World of Warships: Legends ship guide

Tallinn

Beta
Radar support cruiserLight caps and smoke-firing DDs; farm from cover.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy AP pen2 sigma accuracy15 km gun rangeRadar (10 km)Easily spotted
Community Data

Tallinn Community Stats

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Playstyle

Overview

Tallinn is a Tier VI Soviet light cruiser whose signature kit is Surveillance Radar (10 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: best deck armor in T6 CAs (150 mm).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

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

Signature Traits

Surveillance Radar

10 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Close-range AP brick

501.7 mm AP pen at 1.5 km, top decile of T6 CAs. Citadels broadside cruisers up close.

Long-range AP brick

219.3 mm AP pen at max range, top decile of T6 CAs. Threatens citadels even from range.

Thick deck armor

150.0 mm armor deck, best of T6 CAs. Eats plunging fire and HE that peers don't.

Slow torp reload

131.0 s torpedo reload, worst of T6 CAs. Long wait between drops.

Sluggish rudder

14.2 s rudder shift, bottom decile of T6 CAs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Tallinn

Tallinn is available in the Piercing Heavy Cruisers branch of the U.S.S.R. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Tallinn sits in the Piercing Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for shell grouping, dispersion, reload, radar/consumable value, concealment, and survivability. Consumable timing should reinforce the gunnery plan.

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Cohort position

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Where Tallinn sits among Tier VI CAs (32 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.

BestDeck armor150 mm (1 of 7 tied) Top 10%Engine power132,000 hp (3/32) Top 10%AA threat1,592 (4/32) Top 10%Torpedo speed70 kt (3/24) Top 25%Traverse-to-turn ratio7.4 × (8/32) Top 25%Main battery range15.35 km (5/32) Top 25%Secondary DPM (per side)126,000 (7/27) Top 25%AP velocity920 m/s (6/31) Top 25%HE velocity920 m/s (8/30) Top 25%AP ricochet start50° (5/31) Top 25%AP auto-bounce angle65° (5/31) Top 25%AA DPS397 (6/32) Top 25%Max armor150 mm (7/32) Bottom 25%Main battery reload14.4 s (29/32) Bottom 25%Fires per minute5.5 (25/30) Bottom 25%Citadel belt80 mm (25/32) Bottom 25%Bow armor25 mm (27/32) Bottom 10%Stealth profile13.39 km / 8.03 km (30/32 / 30/32) Bottom 10%Rudder shift14.2 s (31/32) Bottom 10%Displacement18,981 t (31/32) WorstTorpedo range4.02 km (1 of 3 tied) WorstTorpedo reload131 s (24/24)
See 22 mid-pack stats

Not standouts for Tallinn -- 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.

Hit points36,000 HP(10/32) Max speed33 kt(13/32) Main battery caliber180 mm(14/32) Sigma2(17/32) HE shell damage2,500(15/30) HE fire chance11%(18/30) HE DPM125,000(22/30) AP shell damage4,400(14/31) AP DPM220,000(22/31) Main dispersion129.3 m(17/32) HE alpha1,400(19/27) Secondary fire chance6%(15/27) Secondary HE pen17 mm(19/27) Acceleration9.7 s(15/32) AP fuse timer0.02 s(22/31) AP arming threshold30 mm(18/31) Turn-speed retention146.7 hp/m(15/32) Power-to-weight6.95 hp/t(23/32) AA range5 km(10/32) Torpedo damage15,100(17/24) Stern armor30 mm(15/32) NormSecondary range4.5 km(18 of 27 tied at this value)

