World of Warships: Legends ship guide

Sevastopol

Also called: 塞瓦斯托波尔 · Севастополь · Sewastopol Beta
U.S.S.R. · Tier ★ · CB Cruiser · Premium
Super-cruiserOutguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Playstyle
  • 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
Key characteristics
380 mm AP overmatchHeavy AP pen16 km gun rangeHeavy HE shellsSonarEasily spotted
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Community Data

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.

Community Data

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.

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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 (4.4 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

Engine Boost

+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.

ELITE MAIN BATTERY ↗
  • 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
Deep effective HP ↗

118940 effective HP once Repair Party is counted, best of Legendary CAs. Absorbs more total punishment than the raw HP pool suggests.

MAIN BATTERY DOWNSIDES ↗
  • Low AP DPM · 184909 AP
  • Low HE DPM · 87545 HE
Acquisition

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.

WG official build from Through the Spy Glass: Sevastopol.

Source: Through the Spy Glass: Sevastopol

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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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.

BestMain battery caliber380 mm (1/21) BestRepair charges3 (1 of 6 tied) BestMax armor330 mm (1 of 3 tied) Top 10%Hit points62,600 HP (3/21) Top 10%Main battery range16.03 km (3/21) Top 10%AP pen at 10 km563 mm (2/21) Top 10%Citadel belt230 mm (3/21) Top 25%Engine power231,000 hp (4/21) Top 25%Power / turn radius235.7 hp/m (6/21) Top 25%Repair heal rate0.75 %/s (6/21) Bottom 25%Main battery reload22 s (19/21) Bottom 25%Fires per minute5.56 (18/19) Bottom 25%Secondary HE alpha1,400 (11/13) Bottom 25%Secondary HE pen17 mm (11/13) Bottom 25%Time to 90% speed27.5 s (17/21) Bottom 25%Power-to-weight5.42 hp/t (17/21) Bottom 25%AA DPS467 (19/21) Bottom 10%Stealth profile14.3 km / 8.58 km (20/21 / 20/21) Bottom 10%Rudder shift15.1 s (20/21) Bottom 10%Turning circle980 m (20/21) Bottom 10%Displacement42,600 t (20/21) WorstSmoke fire bloom13.07 km (21/21) WorstHE DPM87,545 (19/19) WorstAP DPM184,909 (21/21) WorstAP arming threshold63 mm (21/21) WorstEffective HE DPM (incl. fire)133,121 (19/19) WorstNo torpedoes (8 of 21 in cohort)
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.

Max speed33.5 kt(13/21) 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(11/19) Acceleration (0-12 kt)9.5 s(15/21) AP fuse timer0.022 s(15/21) AP ricochet start50°(7/21) AP auto-bounce angle65°(7/21) AA range5 km(15/21) AA threat1,985(16/21) Flak damage per salvo (expected)2,772(14/20) Bow armor25 mm(13/21) Stern armor25 mm(13/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value)
Survivability
Hit Points62,600
Displacement42,600 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.
240 x 31.7 m
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 resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration45 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 45 s = 0.135 of the pool; 0.135 × 62,600 HP = 8,451 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 62,600 HP = 6,260 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.22 hull torpedo-damage coefficient / 0.333 unprotected baseline = 34%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
34%
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.
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
Effective HP
ƒBase 62,600 HP plus everything Repair Party can restore: 0.0075 of max HP per second (0.75%) × 40 s × 62,600 HP = 18,780 HP per charge, × 3 charges = 56,340 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.
118,940
Repairable: penetration75%
Repairable: citadel50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,700 = 3,400), 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.
1,700
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 × 5,800 = 11,600), 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.
5,800
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 × 5,700 = 11,400), 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.
5,700
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 × 47,000 = 94,000), 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.
47,000
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 × 4,100 = 8,200), 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 ×. 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.
4,100
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 × 1,500 = 3,000), 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.
1,500
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: 380 mm/52 SK C/34
Mounts / barrels3 mounts / 6 barrels
Reload time22 s
Firing range16 km
Turret traverse5 °/s
Turret armor360 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.
2x ±148°, ±153°
Guns to bear
ƒ180° − 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.
27° off bow / 32° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn 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.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1603030·8−1.11000+1.1)·30=143.6m
143.6 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.6·0.6=86.2m
86.2 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =143.6·0.62.05=42m
42 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =86.2·0.62.05=25.2m
25.2 m at 16 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero 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.
Initial: 16.4 → 18.1
HE shells
HE alpha5,350
HE Velocity820 m/s
Fire Chance34%
HE fire DPM vs T8 BB45606
Effective HE DPM vs T8 BB133152
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
HE DPM
ƒZero 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.
Initial: 87,545 → 96,993
Fires/min
ƒZero 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.
Initial: 5.56 → 6.16
AP shells
AP alpha11,300
AP Velocity820 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold63 mm
AP pen max range489 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2450·8000.69·0.38−1.07·8201.38=729.4mm.
729.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 613.5 m/s: P=10−7·2450·8000.69·0.38−1.07·613.51.38=488.8mm.
488.8 mm at 16 km
AP full-salvo alpha
ƒ11,300 AP damage x 6 broadside guns = 67,800.
67,800
AP DPM
ƒZero 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.
Initial: 184,909 → 204,863
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
5 km
57 mm AK-7256×2 57mm
100 mm/70 SM-52 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 100mm
Far aura
Guns100 mm/70 SM-52 (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 117 from dual-purpose secondaries firing as AA in this range band.
117
Range5 km
Medium aura
Guns57 mm AK-725
Continuous DPS
ƒEffective DPS: 111 raw aura damage × 3.5 × 0.9 hit probability = 350 - the same in-game units as the Close-range AA DPS headline.
350
Range4 km
Total DPS in Aura
ƒFar 117 + Medium 350 = 467
467
Flak
AA explosions
ƒEach ~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.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 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).
168,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/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.
59,020
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 168,000 + secondary fire DPM 59,020 = 227,020: shell damage plus fire damage against one T8 battleship, every shell hitting.
227,020
100 mm/70 SM-52 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 100mm
Caliber100 mm
Reload time4 s
HE alpha1,400
Muzzle Velocity1000 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ8×2 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.
7.2
HE Pen17 mm
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 power231,000 hp
Maximum speed33.5 kt
Turning circle radius980 m
Rudder shift time15.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
32.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
27.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
44.8 s
Guns in a full turn
ƒWith 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.
hold target (+0.8°/s spare)
Concealment
Detectability by sea
ƒBase 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.
14.3 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.3 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.66 km.
13.66 km
Detectability by air8.58 km
Smoke firing penalty13.07 km
Detect when firing (sea)
ƒmax(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.
16.03 km
Detect when firing (air)
ƒAir 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.
16.18 km
Detect when on fire (sea)
ƒSea detectability 14.3 km + 2.0 km while burning = 16.3 km.
16.3 km
Detect when on fire (air)
ƒAir detectability 8.58 km + 3.0 km while burning = 11.58 km.
11.58 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 · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats 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)
ƒ0.0075 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.
· 56,340 HP (90% of max HP) total heal (all charges)
ƒ0.3 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.
· 470 HP/s (0.75% of max HP) heal per second
ƒ0.0075 (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

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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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(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.
Shell scatter width @ 10 km102 m
(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.
Shell scatter width @ 15 km136.5 m
(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.
Shell scatter height @ 5 km26.1 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=0.5 at delim·Rmax=0.5·16030=8015 m, and radiusOnMax=0.6 at 16030 m. Below the kink: k=0.2+(0.5−0.2)·50008015=0.3871, so σV=σH·k=67.5·0.3871=26.1m.
Shell scatter height @ 10 km53.5 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=0.5 at delim·Rmax=0.5·16030=8015 m, and radiusOnMax=0.6 at 16030 m. Above the kink: k=0.5+(0.6−0.5)·10000−801516030−8015=0.5248, so σV=σH·k=102·0.5248=53.5m.
Shell scatter height @ 15 km80.1 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16030=8015 m, and radiusOnMax=0.6 at 16030 m. Above the kink: k=0.5+(0.6−0.5)·15000−801516030−8015=0.5871, so σV=σH·k=136.5·0.5871=80.1m.
AP pen 5 km640 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 =10−7·2450·8000.69·0.38−1.07·745.51.38=640mm, 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 pen 10 km563 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 =10−7·2450·8000.69·0.38−1.07·679.71.38=563mm, 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 pen 15 km500 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2450·8000.69·0.38−1.07·623.91.38=500mm, 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.
HE flight time @ 10 km4.86 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·0.22·0.3828·800=1.56×10−5. 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.
AP flight time @ 10 km4.86 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·0.22·0.3828·800=1.56×10−5. 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.
Guns per full salvo (alpha, DPM)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,450
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 mass800 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 coefficient0.22
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity820 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity820 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
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.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range117
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.
AA DPS layered by range117 DPS @ 5 km, 467 DPS @ 4 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.
AA DPS at point-blank467
350 + 117 = 467 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (4 km).
AA threat index1985
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

Max HE alpha1400
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.
Max HE fire chance6%
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.
Max HE pen17 mm
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.
Open in Charting Tool

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.

Bow & stern25 mm

Overmatched by 54+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel230 mm

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

Farming16 mm

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
Bow25 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.
Stern25 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.
Citadel230 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.
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 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 (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.

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.

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.