World of Warships: Legends ship guide

Svietlana

Also called: 斯维特拉那 · Светлана · Swietlana Beta
U.S.S.R. · Tier III · CL Cruiser · Tech Tree
Hydro cruiserSonar-first support: contest islands and smoke without spending detection.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
SonarHeavy armorEasily spotted
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Community Data

Svietlana Community Stats

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Playstyle

Overview

Svietlana is a Tier III Soviet light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best armor plate in T3 CAs (125 mm) and end-plate armor (25 mm).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.5 km on ships, 2.5 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Open-water broadside trading

Her 130mm shells citadel cruisers on the wrong frame, and her 24,600-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

ELITE ARMOR
  • Heavy armor · 125.0 mm
  • Thick end plates · 25.0 mm
  • Thick bow plate · 25.0 mm
  • Thick stern plate · 25.0 mm
ELITE TORPEDOES
  • Stealthy torps · 0.8 km
  • Fast torp reload · 39.0 s
Slow acceleration

~25.2 s to 90% of top speed, worst of T3 CAs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Easily spotted

10.93 km surface detect, worst of T3 CAs. Visible before you can react; position early.

Acquisition

How to get Svietlana

Svietlana is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

Open in Build Tool →

Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

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

Cohort position

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Where Svietlana sits among Tier III CAs (13 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.

BestTorpedo reload39 s (1/12) BestMax armor125 mm (1/13) BestEnd plates25 mm (1/13 / 1/13) Top 10%AP arming threshold22 mm (2/13) Top 25%Hit points24,600 HP (4/13) Top 25%Main battery range13.11 km (3/13) Top 25%Fires per minute5.08 (4/12) Top 25%HE DPM107,294 (4/12) Top 25%Effective HE DPM (incl. fire)140,624 (4/12) Bottom 25%Max speed29 kt (11/13) Bottom 25%Rudder shift7.2 s (11/13) Bottom 25%Traverse-to-turn ratio3.45 × (12/13) Bottom 25%AP fuse timer0.01 s (11/13) Bottom 25%Displacement8,170 t (11/13) Bottom 25%Power-to-weight6.12 hp/t (12/13) Bottom 25%AA DPS25 (12/13) Bottom 25%AA threat76 (12/13) Bottom 25%Torpedo speed52 kt (11/12) WorstStealth profile10.93 km / 6.56 km (13/13 / 13/13) WorstMain battery caliber130 mm (13/13) WorstAP shell damage2,400 (13/13) WorstNo secondaries (9 of 13 in cohort) WorstAP velocity823 m/s (13/13) WorstHE velocity823 m/s (12/12) WorstAcceleration25.2 s (1 of 2 tied) WorstAP pen at 10 km45 mm (13/13) WorstFlak per wave (expected)180 (1 of 2 tied) WorstTorpedo range5.01 km (12/12) WorstTorpedo damage≈6,633 (12/12)
See 12 mid-pack stats

Not standouts for Svietlana -- 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.

Main battery reload8.5 s(10/13) AP DPM135,529(6/13) Main dispersion115.2 m(8/13) Engine power50,000 hp(10/13) Turn-speed retention84.7 hp/m(10/13) AA range3 km(10/13) Citadel belt75 mm(5/13) Deck armor25 mm(9/13) NormSigma2(12 of 13 tied at this value) NormAP ricochet start45°(12 of 13 tied at this value) NormAP auto-bounce angle60°(12 of 13 tied at this value) NormTurn speed retained81%(12 of 13 tied at this value)
Survivability
Hit PointsInitial: 22,100 → 24,600
Displacement8,170 t
Armor range6–125 mm
Plate armor thicknesses6, 10, 11, 15, 20, 25, 50, 75, 125 mm
Armor material/layer entries41
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/55 Model 1913
Mounts / barrels15 mounts / 15 barrels
Reload time8.5 s
Firing range (base)11.9 km
Firing range (top fire control)13.1 km
Turret traverseInitial: 5 °/s → 7 °/s
HE fire DPM vs T3 BB33345
Effective HE DPM vs T3 BB140639
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1191530·81.11000+1.1)·30=115.2m
115.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =115.2·0.6=69.1m
69.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =115.2·0.319(σ=2)=36.8m
36.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =69.1·0.32(σ=2)=22.1m
22.1 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ8 broadside guns x 60 / 8.5 s base reload = 56.5.
56.5
HE shells
HE Damage1,900
HE Velocity823 m/s → 861 m/s
Fire Chance9%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 8 broadside guns = 15,200.
15,200
HE DPM
ƒ15,200 HE full-salvo alpha x 60 / 8.5 s base reload = 107,294.
107,294
Fires/min
ƒ56.5 shells/min x 9% fire chance = 5.08.
5.08
AP shells
AP Damage2,400 → 2,500
AP Velocity823 m/s → 861 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1652·33.50.69·0.131.07·8611.38=185.6mm. Matches the in-game spec card.
185.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.4 km), where the shell has slowed to 270.9 m/s: P=107·1652·33.50.69·0.131.07·270.91.38=37.6mm.
37.6 mm
AP full-salvo alpha
ƒZero upgrades: 2,400 AP damage x 8 broadside guns = 19,200. All upgrades (no reload/shell upgrades): 2,500 AP damage x 8 broadside guns = 20,000.
Initial: 19,200 → 20,000
AP DPM
ƒZero upgrades: 19,200 AP full-salvo alpha x 60 / 8.5 s base reload = 135,529. All upgrades (no reload/shell upgrades): 20,000 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 141,176.
Initial: 135,529 → 141,176
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.
9
Torpedoes
ModuleTorpedo Model 1912
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time39 s
Projectile speed52 kt
Range5.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=19,900·0.333=6,633.
≈ 6,633
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
7,233
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km52 kt×2.6=5.9 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
5.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.15 per hit, shown as 1.15×100=115%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
115%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming161 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,633 = 39,798.
39,798
AA Defense
AA mount pointsInitial: 4 → 9
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) = 25. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
25
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm Lender gun (upgraded hull only)9×1 76mm
63.3 mm Model 1916 (stock hull only)4×1 63mm
Far aura
Guns76.2 mm Lender gun
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.9 hit probability = 25 - the same in-game units as the Close-range AA DPS headline.
Initial: 6 → 25
Range3 km
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 100 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
100
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 3 km - once planes get inside the band, new waves stop.
2.5-3 km
Maneuverability
Engine power50,000 hp
Maximum speed29 kt
Turning circle radius590 m
Rudder shift time7.2 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
25.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 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.
41.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·29.0·0.5144590=1.45°/s, so ratio=ωturretωhull=51.45=3.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.5× drags
Concealment
Detectability by sea10.93 km
Detectability by air6.56 km
Smoke firing penalty4.62 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.93 km
Detect Fire Sea12.93 km
Detect Fire Air9.56 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar Hull B only2 charges · 180 s reload · 90 s active · 3.48 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 116×301000=3.48 km
· 2.52 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 84×301000=2.52 km
Module options (2)

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

HullUpgrade
  • Hit points22,100 → 24,600
  • Rudder shift13.1 → 9.4 s
  • AA mounts4 → 9
  • Close-range AA DPS2 → 8
  • Turret traverse5 → 7 °/s
Fire controlUpgrade
  • Main battery range11,915 → 13106.5 m

See all derived stats

Show

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

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
Max Horiz Disp115.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1191530·81.11000+1.1)·30=115.2m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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.
Max Vert Disp69.1 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =115.2·0.6=69.1m
Shell scatter height @ 10 km57.9 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.
Med Horiz Disp36.8 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =115.2·0.319(σ=2)=36.8m
Med Vert Disp22.1 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =69.1·0.32(σ=2)=22.1m
AP Pen Close185.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1652·33.50.69·0.131.07·8611.38=185.6mm. Matches the in-game spec card.
AP Pen Far37.6 mm
Same formula at the ship's max firing range (16.4 km), where the shell has slowed to 270.9 m/s: P=107·1652·33.50.69·0.131.07·270.91.38=37.6mm.
AP pen 5 km83 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km45 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 alpha8
Barrels that can bear on one beam (8 of 15); casemate/wing mounts only fire one side.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha15,200
1,900 HE damage x 8 broadside guns = 15,200.
AP full-salvo alphaInitial: 19,200 → 20,000
Zero upgrades: 2,400 AP damage x 8 broadside guns = 19,200. All upgrades (no reload/shell upgrades): 2,500 AP damage x 8 broadside guns = 20,000.
HE DPM107,294
15,200 HE full-salvo alpha x 60 / 8.5 s base reload = 107,294.
AP DPMInitial: 135,529 → 141,176
Zero upgrades: 19,200 AP full-salvo alpha x 60 / 8.5 s base reload = 135,529. All upgrades (no reload/shell upgrades): 20,000 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 141,176.
Shells/min56.5
8 broadside guns x 60 / 8.5 s base reload = 56.5.
Fires/min5.08
56.5 shells/min x 9% fire chance = 5.08.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed52 kt
Travel time to max range37.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage79,596
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 6,633 = 79,596.
Per-side salvo damage39,798
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,633 = 39,798.

AA defense

Close-range AA DPS25
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) = 25. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index76
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.

Armor Beta

Hull HP 22,10024,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern25 mm

Nothing in its bracket overmatches it. Angled, every AP shell in matchmaking bounces.

Belt / citadel75 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 10–125 mm)2,700 (11% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 25–50 mm)18,500 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 15–75 mm)1,000 (4% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 6–75 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.
Superstructure10 mm primary (range 10–25 mm)1,000 (4% 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 HP12,300 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.
AA mount (76 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 HP7,400 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Svietlana default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision