World of Warships: Legends ship guide

Pyotr Velikiy

Beta
Bow-tank anchorHold the line bow-in and soak fire while the team trades.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
356 mm overmatchHeavy AP penStrong AAHigh fire chanceStiff AP fuse
Community Data

Pyotr Velikiy Community Stats

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Playstyle

Overview

Pyotr Velikiy is the Tier IV Soviet AA-specialist battleship with 248 AA DPS at 3.2 km. Match value is air denial as much as direct damage; she anchors the team's AA umbrella so peer ships rotate into the air-defended cell rather than away from it. Standout traits: best close-range AP pen in T4 BBs (676.2 mm).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Big-caliber overmatch

24.9 mm overmatch threshold, best of T4 BBs. Punishes bow-tanking ships peers can't crack.

Close-range AP brick

676.2 mm AP pen at 1.5 km, best of T4 BBs. Citadels broadside cruisers up close.

Long-range AP brick

357.3 mm AP pen at max range, top decile of T4 BBs. Threatens citadels even from range.

Top-tier AA

248.0 AA DPS, top decile of T4 BBs (median 147.5).

Stiff AP fuse

59.0 mm AP arming threshold, worst of T4 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Slow HE shells

731.5 m/s HE muzzle velocity, bottom decile of T4 BBs. Lobby trajectory, harder to land at range.

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.

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

Pyotr Velikiy sits in the Juggernaut Battleships branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

AL Sov. Rossiya, Kosaka Wakamo, and Lev Galler are useful Soviet battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

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.

Cohort position

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Where Pyotr Velikiy sits among Tier IV BBs (24 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 10 tied) Top 10%Rudder shift15 s (3/24) Top 10%Traverse-to-turn ratio4.1 × (3/24) Top 10%AA DPS248 (3/24) Top 25%Hit points51,100 HP (4/24) Top 25%HE fire chance38% (4/24) Top 25%AA threat618 (4/23) Bottom 25%Main battery reload29.7 s (19/24) Bottom 25%Sigma1.7 (19/24) Bottom 25%HE DPM84,040 (21/24) Bottom 25%AP DPM169,697 (22/24) Bottom 25%Secondary DPM (per side)76,000 (22/24) Bottom 25%Displacement34,000 t (21/24) 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 24 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) Air detection10.6 km(13/24) Main battery range14.82 km(13/24) Fires per minute6.14(12/24) Main dispersion193.3 m(12/24) HE alpha1,900(11/23) Secondary fire chance9%(13/23) Secondary HE pen22 mm(15/23) AP velocity823 m/s(9/24) Acceleration7.95 s(15/24) Engine power60,000 hp(13/24) Turn-speed retention75 hp/m(13/24) Power-to-weight1.76 hp/t(14/24) AA range3.2 km(15/24) Max armor300 mm(11/24) Citadel belt250 mm(10/23) Bow armor30 mm(12/23) Stern armor30 mm(13/23) Deck armor125 mm(10/23) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 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)

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

Repair 2
Survivability
Hit PointsInitial: 47,200 → 51,100
Displacement34,000 t
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 resistanceInitial: 13.3% → 16.6%
Fire duration60 s
Torp Reduction11%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13473/30·(13−1.1)/1000 + 1.1)·30 = 193.3 m
193.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 193.3 × 0.75 = 145 m
145 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 193.3 × 0.356 (σ=1.7) = 68.9 m
68.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 145 × 0.357 (σ=1.7) = 51.7 m
51.7 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ8 broadside guns x 60 / 33 s base reload = 14.5.
14.5
HE shells
HE Damage5,200
HE Velocity731.5 m/s
Fire Chance38%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,200 HE damage x 8 broadside guns = 41,600.
41,600
Base HE DPM
ƒ41,600 HE full-salvo alpha x 60 / 33 s base reload = 75,636.
75,636
Base fires/min
ƒ8 HE shells x 60 / 33 s reload x 38% fire chance = 5.53.
5.53
AP shells
AP Damage10,500
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2350 × 747.8^0.69 × 0.356^-1.07 × 823^1.38 = 719.7 mm. Matches the in-game spec card.
719.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.5 km), where the shell has slowed to 495.5 m/s: 1e-7 × 2350 × 747.8^0.69 × 0.356^-1.07 × 495.5^1.38 = 357.3 mm.
357.3 mm
AP full-salvo alpha
ƒ10,500 AP damage x 8 broadside guns = 84,000.
84,000
Base AP DPM
ƒ84,000 AP full-salvo alpha x 60 / 33 s base reload = 152,727.
152,727
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
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.75) + (36×3.5×0.7) = 248. 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.
248
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.2 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
Medium aura
DPS61
Range3.2 km
Near aura
DPS36
Range1.2 km
Total DPS in Aura
ƒMedium 61 + Near 36 = 97
97
S
Secondary Battery
Mounts16 → 20
Firing range4.0 km
Shell Grouping (σ)1
Caliber130 mm
Reload time12 s
HE Damage1,900
Muzzle Velocity823 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed26.5 kt
Turning circle radius800 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.1× drags
Concealment
Detectability by sea13.25 km
Detectability by air10.6 km
Smoke firing penalty11.51 km
Detect after firing main guns13.25 km
Detect Fire Sea15.25 km
Detect Fire Air13.6 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullUpgrade
  • Hit points47,200 → 51,100
  • Rudder shift21 → 15 s
  • AA mounts16 → 32
  • Close-range AA DPS20 → 97
  • Maximum AA range3 → 3.2 km
  • Turret traverse4 → 8 °/s
Fire controlUpgrade
  • Main battery range13,473 → 14820.3 m

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.

Main battery formulas

Shell Grouping (σ)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp193.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13473/30·(13−1.1)/1000 + 1.1)·30 = 193.3 m
Max Vert Disp145 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 193.3 × 0.75 = 145 m
Med Horiz Disp68.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 193.3 × 0.356 (σ=1.7) = 68.9 m
Med Vert Disp51.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 145 × 0.357 (σ=1.7) = 51.7 m
AP Pen Close719.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2350 × 747.8^0.69 × 0.356^-1.07 × 823^1.38 = 719.7 mm. Matches the in-game spec card.
AP Pen Far357.3 mm
Same formula at the ship's max firing range (18.5 km), where the shell has slowed to 495.5 m/s: 1e-7 × 2350 × 747.8^0.69 × 0.356^-1.07 × 495.5^1.38 = 357.3 mm.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
AP 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.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha41,600
5,200 HE damage x 8 broadside guns = 41,600.
AP full-salvo alpha84,000
10,500 AP damage x 8 broadside guns = 84,000.
Base HE DPM75,636
41,600 HE full-salvo alpha x 60 / 33 s base reload = 75,636.
Base AP DPM152,727
84,000 AP full-salvo alpha x 60 / 33 s base reload = 152,727.
Base shells/min14.5
8 broadside guns x 60 / 33 s base reload = 14.5.
Base fires/min5.53
8 HE shells x 60 / 33 s reload x 38% fire chance = 5.53.

AA defense

Close-range AA DPS248
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.75) + (36×3.5×0.7) = 248. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index618
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 dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)76,000
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: 16×1 130 mm (8/side) × 60/12 × 1900 = 76,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance9%
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
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 47,20051,100 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
Bow30 mm primary (range 19–180 mm)2,500 (5% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
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 caliber overmatches125 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–180 mm)2,900 (6% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 13–250 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).
Superstructure38 mm primary (range 38–300 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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling 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 HP field in the binary. 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 decoded deceleration fields; exact meaning unconfirmed in the current decoder.
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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Pyotr Velikiy default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision