World of Warships: Legends ship guide

Stalingrad

Beta
Radar support cruiserLight caps and smoke-firing DDs; farm from cover.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
305 mm overmatchHeavy AP pen2.4 sigma accuracy17 km gun rangeEasily spotted
Community Data

Stalingrad Community Stats

Log in to GamingDiver and upload your data to see Community Data for Stalingrad: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Stalingrad is a Legendary Soviet super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame with Surveillance Radar as her signature consumable. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Standout traits: best main battery range in Legendary CAs (17.1 km) and best sigma in Legendary CAs (2.4).

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 and the radar drop covers most caps end to end.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

13 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Close-range AP brick

812.7 mm AP pen at 1.5 km, best of Legendary CAs. Citadels broadside cruisers up close.

Long-range AP brick

414.5 mm AP pen at max range, top decile of Legendary CAs. Threatens citadels even from range.

High HP pool

65000.0 HP, best of Legendary CAs.

Long gun range

17.11 km main battery reach, best of Legendary CAs.

Easily spotted

15.09 km surface detect, worst of Legendary CAs. Visible before you can react; position early.

Acquisition

How to get Stalingrad

Stalingrad is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Santa Level 5 0.833333% Superprize: Premium Ship Event containers · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Event containers · Santa Level 4 · 2 paths combined · 1 of 12 ships
    Show 2 paths
    • Santa Level 40.166667%
    • Santa Level 4 → Santa Level 50.083333%
Show all 15 containers (12 more)
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
  • Santa Level 3 0.083333% Superprize: Premium Ship Event containers · Santa Level 3 · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.041667%
    • Santa Level 3 → Santa Level 40.025%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
    • Santa Level 30.004167%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Santa Level 2 0.025% Superprize: Premium Ship Event containers · Santa Level 2 · 6 paths combined · 1 of 12 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.008333%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
    • Santa Level 2 → Santa Level 30.000625%
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Champion's Box 0.016667% Superprize: Premium Ship Event containers · Champion's Box · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.008333%
    • Champion's Box → Santa Level 3 → Santa Level 40.005%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
    • Champion's Box → Santa Level 30.000833%
  • Mega Santa '23 0.01% Superprize: Premium Ship Event containers · Mega Santa '23 · 1 of 10 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Santa Level 1 0.006042% Superprize: Premium Ship Event containers · Santa Level 1 · 8 paths combined · 1 of 12 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
    • Santa Level 1 → Santa Level 30.000208%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
  • Super Santa '23 0.0013% Superprize: Premium Ship Event containers · Super Santa '23 · 1 of 10 ships
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
  • Ultimate Crate 0.00013% Superprize: Premium Ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, AP performance, range, concealment, and survivability. The ship rewards precise salvos and positioning more than raw DPM.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Stalingrad 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.

BestHit points65,000 HP (1/21) BestMain battery range17.11 km (1/21) BestSigma2.4 (1/21) BestSecondary HE pen22 mm (1 of 2 tied) BestAP velocity950 m/s (1 of 2 tied) BestAcceleration8.85 s (1/21) BestEngine power280,000 hp (1/21) BestEnd plates32 mm (1 of 4 tied / 1 of 5 tied) Top 10%HE fire chance33% (3/20) Top 10%HE velocity950 m/s (3/20) Top 25%Max speed35 kt (5/21) Top 25%Main battery caliber305 mm (5/21) Top 25%Secondary dispersion bracket49 (3/14) Top 25%HE alpha1,800 (4/13) Top 25%Secondary fire chance8% (3/13) Top 25%AP ricochet start55° (6/21) Top 25%Turn-speed retention247.8 hp/m (4/21) Top 25%AA range5.7 km (5/21) Top 25%Max armor260 mm (5/21) Top 25%Citadel belt180 mm (6/21) Bottom 25%Main battery reload18 s (17/21) Bottom 25%HE DPM135,000 (16/20) Bottom 25%AP DPM264,000 (17/21) Bottom 25%Displacement42,300 t (19/21) Bottom 10%Main dispersion200.3 m (20/21) WorstStealth profile15.09 km / 9.05 km (21/21 / 21/21) WorstNo torpedoes (8 of 21 in cohort) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 13 mid-pack stats

Not standouts for Stalingrad -- 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.

Rudder shift16.3 s(13/21) Traverse-to-turn ratio6.57 ×(9/21) Fires per minute9.9(11/20) Secondary DPM (per side)162,000(11/14) AP fuse timer0.02 s(15/21) AP arming threshold34 mm(10/21) AP auto-bounce angle65°(7/21) Power-to-weight6.62 hp/t(11/21) AA DPS505(15/21) AA threat2,099(14/21) Deck armor110 mm(11/21) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value)

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

Radar 13 kmRepair 2Def-AA
Survivability
Hit Points65,000
Displacement42,300 t
Armor range6–260 mm
Plate armor thicknesses6, 15, 16, 20, 30, 32, 38, 40, 45, 50, 55, 70, 75, 85, 100, 105, 110, 115, 125, 140, 170, 180, 200, 225, 260 mm
Armor material/layer entries67
Fire resistance40%
Fire duration45 s
Torp Reduction25%
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.
36,200
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.
21,700
Main Battery
ModuleArtillery: 305 mm/61 SM-31
Mounts / barrels3 mounts / 9 barrels
Reload time20 s
Firing range17.1 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.4
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17115/30·(10.5−1.6)/1000 + 1.6)·30 = 200.3 m
200.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 200.3 × 0.6 = 120.2 m
120.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 200.3 × 0.276 (σ=2.4) = 55.2 m
55.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 120.2 × 0.275 (σ=2.4) = 33.1 m
33.1 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 20 s base reload = 27.
27
HE shells
HE Damage4,500
HE Velocity950 m/s
Fire Chance33%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,500 HE damage x 9 broadside guns = 40,500.
40,500
Base HE DPM
ƒ40,500 HE full-salvo alpha x 60 / 20 s base reload = 121,500.
121,500
Installed HE DPM
ƒ40,500 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 135,000.
135,000
Base fires/min
ƒ9 HE shells x 60 / 20 s reload x 33% fire chance = 8.91.
8.91
AP shells
AP Damage8,800
AP Velocity950 m/s
Min Ricochet55 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 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 × 2700 × 467^0.69 × 0.305^-1.07 × 950^1.38 = 859.5 mm. Matches the in-game spec card.
859.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.4 km), where the shell has slowed to 560 m/s: 1e-7 × 2700 × 467^0.69 × 0.305^-1.07 × 560^1.38 = 414.5 mm.
414.5 mm
AP full-salvo alpha
ƒ8,800 AP damage x 9 broadside guns = 79,200.
79,200
Base AP DPM
ƒ79,200 AP full-salvo alpha x 60 / 20 s base reload = 237,600.
237,600
Installed AP DPM
ƒ79,200 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 264,000.
264,000
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.
225
AA Defense
AA mount points16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (59×3.5×0.9) + (48×3.5×0.85) + (56×3.5×0.9) = 505. 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.
505
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.7 km
45 mm SM-20-ZIF6×4 45mm
25 mm 4M-12010×4 25mm
130 mm/60 BL-109A (DP)6×2 130mm
Far aura
DPS
ƒIncludes 56 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
56
Range5.7 km
Medium aura
DPS59
Range3.5 km
Total DPS in Aura
ƒFar 56 + Medium 59 = 115
115
Near aura
DPS48
Range3.1 km
Total DPS in Aura
ƒFar 56 + Medium 59 + Near 48 = 163
163
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber130 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity950 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (12.5%)
Max secondary dispersion @ 5 km
ƒ5 km × 49 + 30 = 275 m.
275 m
Maneuverability
Engine moduleEngine: 280,000 hp
Engine power280,000 hp
Maximum speed35 kt
Turning circle radius1130 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.6× slow
Concealment
Detectability by sea15.09 km
Detectability by air9.05 km
Smoke firing penalty11.7 km
Detect after firing main guns15.09 km
Detect Fire Sea17.09 km
Detect Fire Air12.05 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Surveillance Radar2 charges · 180 s reload · 20 s active · 13 km radar range
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Module options (1)

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

HullUpgrade
  • Turret traverse6 → 10 °/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)2.4
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp200.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17115/30·(10.5−1.6)/1000 + 1.6)·30 = 200.3 m
Max Vert Disp120.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 200.3 × 0.6 = 120.2 m
Med Horiz Disp55.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 200.3 × 0.276 (σ=2.4) = 55.2 m
Med Vert Disp33.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 120.2 × 0.275 (σ=2.4) = 33.1 m
AP Pen Close859.5 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 × 2700 × 467^0.69 × 0.305^-1.07 × 950^1.38 = 859.5 mm. Matches the in-game spec card.
AP Pen Far414.5 mm
Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 560 m/s: 1e-7 × 2700 × 467^0.69 × 0.305^-1.07 × 560^1.38 = 414.5 mm.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius225
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha40,500
4,500 HE damage x 9 broadside guns = 40,500.
AP full-salvo alpha79,200
8,800 AP damage x 9 broadside guns = 79,200.
Base HE DPM121,500
40,500 HE full-salvo alpha x 60 / 20 s base reload = 121,500.
Base AP DPM237,600
79,200 AP full-salvo alpha x 60 / 20 s base reload = 237,600.
Installed HE DPM135,000
40,500 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 135,000.
Installed AP DPM264,000
79,200 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 264,000.
Base shells/min27
9 broadside guns x 60 / 20 s base reload = 27.
Installed shells/min30
9 broadside guns x 60 / 18 s installed Artillery reload = 30.
Base fires/min8.91
9 HE shells x 60 / 20 s reload x 33% fire chance = 8.91.
Installed fires/min9.9
9 HE shells x 60 / 18 s installed reload x 33% fire chance = 9.9.

AA defense

Close-range AA DPS505
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (59×3.5×0.9) + (48×3.5×0.85) + (56×3.5×0.9) = 505. 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 range5.7 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2099
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range3.1 km

Secondary battery dispersion

Secondary dispersion typeImproved (12.5%)
Max dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km275 m
5 km × 49 + 30 = 275 m.

Secondary battery firepower

Secondary DPM (per side)162,000
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: 6×2 130 mm (6/side) × 60/4 × 1800 = 162,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 130 mm family.
Max HE pen22 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 22 mm from the 130 mm family.

Armor

Hull HP 65,000, 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
Bow32 mm primary (range 32–50 mm)9,800 (15% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 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 16–200 mm)54,300 (84% 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.
Stern32 mm primary (range 32–170 mm)11,600 (18% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel180 mm primary (range 15–180 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–260 mm)11,600 (18% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP36,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (130 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (45 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 HP21,700 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 Stalingrad. Cards are condensed; use each source link for full context.

Nerf ×6Buff ×8Main Battery ×4
2024-03-21

Ministry of Balance: Spring Changes

  • Stalingrad shares the same situation as Alaska, so she's getting a similar nerf to her survivability. We prefer to make nerfs via the saturation system rather than the armor plating, as modifying HP and saturation leads to more predictable outcomes.
  • HP increased for bow, stern, casemate, and superstructure—increasing the damage the ship takes before saturation.
  • Bow HP increased from 4,900 to 9,800.
  • Casemate HP increased from 5,300 to 10,600.
  • Superstructure HP increased from 5,800 to 11,600.
  • Stern HP increased from 5,800 to 11,600.
Read the full official post
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • First and foremost, the rear turret firing angles for Stalingrad have been improved to allow for firing from extreme angles at long distance targets.
  • Main battery AP shell damage increased from 8,000 to 8,800.
  • Addition:
  • main battery HE shells:
  • Damage: 4,500.
  • Fire chance: 33%.
  • Penetration: 51 mm.
  • HP distribution bow HP reduced from 9,800 to 4,900.
  • HP distribution casemate HP reduced from 10,600 to 5,300.
  • HP distribution superstructure HP reduced from 11,600 to 5,800.
  • +1 more official change line in the source post.
Read the full official post
2022-01-27

February update: fortes fortuna adiuvat

  • AP shell maximum damage decreased from 8,500 to 8,000.
  • Fire duration increased from 30 to 45 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Stalingrad 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.