World of Warships: Legends ship guide

Stalingrad

Also called: 斯大林格勒 · Сталинград Beta
U.S.S.R. · Tier ★ · CB Cruiser · Premium
Super-cruiserBattleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
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: Using radar like a destroyer hunter rather than a position tool
Key characteristics
305 mm AP overmatchHeavy AP pen2.4 sigma accuracy17.1 km gun rangeRadar (11.7 km)Easily spotted
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Community Data

Stalingrad Community Stats

Across 23,000+ Standard battles from 230+ players, Stalingrad averages a 62% win rate, 99,600 damage and 1.1 kills per battle, and survives 44% of them.

Community Data

Stalingrad Community Stats

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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 high HP pool in Legendary CAs (65,000 HP, 1st of 21) and best main battery range in Legendary CAs (17.1 km, 1st of 21). The trade is worst surface detection in Legendary CAs (15.1 km, 21st of 21).

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. A 1,130 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

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. Yours reaches 11.7 km for 20 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

11.7 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.

High HP pool ↗

65000 HP, best of Legendary CAs.

ELITE MAIN BATTERY ↗
  • Long gun range · 17.1 km
  • Tight grouping
  • Close-range AP brick · 812.7 mm
  • Big-caliber AP overmatch · 21.3 mm
  • Long-range AP brick · 467.77 mm
Easily spotted ↗

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

Pattern widens fast with range ↗

Shell pattern widens about 11.7 m per km of range, bottom decile of Legendary CAs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get Stalingrad

Stalingrad is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Global XP and 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Santa Level 5 0.909091% Superprize: Premium Ship Archived · Santa Level 5 · 1 of 11 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.272727% Superprize: Premium Ship Archived · Santa Level 4 · 2 paths combined · 1 of 11 ships
    Show 2 paths
    • Santa Level 40.181818%
    • Santa Level 4 → Santa Level 50.090909%
Show all 17 containers (14 more)
  • Chest of Rarities 0.2% Legendary Tier ship Event · Chest of Rarities · 1 of 5 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Archived · 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 0.090909% Superprize: Premium Ship Archived · Santa Level 3 · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.045455%
    • Santa Level 3 → Santa Level 40.027273%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.013636%
    • Santa Level 30.004545%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Archived · 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 0.027273% Superprize: Premium Ship Archived · Santa Level 2 · 6 paths combined · 1 of 11 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.009091%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.006818%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004545%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.004091%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002045%
    • Santa Level 2 → Santa Level 30.000682%
  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
  • Piñata Chest 0.02% Legendary Tier ship Event · Piñata Chest → Chest of Rarities · 1 of 5 ships
  • Champion's Box 0.018182% Superprize: Premium Ship Archived · Champion's Box · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.009091%
    • Champion's Box → Santa Level 3 → Santa Level 40.005455%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.002727%
    • Champion's Box → Santa Level 30.000909%
  • Mega Santa '23 0.01% Superprize: Premium Ship Archived · Mega Santa '23 · 1 of 10 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Archived · 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 0.006591% Superprize: Premium Ship Archived · Santa Level 1 · 8 paths combined · 1 of 11 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002273%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001364%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001023%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000682%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000614%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000307%
    • Santa Level 1 → Santa Level 30.000227%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000102%
  • Super Santa '23 0.0013% Superprize: Premium Ship Archived · Super Santa '23 · 1 of 10 ships
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Archived · 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 Archived · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
  • Holiday Content: Jingle Ships Crates Start: 2022-12-12
    • The list of boats includes crate-exclusive, all-new Japanese Tier VII Premium destroyer Kirisame, which has access to three different hull options; famed Jean Bart; Stalingrad; and more.
  • Santa's New Crates and How They Work Crates Start: 2023-12-11
    • One more thing to highlight is the list of ships that can drop from these crates.
    • Soviet Legendary cruiser Stalingrad
  • Speed, Size, and Might: The Red Navy Grows 2,000,000 Global XP Start: 2021-08-31
    • Stalingrad is the first ship (and she’s a very big one) of the Legendary Tier that is not Bureau-specific and can be obtained with 2 million Global XP.
  • Holiday Update: Chilling With the Beasts Global XP 2021-12-16
    • With Soviet cruiser Stalingrad having recently become available for Global XP, we are not excluding more possible distribution options for Legendary warships in the further Updates.
  • September update: the Redinforcements 2,000,000 Global XP 2021-08-26
    • Legendary Tier Soviet Cruiser Stalingrad for 2 million Global XP.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Stalingrad 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.

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) BestEngine power280,000 hp (1/21) BestAP pen at 10 km594 mm (1/21) BestEnd plates32 mm (1 of 4 tied / 1 of 4 tied) Top 25%Max speed35 kt (5/21) Top 25%Main battery caliber305 mm (5/21) Top 25%HE fire chance33% (3/19) Top 25%Secondary dispersion bracket49 (3/14) Top 25%Secondary HE alpha1,800 (4/13) Top 25%Secondary fire chance8% (3/13) Top 25%HE velocity950 m/s (3/19) Top 25%AP ricochet start55° (6/21) Top 25%Power / turn radius247.8 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 reload20 s (17/21) Bottom 25%HE DPM121,500 (16/19) Bottom 25%AP DPM237,600 (17/21) Bottom 25%Displacement42,300 t (19/21) Bottom 10%Smoke fire bloom11.7 km (20/21) Bottom 10%Main dispersion200.3 m (20/21) WorstStealth profile15.09 km / 9.05 km (21/21 / 21/21) WorstTurning circle1,130 m (21/21) WorstNo torpedoes (8 of 21 in cohort) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 16 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 shift12.5 s(13/21) Fires per minute8.91(11/19) Secondary DPM (per side)162,000(11/14) Time to 90% speed26.9 s(14/21) Acceleration (0-12 kt)9.1 s(11/21) AP fuse timer0.022 s(15/21) AP arming threshold34 mm(10/21) AP auto-bounce angle65°(7/21) Power-to-weight6.62 hp/t(11/21) Effective HE DPM (incl. fire)194,537(14/19) AA DPS505(15/21) AA threat2,098(14/21) Flak damage per salvo (expected)3,150(7/20) NormTurn speed retained81%(18 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points65,000
Displacement42,300 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.
274 x 30 m
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 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 × 65,000 HP = 8,775 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 × 65,000 HP = 6,500 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.25 hull torpedo-damage coefficient / 0.333 unprotected baseline = 25%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
25%
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.
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
Effective HP
ƒBase 65,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 65,000 HP = 9,100 HP per charge, × 2 charges = 18,200 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.
83,200
Repairable: penetration50%
Repairable: citadel33%
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 × 9,800 = 19,600), 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.
9,800
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 × 10,600 = 21,200), 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 ×. 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.
10,600
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 × 54,300 = 108,600), 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.
54,300
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 × 11,600 = 23,200), 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.
11,600
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 × 11,600 = 23,200), 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 ×. 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.
11,600
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: 305 mm/61 SM-31
Mounts / barrels3 mounts / 9 barrels
Reload time20 s
Firing range17.1 km
Turret traverse6 °/s
Turret armor617 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 ±150°, ±154°
Guns to bear
ƒ180° − 154° (the most restricted aft-facing mount's arc) = 26° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
26° off bow / 30° off stern
Shell Grouping (σ)2.4
Dispersion type
ƒIn practice: 33% wider (worse) horizontal dispersion and 33% more vertical spread at max range (17.1 km) than a standard cruiser: about 200 m wide × 120 m tall, against 151 m × 91 m. Also on this curve (3): Georgia, Georgia W, Siegfried.
Large cruiser (Georgia / Siegfried / Stalingrad)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1711530·10.5−1.61000+1.6)·30=200.3m
200.3 m at 17.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.3·0.6=120.2m
120.2 m at 17.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =200.3·0.62.4=50.1m
50.1 m at 17.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =120.2·0.62.4=30m
30 m at 17.1 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 20 s base reload = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 18 s all-upgrades reload (20 s × 0.9 Main Battery Mod. 3 = 18 s) = 30.
Initial: 27 → 30
HE shells
HE alpha4,500
HE Velocity950 m/s
Fire Chance33%
HE fire DPM vs T8 BB73037
Effective HE DPM vs T8 BB194537
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
HE DPM
ƒZero upgrades: 40,500 HE full-salvo alpha x 60 / 20 s base reload = 121,500. All upgrades (Main Battery Mod. 3 = -10% reload): 40,500 HE full-salvo alpha x 60 / 18 s all-upgrades reload (20 s × 0.9 Main Battery Mod. 3 = 18 s) = 135,000.
Initial: 121,500 → 135,000