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

Radar 10 kmSonar 4.67 kmDef-AA
Survivability
Hit PointsInitial: 32,000 → 36,000
Displacement18,981 t
Armor range13–150 mm
Plate armor thicknesses13, 20, 25, 27, 30, 40, 70, 80, 150 mm
Armor material/layer entries59
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction7%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
18,000
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.
10,800
Main Battery
ModuleArtillery: 180 mm/57 MK-3-180
Mounts / barrels4 mounts / 12 barrels
Reload time16 s
Firing range (base)14 km
Firing range (top fire control)15.4 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13955/30·(8−1.1)/1000 + 1.1)·30 = 129.3 m
129.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.3 × 0.6 = 77.6 m
77.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.3 × 0.319 (σ=2) = 41.3 m
41.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.6 × 0.32 (σ=2) = 24.8 m
24.8 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ12 broadside guns x 60 / 16 s base reload = 45.
45
HE shells
HE Damage2,500
HE Velocity920 m/s
Fire Chance11%
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,500 HE damage x 12 broadside guns = 30,000.
30,000
Base HE DPM
ƒ30,000 HE full-salvo alpha x 60 / 16 s base reload = 112,500.
112,500
Base fires/min
ƒ12 HE shells x 60 / 16 s reload x 11% fire chance = 4.95.
4.95
AP shells
AP Damage4,400
AP Velocity920 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold30 mm
AP overmatch
ƒfloor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
12 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2670 × 114.66^0.69 × 0.18^-1.07 × 920^1.38 = 542.5 mm. Matches the in-game spec card.
542.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.2 km), where the shell has slowed to 477.3 m/s: 1e-7 × 2670 × 114.66^0.69 × 0.18^-1.07 × 477.3^1.38 = 219.3 mm.
219.3 mm
AP full-salvo alpha
ƒ4,400 AP damage x 12 broadside guns = 52,800.
52,800
Base AP DPM
ƒ52,800 AP full-salvo alpha x 60 / 16 s base reload = 198,000.
198,000
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.
25
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time131 s
Projectile speed70 kt
Range4.02 km
Maximum simulated damage14,000 (est.)
Alpha damage42,000
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming216 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
70,000
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (83×3.5×0.9) + (43×3.5×0.9) = 397. 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.
397
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
45 mm SM-20-ZIFInitial: 45 mm SM-16 (8×2) → 45 mm SM-20-ZIF (8×4)
100 mm/70 SM-5-1s (DP)6×2 100mm
Far aura
DPS
ƒIncludes 43 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
43
Range5 km
Medium aura
DPSInitial: 48 → 83
Range3.5 km
Total DPS in Aura
ƒFar 43 + Medium 83 = 126
126
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 132,000 hp
Engine power132,000 hp
Maximum speed33 kt
Turning circle radius900 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.4× ok
Concealment
Detectability by sea13.39 km
Detectability by air8.03 km
Smoke firing penalty7.32 km
Detect after firing main guns13.39 km
Detect Fire Sea15.39 km
Detect Fire Air11.03 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 15 s active · 10 km radar range
Module options (2)

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

HullUpgrade
  • Hit points32,000 → 36,000
  • Rudder shift19.9 → 14.2 s
  • Close-range AA DPS48 → 83
  • Turret traverse8 → 10 °/s
Fire controlUpgrade
  • Main battery range13,955 → 15350.5 m

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp129.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13955/30·(8−1.1)/1000 + 1.1)·30 = 129.3 m
Max Vert Disp77.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.3 × 0.6 = 77.6 m
Med Horiz Disp41.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.3 × 0.319 (σ=2) = 41.3 m
Med Vert Disp24.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.6 × 0.32 (σ=2) = 24.8 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close542.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2670 × 114.66^0.69 × 0.18^-1.07 × 920^1.38 = 542.5 mm. Matches the in-game spec card.
AP Pen Far219.3 mm
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 477.3 m/s: 1e-7 × 2670 × 114.66^0.69 × 0.18^-1.07 × 477.3^1.38 = 219.3 mm.
HE penetration30 mm
30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
AP overmatch12 mm
floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha30,000
2,500 HE damage x 12 broadside guns = 30,000.
AP full-salvo alpha52,800
4,400 AP damage x 12 broadside guns = 52,800.
Base HE DPM112,500
30,000 HE full-salvo alpha x 60 / 16 s base reload = 112,500.
Base AP DPM198,000
52,800 AP full-salvo alpha x 60 / 16 s base reload = 198,000.
Base shells/min45
12 broadside guns x 60 / 16 s base reload = 45.
Base fires/min4.95
12 HE shells x 60 / 16 s reload x 11% fire chance = 4.95.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range22.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo5 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage140,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage70,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS397
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (83×3.5×0.9) + (43×3.5×0.9) = 397. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1592
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)126,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 100 mm (6/side) × 60/4 × 1400 = 126,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor

Hull HP 32,00036,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 20–40 mm)900 (2% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle 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)80 mm primary (range 25–80 mm)29,000 (81% of HP)
No common caliber overmatches80 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 25–70 mm)1,000 (3% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 20–80 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–150 mm)2,200 (6% 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 HP18,000 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (100 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 HP10,800 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

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

Nerf ×1Buff ×1Main Battery ×2
2022-09-29

Halloween Update: New Friends, Old Foes

  • Reload time for main battery increased: from 15 to 16 s from 14 to 15 s.
  • Maximum AP shell damage decreased from 4,650 to 4,400.
  • Stock hull armor is now the same as upgraded hull armor.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Tallinn 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.