Stalingrad
Also called: 斯大林格勒 · Сталинград Beta- Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
- Avoid: Using radar like a destroyer hunter rather than a position tool
On this page
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.
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.
Stalingrad Community Stats
Record History
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
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.
65000 HP, best of Legendary CAs.
- 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
15.1 km surface detect, worst of Legendary CAs. Visible before you can react; position early.
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).
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.
- Global XPListed by GamingDiver as a Global XP ship, commonly obtained through the Admiralty/store rotation for Global XP.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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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%
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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
- Chest of Rarities 0.2% · Legendary Tier ship
- Mega Santa '23 0.01% · Superprize: Premium Ship
- Mystic Lantern 0.02% · Superprize: Premium Ship
- Santa Level 3 0.004545% · Superprize: Premium Ship
- Santa Level 4 0.181818% · Superprize: Premium Ship
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.
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 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.
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.
Peers in this cohort
Compare Legendary CruisersStats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
Zero 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.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
4,500 HE damage x 9 broadside guns = 40,500.ƒ
Zero 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.ƒ
Zero 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.AP shells
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floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (17.1 km), where the shell has slowed to 611.3 m/s: .ƒ
8,800 AP damage x 9 broadside guns = 79,200.ƒ
Zero 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.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 176 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 59 raw aura damage × 3.5 × 0.9 hit probability = 186 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 176 + Medium 186 = 362ƒ
Effective DPS: 48 raw aura damage × 3.5 × 0.85 hit probability = 143 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 176 + Medium 186 + Near 143 = 505ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5.7 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.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 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).ƒ
Fires/min (per side) 7.2 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 59,020. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 162,000 + secondary fire DPM 59,020 = 221,020: shell damage plus fire damage against one T8 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
6×2 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.ƒ
Max dispersion = range (km) × 49 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 49 + 30 = 275 m.ƒ
top speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (31.5 kt of 35.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 15.09 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.41 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 15.09 km + 2.0 km while burning = 17.09 km.ƒ
Air detectability 9.05 km + 3.0 km while burning = 12.05 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Surveillance Radar2 charges · 180 s reload · 20 s active · 11.7 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Repair Party2 charges · 80 s reload · 28 s active · 9,100 HP (14% of max HP) total heal (per charge) ƒ
0.005 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.ƒ
0.14 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.ƒ
0.005 (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
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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
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.(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.(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.(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.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17115 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17115 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17115 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 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 penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 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 penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 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.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 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.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 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.3 mounts × 3 barrels = 9; all 9 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5.7 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.@ 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.186 + 143 + 176 = 505 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).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.Secondary battery firepower
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.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.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.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.
Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 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. |
| Stern | 32 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. |
| Citadel | 180 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. |
| Superstructure | 6 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 HP | 36,200 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (130 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 (45 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 21,700 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Balance History
Balance updates affecting Stalingrad. Cards are condensed; use each source link for full context.
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.
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.
February update: fortes fortuna adiuvat
- AP shell maximum damage decreased from 8,500 to 8,000.
- Fire duration increased from 30 to 45 s.
Skins & permanent camouflages
Every custom exterior Stalingrad can equip.
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.
