World of Warships: Legends ship guide

Sevastopol

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Open-water broadside trading
Key characteristics
380 mm overmatchHeavy AP pen16 km gun rangeSonarEasily spotted
Community Data

Sevastopol Community Stats

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Playstyle

Overview

Sevastopol is a Legendary Soviet super-cruiser: a battleship-sized hull with a 380mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best torpedo belt percent in Legendary CAs (34) and best Repair Party charges in Legendary CAs (3).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Open-water broadside trading

Her 380mm shells citadel cruisers on the wrong frame, and her 62,600-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Big-caliber overmatch

26.6 mm overmatch threshold, best of Legendary CAs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

450.8 mm AP pen at max range, best of Legendary CAs. Threatens citadels even from range.

Close-range AP brick

701.3 mm AP pen at 1.5 km, top decile of Legendary CAs. Citadels broadside cruisers up close.

Strong torpedo belt

34.0% torpedo damage reduction, best of Legendary CAs.

Stiff AP fuse

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

Slow heal cycle

120.0 s Repair Party reload, worst of Legendary CAs. Heals come off cooldown slower than peers.

Acquisition

How to get Sevastopol

Sevastopol is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources

Builds Beta

Use an official-style build: Aiming Systems Mod. 1, Steering Gears Mods. 2 and 3, Gun Fire Control System Mod. 2, with Kuznetsov-style range support.

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Official examples Nikolay Kuznetsov

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Cohort position

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Where Sevastopol sits among Legendary CAs (21 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 caliber380 mm (1/21) BestRepair charges3 (1 of 6 tied) BestMax armor330 mm (1 of 3 tied) BestDeck armor150 mm (1 of 4 tied) Top 10%Hit points62,600 HP (3/21) Top 10%Main battery range16.03 km (3/21) Top 10%Citadel belt230 mm (3/21) Top 25%Acceleration10 s (5/21) Top 25%Engine power231,000 hp (4/21) Top 25%Turn-speed retention235.7 hp/m (6/21) Top 25%Repair heal rate0.75 %/s (5/21) Bottom 25%Main battery reload19.8 s (19/21) Bottom 25%Fires per minute6.18 (18/20) Bottom 25%HE alpha1,400 (11/13) Bottom 25%Secondary HE pen17 mm (11/13) Bottom 25%Power-to-weight5.42 hp/t (17/21) Bottom 25%AA DPS466 (19/21) Bottom 10%Stealth profile14.3 km / 8.58 km (20/21 / 20/21) Bottom 10%Rudder shift19.7 s (20/21) Bottom 10%HE DPM97,273 (19/20) Bottom 10%AP DPM205,455 (20/21) Bottom 10%Displacement42,600 t (20/21) WorstAP arming threshold63 mm (21/21) WorstNo torpedoes (8 of 21 in cohort)
See 17 mid-pack stats

Not standouts for Sevastopol -- 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 speed33.5 kt(13/21) Traverse-to-turn ratio4.96 ×(15/21) Sigma2.05(13/21) Main dispersion143.6 m(15/21) Secondary DPM (per side)168,000(9/14) Secondary fire chance6%(7/13) AP velocity820 m/s(11/21) HE velocity820 m/s(12/20) AP fuse timer0.02 s(15/21) AP ricochet start50°(7/21) AP auto-bounce angle65°(7/21) AA range5 km(15/21) AA threat1,981(16/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormBow armor25 mm(14 of 21 tied at this value) NormStern armor25 mm(13 of 21 tied at this value)

