Sevastopol
Also called: 塞瓦斯托波尔 · Севастополь · Sewastopol Beta- Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
- Avoid: Open-water broadside trading
On this page
Sevastopol Community Stats
Across 3,100+ Standard battles from 120+ players, Sevastopol averages a 58% win rate, 89,100 damage and 0.9 kills per battle, and survives 42% of them.
Sevastopol Community Stats
Log in to GamingDiver and upload your data to see Community Data for Sevastopol: community win rate, damage, survival, spotting, and your own comparison.
Sevastopol Community Stats
Record History
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 (4.4 km on ships and 3.1 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 AP overmatch threshold in Legendary CAs (26.5 mm) and best long-range AP brick in Legendary CAs (488.8 mm).
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
+20% speed (about +6.7 kt), 45 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in Legendary CAs.
- Heavy AP shells · 11300 damage
- Big-caliber AP overmatch · 26.5 mm
- Long-range AP brick · 488.78 mm
- Heavy HE shells · 5350 damage
- Close-range AP brick · 701.3 mm
118940 effective HP once Repair Party is counted, best of Legendary CAs. Absorbs more total punishment than the raw HP pool suggests.
- Low AP DPM · 184909 AP
- Low HE DPM · 87545 HE
How to get Sevastopol
Sevastopol is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
-
Merry Shipmas Campaign Breakdown
Campaign
2025-12-01
- Complete them to receive lots of rewards and choose a ship at the end: U.S. Legendary Tier battleship Rhode Island or Soviet Legendary Tier cruiser Sevastopol.
- You’ll be able to claim your chosen ship for free, while the other ship will be available for doubloons (you can purchase it from the campaign window after completing the campaign).
-
Holiday Update: Christmas on the Waves
Campaign
2025-11-27
- Complete the new campaign with its free Admiralty Backing and choose between two Legendary Tier ships at the end: U.S. battleship Rhode Island or Soviet cruiser Sevastopol.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Nikolay Kuznetsov
WG officialWG official build from Through the Spy Glass: Sevastopol.
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 Sevastopol sits among Legendary CAs (20 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 19 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.
Peers in this cohort
Compare Legendary CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 153° (the most restricted aft-facing mount's arc) = 27° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° 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.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (16.0 km) shells land in an ellipse about 144 m wide and 86 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
Zero upgrades: 6 broadside guns x 60 / 22 s base reload = 16.4. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 19.857 s (19.8 s = 139 ticks) all-upgrades reload (22 s × 0.9 Main Battery Mod. 3 = 19.8 s) = 18.1.HE shells
ƒ
63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).ƒ
5,350 HE damage x 6 broadside guns = 32,100.ƒ
Zero upgrades: 32,100 HE full-salvo alpha x 60 / 22 s base reload = 87,545. All upgrades (Main Battery Mod. 3 = -10% reload): 32,100 HE full-salvo alpha x 60 / 19.857 s (19.8 s = 139 ticks) all-upgrades reload (22 s × 0.9 Main Battery Mod. 3 = 19.8 s) = 96,993.ƒ
Zero upgrades: 16.4 shells/min × 0.34 (34% fire chance) = 5.56. All upgrades (Main Battery Mod. 3 = -10% reload): 18.1 shells/min × 0.34 (34% fire chance) = 6.16.AP shells
ƒ
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (16 km), where the shell has slowed to 613.5 m/s: .ƒ
11,300 AP damage x 6 broadside guns = 67,800.ƒ
Zero upgrades: 67,800 AP full-salvo alpha x 60 / 22 s base reload = 184,909. All upgrades (Main Battery Mod. 3 = -10% reload): 67,800 AP full-salvo alpha x 60 / 19.857 s (19.8 s = 139 ticks) all-upgrades reload (22 s × 0.9 Main Battery Mod. 3 = 19.8 s) = 204,863.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 117 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 111 raw aura damage × 3.5 × 0.9 hit probability = 350 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 117 + Medium 350 = 467ƒ
Each ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 220 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
Sum 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: 8×2 100 mm (8/side) × 60/4 s × 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).ƒ
Fires/min (per side) 7.2 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 59,020. 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.ƒ
Secondary DPM (per side) 168,000 + secondary fire DPM 59,020 = 227,020: shell damage plus fire damage against one T8 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
8×2 barrels / 2 sides × 60 / 4 s × 0.06 (6% 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.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
top speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (30.2 kt of 33.5 kt).ƒ
Time 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.ƒ
With the rudder hard over the hull turns 4.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.2 = +0.8°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.3 km x 0.955 = 13.66 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.3 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.66 km.ƒ
max(main battery range, sea detectability 14.3 km) = 16.03 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 8.58 km + gun-firing bloom 7.6 km = 16.18 km. The bloom tracks main-battery caliber 380 mm × 0.020 = 7.6 km.ƒ
Sea detectability 14.3 km + 2.0 km while burning = 16.3 km.ƒ
Air detectability 8.58 km + 3.0 km while burning = 11.58 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Repair Party3 charges · 120 s reload · 40 s active · 18,780 HP (30% of max HP) total heal (per charge) ƒ
0.0075 of max HP per second (0.75%) × 40 s effective active time = 0.3 of max HP × 62,600 HP = 18,780 HP: up to 30% of max HP restored per charge.ƒ
0.3 of max HP per charge × 3 charges = 0.9 × 62,600 HP = 56,340 HP: up to 90% of max HP if the whole Repair Party loadout is used.ƒ
0.0075 (0.75% of max HP) × 62,600 HP = 470 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 45 s active · +20% speed bonus
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
The standard cruiser dispersion curve.(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.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: at 0 m, at m, and at 16030 m. Below the kink: , so .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: at 0 m, at m, and at 16030 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 16030 m. Above the kink: , so .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 , where 745.5 m/s is the shell's speed when it arrives at 5 km (from 820 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 679.7 m/s is the shell's speed when it arrives at 10 km (from 820 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 623.9 m/s is the shell's speed when it arrives at 15 km (from 820 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 820 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 820 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.3 mounts × 2 barrels = 6; all 6 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 57mm 75 AK 725 twin 6x2 -> 350 DPS @ 4 km; 100mm twin CM 52 8x2 -> 117 DPS @ 5 km.@ 5 km: 117 from one family; @ 4 km: 350 + 117 = 467. 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.350 + 117 = 467 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (4 km).350 × 4 + 117 × 5 = 1985. 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
The only family (100 mm): 1400. Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.The only family (100 mm): 6%. 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.The only family (100 mm): 17 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.Ship Charts
Background
In May 1940, the Naval Academy hosted tactical games that involved the Project 69 cruiser and battleships Scharnhorst and Dunkerque. The event showed that the replacement of 12-inch (305 mm) guns with German 15-inch (380 mm) guns significantly increased the cruiser's firepower. Later, an agreement was signed with German company Krupp, ordering the delivery of six turrets before March 1943. The turrets were to be mounted on cruisers Kronshtadt and Sevastopol, scheduled for launch in 1942, but the outbreak of war canceled these plans.
Armor Beta
Hull HP 62,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 54+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–40 mm) | 1,700 (3% of HP) | Overmatched by 380mm+ AP (Alsace, Bourgogne)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+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 20–40 mm) | 1,500 (2% of HP) | Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 230 mm primary (range 30–230 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. |
| Superstructure | 16 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 HP | 31,300 magazine HP | Turret knocked out | Per-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 (100 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (57 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 18,800 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Balance History
Balance updates affecting Sevastopol. Cards are condensed; use each source link for full context.
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%.
Skins & permanent camouflages
Every custom exterior Sevastopol can equip.
DefaultThe ship’s standard exterior
Frozen SevastopolDecorative
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.
