.0 km while burning = 13.6 km.
13.6 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 7,154 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 51,100 HP = 7,154 HP: up to 14% of max HP restored per charge.
· 14,308 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 51,100 HP = 14,308 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 256 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 51,100 HP = 256 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (3)

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

HullUpgrade
  • Hit points47,200 → 51,100
  • Rudder shift16.1 → 11.5 s
  • AA mounts16 → 32
  • Close-range AA DPS20 → 97
  • Maximum AA range3 → 3.2 km
  • Secondary mounts16 → 20
  • Secondary battery reload12 → 5 s
  • Total secondary DPM76,000 → 143,200
Fire controlUpgrade
  • Main battery range13,473 → 14820.3 m
EngineUpgrade
  • Time to 12 kt17.6 → 15.5 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 BB1% wider H · 6% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (14.8 km) with the same model as Max Horiz/Vert Disp: horizontal 209 / 208 m − 1 = +1%, vertical 132 / 125 m − 1 = +6%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km92.5 m
(166.7 × (13 − 1.1) / 1000 + 1.1) × 30 = 92.5 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 km152 m
(333.3 × (13 − 1.1) / 1000 + 1.1) × 30 = 152 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 height @ 5 km31.5 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=0.45 at delim·Rmax=0.6·14820.3=8892 m, and radiusOnMax=0.63 at 14820.3 m. Below the kink: k=0.2+(0.45−0.2)·50008892=0.3406, so σV=σH·k=92.5·0.3406=31.5m.
Shell scatter height @ 10 km73.5 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=0.45 at delim·Rmax=0.6·14820.3=8892 m, and radiusOnMax=0.63 at 14820.3 m. Above the kink: k=0.45+(0.63−0.45)·10000−889214820.3−8892=0.4836, so σV=σH·k=152·0.4836=73.5m.
AP pen 5 km585 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 =10−7·2350·747.80.69·0.356−1.07·707.91.38=585mm, where 707.9 m/s is the shell's speed when it arrives at 5 km (from 823 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 km478 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 =10−7·2350·747.80.69·0.356−1.07·611.91.38=478mm, where 611.9 m/s is the shell's speed when it arrives at 10 km (from 823 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 km6.05 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·0.4753·0.35628·747.8=3.16×10−5. That runs from a 731.5 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 km5.13 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·0.371·0.35628·747.8=2.47×10−5. That runs from a 823 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,350
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 mass747.8 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 coefficient0.371
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity823 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity731.5 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius13
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.
radiusOnDelim0.45
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.63
Vertical scatter as a share of horizontal at maximum range.
delim0.6
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range21
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 70K 37mm 18x1 -> 160 DPS @ 3.2 km; 12 DShK 14x1 -> 88 DPS @ 1.2 km; 100mm 50 Minizini 4x2 -> 21 DPS @ 4 km.
AA DPS layered by range21 DPS @ 4 km, 181 DPS @ 3.2 km, 269 DPS @ 1.2 km
@ 4 km: 21 from one family; @ 3.2 km: 160 + 21 = 181; @ 1.2 km: 160 + 88 + 21 = 269. 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-blank269
160 + 88 + 21 = 269 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index702
160 × 3.2 + 88 × 1.2 + 21 × 4 = 702. 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.
Near aura range1.2 km

Secondary battery firepower

Max HE alpha1900
max(1400 (100 mm), 1900 (130 mm)) = 1900. Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance9%
max(6% (100 mm), 9% (130 mm)) = 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.
Max HE pen22 mm
max(17 mm (100 mm), 22 mm (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

One of the variants of the "armored cruiser for the Baltic Sea" project, armed with 356 mm guns (project 707). She was notable for her high speed and her main battery turrets, two facing forward and two aft, that were positioned along her centerline, with one turret at each end in a superfiring position.

Armor Beta

Hull HP 47,200 → 51,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–180 mm)2,500 (5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)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)125 mm primary (range 19–250 mm)38,300 (75% of HP)
No common AP caliber overmatches125 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–180 mm)2,900 (6% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 13–250 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.
Superstructure13 mm primary (range 13–38 mm)1,300 (3% 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 HP25,600 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 (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP15,300 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 Pyotr Velikiy. Cards are condensed; use each source link for full context.

Nerf ×2Buff ×4Main Battery ×2
2026-10-01

MINISTRY OF BALANCE: ALL HALLOWS' OVERHAUL

  • Stock hull fire resistance increased from 13 to 19%.
  • Upgraded hull fire resistance increased from 16 to 23%.
  • Maximum range vertical dispersion reduced from 145 to 121.8 m.
  • Median maximum range vertical dispersion reduced from 51.2 to 43 m.
  • AP shell maximum damage reduced from 10,500 to 10,300.
  • HE shell maximum damage reduced from 5,200 to 5,000.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Pyotr Velikiy can equip.

  • Pyotr Velikiy 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.