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

Sonar 4.93 kmRepair 3Def-AAEngine Boost
Survivability
Hit Points62,600
Displacement42,600 t
Armor range15–330 mm
Plate armor thicknesses15, 16, 20, 21, 25, 30, 40, 50, 63, 90, 125, 150, 230, 260, 275, 330 mm
Armor material/layer entries61
Fire resistance40%
Fire duration45 s
Torp Reduction34%
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.
31,300
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.
18,800
Main Battery
ModuleArtillery: 380 mm/52 SK C/34
Mounts / barrels3 mounts / 6 barrels
Reload time22 s
Firing range16 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16030/30·(8−1.1)/1000 + 1.1)·30 = 143.6 m
143.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.6 × 0.6 = 86.2 m
86.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.6 × 0.313 (σ=2.05) = 45 m
45 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86.2 × 0.313 (σ=2.05) = 27 m
27 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ6 broadside guns x 60 / 22 s base reload = 16.4.
16.4
HE shells
HE Damage5,350
HE Velocity820 m/s
Fire Chance34%
HE penetration
ƒ63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
63 mm
HE full-salvo alpha
ƒ5,350 HE damage x 6 broadside guns = 32,100.
32,100
Base HE DPM
ƒ32,100 HE full-salvo alpha x 60 / 22 s base reload = 87,545.
87,545
Installed HE DPM
ƒ32,100 HE full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 97,273.
97,273
Base fires/min
ƒ6 HE shells x 60 / 22 s reload x 34% fire chance = 5.56.
5.56
AP shells
AP Damage11,300
AP Velocity820 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 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 × 2450 × 800^0.69 × 0.38^-1.07 × 820^1.38 = 729.4 mm. Matches the in-game spec card.
729.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 578.6 m/s: 1e-7 × 2450 × 800^0.69 × 0.38^-1.07 × 578.6^1.38 = 450.8 mm.
450.8 mm
AP full-salvo alpha
ƒ11,300 AP damage x 6 broadside guns = 67,800.
67,800
Base AP DPM
ƒ67,800 AP full-salvo alpha x 60 / 22 s base reload = 184,909.
184,909
Installed AP DPM
ƒ67,800 AP full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 205,455.
205,455
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.
200
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (111×3.5×0.9) + (37×3.5×0.9) = 466. 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.
466
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
57 mm AK-7256×2 57mm
100 mm/70 SM-52 (DP)8×2 100mm
Far aura
DPS
ƒIncludes 37 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
37
Range5 km
Medium aura
DPS111
Range4 km
Total DPS in Aura
ƒFar 37 + Medium 111 = 148
148
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 231,000 hp
Engine power231,000 hp
Maximum speed33.5 kt
Turning circle radius980 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.0× drags
Concealment
Detectability by sea14.3 km
Detectability by air8.58 km
Smoke firing penalty13.07 km
Detect after firing main guns14.3 km
Detect Fire Sea16.3 km
Detect Fire Air11.58 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party3 charges · 120 s reload · 40 s active · 0.75% heal per second · 30% of max HP total heal
Engine Boost2 charges · 120 s reload · 45 s active · +20% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse5 → 6 °/s

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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp143.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16030/30·(8−1.1)/1000 + 1.1)·30 = 143.6 m
Max Vert Disp86.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.6 × 0.6 = 86.2 m
Med Horiz Disp45 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.6 × 0.313 (σ=2.05) = 45 m
Med Vert Disp27 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86.2 × 0.313 (σ=2.05) = 27 m
AP Pen Close729.4 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 × 2450 × 800^0.69 × 0.38^-1.07 × 820^1.38 = 729.4 mm. Matches the in-game spec card.
AP Pen Far450.8 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 578.6 m/s: 1e-7 × 2450 × 800^0.69 × 0.38^-1.07 × 578.6^1.38 = 450.8 mm.
HE penetration63 mm
63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius200
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha32,100
5,350 HE damage x 6 broadside guns = 32,100.
AP full-salvo alpha67,800
11,300 AP damage x 6 broadside guns = 67,800.
Base HE DPM87,545
32,100 HE full-salvo alpha x 60 / 22 s base reload = 87,545.
Base AP DPM184,909
67,800 AP full-salvo alpha x 60 / 22 s base reload = 184,909.
Installed HE DPM97,273
32,100 HE full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 97,273.
Installed AP DPM205,455
67,800 AP full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 205,455.
Base shells/min16.4
6 broadside guns x 60 / 22 s base reload = 16.4.
Installed shells/min18.2
6 broadside guns x 60 / 19.8 s installed Artillery reload = 18.2.
Base fires/min5.56
6 HE shells x 60 / 22 s reload x 34% fire chance = 5.56.
Installed fires/min6.18
6 HE shells x 60 / 19.8 s installed reload x 34% fire chance = 6.18.

AA defense

Close-range AA DPS466
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (111×3.5×0.9) + (37×3.5×0.9) = 466. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1981
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

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)168,000
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: 8×2 100 mm (8/side) × 60/4 × 1400 = 168,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor

Hull HP 62,600, 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
Bow25 mm primary (range 25–40 mm)1,700 (3% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 15–330 mm)47,000 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 20–40 mm)1,500 (2% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel230 mm primary (range 30–230 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–330 mm)4,100 (7% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.75
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 HP31,300 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 (100 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 (57 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 HP18,800 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.

Balance History

Balance updates affecting Sevastopol. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×4Concealment ×3Consumable ×2
2026-04-30

Ministry of Balance: Viva la Marina!

  • Detectability range after firing in smoke reduced from 13.35 to 13.07 km.
  • Detectability range by sea reduced from 14.61 to 14.3 km.
  • Detectability range by air reduced from 8.77 to 8.58 km.
  • Repair Party duration reduced from 60 to 40 s.
  • Repair Party HP recovery per second increased from 0.5 to 0.75%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Sevastopol 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.