Fires/min
ƒZero upgrades: 27 shells/min × 0.33 (33% fire chance) = 8.91. All upgrades (Main Battery Mod. 3 = -10% reload): 30 shells/min × 0.33 (33% fire chance) = 9.9.
Initial: 8.91 → 9.9
AP shells
AP alpha8,800
AP Velocity950 m/s
Min Ricochet55 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold34 mm
AP pen max range468 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2700·4670.69·0.305−1.07·9501.38=859.5mm.
859.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.1 km), where the shell has slowed to 611.3 m/s: P=10−7·2700·4670.69·0.305−1.07·611.31.38=467.8mm.
467.8 mm at 17.1 km
AP full-salvo alpha
ƒ8,800 AP damage x 9 broadside guns = 79,200.
79,200
AP DPM
ƒZero upgrades: 79,200 AP full-salvo alpha x 60 / 20 s base reload = 237,600. All upgrades (Main Battery Mod. 3 = -10% reload): 79,200 AP full-salvo alpha x 60 / 18 s all-upgrades reload (20 s × 0.9 Main Battery Mod. 3 = 18 s) = 264,000.
Initial: 237,600 → 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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.7 km
45 mm SM-20-ZIF6×4 45mm
25 mm 4M-12010×4 25mm
130 mm/60 BL-109A (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 130mm
Far aura
Guns130 mm/60 BL-109A (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 176 from dual-purpose secondaries firing as AA in this range band.
176
Range5.7 km
Medium aura
Guns45 mm SM-20-ZIF
Continuous DPS
ƒEffective DPS: 59 raw aura damage × 3.5 × 0.9 hit probability = 186 - the same in-game units as the Close-range AA DPS headline.
186
Range3.5 km
Total DPS in Aura
ƒFar 176 + Medium 186 = 362
362
Near aura
Guns25 mm 4M-120
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.85 hit probability = 143 - the same in-game units as the Close-range AA DPS headline.
143
Range3.1 km
Total DPS in Aura
ƒFar 176 + Medium 186 + Near 143 = 505
505
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 6 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 250 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.
2 per salvo, 6 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
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 5.7 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.
2.5-5.7 km
S
Secondary Battery
Mounts6
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: 6×2 130 mm (6/side) × 60/4 s × 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).
162,000
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) 162,000 + secondary fire DPM 59,020 = 221,020: shell damage plus fire damage against one T8 battleship, every shell hitting.
221,020
130 mm/60 BL-109A (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 130mm
Caliber130 mm
Reload time4 s
HE alpha1,800
Muzzle Velocity950 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 4 s × 0.08 (8% 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 Pen22 mm
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 power280,000 hp
Maximum speed35.0 kt
Turning circle radius1130 m
Rudder shift time12.5 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 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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.
31.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
26.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
43.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 3.7 = +2.3°/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 (+2.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.09 km x 0.955 = 14.41 km. Camouflage does not change detectability by air.
15.09 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.09 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.41 km.
14.41 km
Detectability by air9.05 km
Smoke firing penalty11.7 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.09 km) = 17.11 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.11 km
Detect when firing (air)
ƒAir detectability 9.05 km + gun-firing bloom 6.1 km = 15.15 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
15.15 km
Detect when on fire (sea)
ƒSea detectability 15.09 km + 2.0 km while burning = 17.09 km.
17.09 km
Detect when on fire (air)
ƒAir detectability 9.05 km + 3.0 km while burning = 12.05 km.
12.05 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 · 11.7 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 390×301000=11.7 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 Party2 charges · 80 s reload · 28 s active · 9,100 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 65,000 HP = 9,100 HP: up to 14% of max HP restored per charge.
· 18,200 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 65,000 HP = 18,200 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 325 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 65,000 HP = 325 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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

vs standard cruiser33% wider H · 33% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (17.1 km) with the same model as Max Horiz/Vert Disp: horizontal 200 / 151 m − 1 = +33%, vertical 120 / 91 m − 1 = +33%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km92.5 m
(166.7 × (10.5 − 1.6) / 1000 + 1.6) × 30 = 92.5 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 km137 m
(333.3 × (10.5 − 1.6) / 1000 + 1.6) × 30 = 137 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 km181.5 m
(500 × (10.5 − 1.6) / 1000 + 1.6) × 30 = 181.5 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 km34.7 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=0.5·17115=8558 m, and radiusOnMax=0.6 at 17115 m. Below the kink: k=0.2+(0.5−0.2)·50008558=0.3753, so σV=σH·k=92.5·0.3753=34.7m.
Shell scatter height @ 10 km70.8 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=0.5·17115=8558 m, and radiusOnMax=0.6 at 17115 m. Above the kink: k=0.5+(0.6−0.5)·10000−855817115−8558=0.5169, so σV=σH·k=137·0.5169=70.8m.
Shell scatter height @ 15 km104.4 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=0.5·17115=8558 m, and radiusOnMax=0.6 at 17115 m. Above the kink: k=0.5+(0.6−0.5)·15000−855817115−8558=0.5753, so σV=σH·k=181.5·0.5753=104.4m.
AP pen 5 km713 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 =10−7·2700·4670.69·0.305−1.07·829.51.38=713mm, where 829.5 m/s is the shell's speed when it arrives at 5 km (from 950 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 km594 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 =10−7·2700·4670.69·0.305−1.07·726.81.38=594mm, where 726.8 m/s is the shell's speed when it arrives at 10 km (from 950 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 km501 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 =10−7·2700·4670.69·0.305−1.07·6421.38=501mm, where 642 m/s is the shell's speed when it arrives at 15 km (from 950 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km4.37 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·0.2831·0.30528·467=2.21×10−5. That runs from a 950 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.
HE flight time @ 10 km4.41 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·0.2417·0.30528·374.7=2.36×10−5. That runs from a 950 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)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,700
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 mass467 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 coefficient0.2831
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity950 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity950 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10.5
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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 range176
Only families that reach 5.7 km contribute at the outer edge of the AA bubble. In-game families: 45mm SM 20 Zif 6x4 -> 186 DPS @ 3.5 km; 25mm 4M120 10x4 -> 143 DPS @ 3.1 km; 130mm BL 109A 6x2 -> 176 DPS @ 5.7 km.
AA DPS layered by range176 DPS @ 5.7 km, 362 DPS @ 3.5 km, 505 DPS @ 3.1 km
@ 5.7 km: 176 from one family; @ 3.5 km: 186 + 176 = 362; @ 3.1 km: 186 + 143 + 176 = 505. 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-blank505
186 + 143 + 176 = 505 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index2098
186 × 3.5 + 143 × 3.1 + 176 × 5.7 = 2098. 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 firepower

Max HE alpha1800
The only family (130 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 mm family.
Max HE fire chance8%
The only family (130 mm): 8%. 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
The only family (130 mm): 22 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.
Open in Charting Tool

Ship Charts

Background

One of the few heavy artillery ships developed after the end of World War II. She had a very high speed for her size and her armament consisted of specially designed 305 mm guns, unrivaled in terms of her maximum firing range and ballistics.

Armor Beta

Hull HP 65,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel180 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 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
Bow32 mm primary (range 32–50 mm)9,800 (15% of HP)
Overmatched by 460mm+ AP (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+ 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.
Stern32 mm primary (range 32–170 mm)11,600 (18% of HP)
Overmatched by 460mm+ AP (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: 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.
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 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 (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.

Balance History

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

Nerf ×6Buff ×8Rework ×1Main 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 changed:
  • Bow HP reduced from 9,800 to 4,900.
  • Casemate HP reduced from 10,600 to 5,300.
  • Superstructure HP reduced from 11,600 to 5,800.
  • Stern HP reduced from 11,600 to 5,800.
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.

  • 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.