Sinop
Beta- Anchor a flank at 14-17 km where the team can rotate behind you
- Avoid: Absorbing focus without trading back
Sinop Community Stats
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Sinop Community Stats
Playstyle
Overview
Sinop is a Tier VI Soviet tank battleship (65,000 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker.
Positioning
Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.
Potato Avoidance
Absorbing focus without trading back
The HP pool is a tool for holding the angle while you reload, not a license to sit broadside; every salvo you skip is a salvo your team had to land instead.
Signature Traits
12.0% best HE fire chance per secondary shell (before target resistance), best of T6 BBs. Stacks fires faster than peers in a brawl.
65000.0 HP, top decile of T6 BBs.
282900.0 secondary DPM per side, top decile of T6 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.
40.0 s Damage Control reload, top quartile of T6 BBs. Fire / flood stacks come off cooldown sooner.
29.7 s reload, bottom decile of T6 BBs. Salvos punish more, but cycle is slower than peers.
68.0 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Sinop
Sinop is available in the Juggernaut Battleships branch of the U.S.S.R. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits.
Show U.S.S.R. tech-tree branch diagram
Sinop sits in the Juggernaut Battleships branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Builds Beta
Build for survivability, main-battery accuracy, reload, fire resistance, and damage-control discipline.
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 Sinop sits among Tier VI BBs (27 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 26 mid-pack stats
Not standouts for Sinop -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14620/30·(13−1.1)/1000 + 1.1)·30 = 207 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207 × 0.75 = 155.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207 × 0.382 (σ=1.5) = 79 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 155.2 × 0.382 (σ=1.5) = 59.3 mƒ
180 degrees / 3 deg/s traverse speed = 60 s.ƒ
9 broadside guns x 60 / 33 s base reload = 16.4.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,850 HE damage x 9 broadside guns = 52,650.ƒ
52,650 HE full-salvo alpha x 60 / 33 s base reload = 95,727.ƒ
9 HE shells x 60 / 33 s reload x 41% fire chance = 6.71.AP shells
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floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2430 × 1116^0.69 × 0.406^-1.07 × 766.5^1.38 = 772.7 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (20.1 km), where the shell has slowed to 477 m/s: 1e-7 × 2430 × 1116^0.69 × 0.406^-1.07 × 477^1.38 = 401.5 mm.ƒ
12,000 AP damage x 9 broadside guns = 108,000.ƒ
108,000 AP full-salvo alpha x 60 / 33 s base reload = 196,364.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (76×3.5×0.75) + (24×3.5×0.75) = 262. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 24 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 24 + Medium 76 = 100ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.Show 2 more gun families
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
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14620/30·(13−1.1)/1000 + 1.1)·30 = 207 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207 × 0.75 = 155.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207 × 0.382 (σ=1.5) = 79 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 155.2 × 0.382 (σ=1.5) = 59.3 mCanonical 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 × 2430 × 1116^0.69 × 0.406^-1.07 × 766.5^1.38 = 772.7 mm. Matches the in-game spec card.Same formula at the ship's max firing range (20.1 km), where the shell has slowed to 477 m/s: 1e-7 × 2430 × 1116^0.69 × 0.406^-1.07 × 477^1.38 = 401.5 mm.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 3 deg/s traverse speed = 60 s.5,850 HE damage x 9 broadside guns = 52,650.12,000 AP damage x 9 broadside guns = 108,000.52,650 HE full-salvo alpha x 60 / 33 s base reload = 95,727.108,000 AP full-salvo alpha x 60 / 33 s base reload = 196,364.9 broadside guns x 60 / 33 s base reload = 16.4.9 HE shells x 60 / 33 s reload x 41% fire chance = 6.71.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (76×3.5×0.75) + (24×3.5×0.75) = 262. 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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 57 + 30 = 286.5 m.Secondary battery firepower
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: 6×2 100 mm (6/side) × 60/3.75 × 1400 = 134,400 + 6×2 152 mm (6/side) × 60/8 × 2200 = 99,000 + 6×1 152 mm (3/side) × 60/8 × 2200 = 49,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.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: 25 mm from the 152 mm family.Armor
Hull HP 61,600 → 65,000 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 |
|---|---|---|---|---|
| Bow | 26 mm primary (range 26–125 mm) | 2,000 (3% of HP) | Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 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) | 16 mm primary (range 12–300 mm) | 48,800 (75% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)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 | 26 mm primary (range 26–200 mm) | 1,400 (2% of HP) | Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 300 mm primary (range 32–300 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). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 32,500 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (152 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 (37 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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.100 research estimate | Largest on BB/BC; zero on destroyers | Engine 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 HP | 19,500 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.
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 Sinop. Cards are condensed; use each source link for full context.
Holiday Update: Chilling With the Beasts
- AP shell maximum damage decreased from 12,950 to 12,000.
- Main battery shell grouping reduced by 6%.
Skins & permanent camouflages
Every custom exterior Sinop can equip, from in-game data.
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.
