World of Warships: Legends ship guide

Molotov

Beta
U.S.S.R. · Tier V · CA Cruiser · Premium
HE fire-spam cruiserAn HE damage-farmer with Sonar to clear islands and smoke before committing the hull.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Heavy AP penSonarDefensive AAHigh fire chanceEasily spottedCitadel broadsides
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Community Data

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Playstyle

Overview

Molotov is a Tier V Soviet light cruiser whose 180mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Standout traits: top-decile close-range AP pen in T5 CAs (392.8 mm) and top-decile long-range AP brick in T5 CAs (155.6 mm).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 2.8 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. Her citadel sits high enough that even glancing broadside shots can land citadel pens; treat island cover as a hard requirement, not a preference. Trade only when the angle keeps the citadel sides hidden.

Potato Avoidance

Open-water broadside trading

Her 180mm shells citadel cruisers on the wrong frame, and her 28,400-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

Exposed citadel

Citadel sits unusually high relative to the waterline. Broadside trades get citadelled where peers would shrug off the salvo. Stay angled and avoid full broadside even briefly.

ELITE MAIN BATTERY
  • Close-range AP brick · 392.8 mm
  • Long-range AP brick · 155.6 mm
  • Flat AP trajectory
  • Fast AP shells · 11.1 s
Heavy armor

150.0 mm max plate, best of T5 CAs.

Fast torpedoes

65.0 kt torpedo speed, best of T5 CAs. Less reaction time for targets to dodge.

Easily spotted

13.0 km surface detect, worst of T5 CAs. Visible before you can react; position early.

Acquisition

How to get Molotov

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

Best listed chance for this ship

Show all 20 containers (17 more)
  • Soviet Cruisers Crate 0.5% V Molotov Early access containers · Soviet Cruisers Crate
  • Winter Big Crate 0.45% V Molotov Common containers · Winter Big Crate
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Event containers · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event containers · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.047917% Tier V Premium ship Event containers · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Ultimate Crate 0.024227% Tier V Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event containers · Mystic Box · 1 of 25 ships
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where Molotov sits among Tier V CAs (28 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.

BestAP fuse timer0.03 s (1 of 10 tied) BestTorpedo speed65 kt (1 of 3 tied) BestMax armor150 mm (1 of 3 tied) Top 10%Traverse-to-turn ratio6.48 × (3/28) Top 25%Max speed36 kt (5/28) Top 25%Main battery range14.75 km (8/28) Top 25%Fires per minute6.48 (7/26) Top 25%AP velocity920 m/s (8/28) Top 25%Engine power110,000 hp (6/28) Top 25%Power-to-weight11.31 hp/t (5/28) Top 25%Torpedo reload70 s (5/24) Bottom 25%Main dispersion134.8 m (24/28) Bottom 25%Citadel belt70 mm (25/28) Bottom 10%Torpedo range4.02 km (23/24) WorstStealth profile13 km / 7.8 km (1 of 3 tied / 1 of 3 tied) WorstAA range3.5 km (1 of 5 tied)
See 27 mid-pack stats

Not standouts for Molotov -- 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 points28,400 HP(20/28) Rudder shift7.9 s(15/28) Main battery caliber180 mm(11/28) Main battery reload12.5 s(21/28) Sigma2(15/28) HE shell damage2,700(9/26) HE DPM116,640(15/26) AP shell damage4,400(10/28) AP DPM190,080(15/28) Secondary DPM (per side)63,000(17/25) HE alpha1,400(18/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) HE velocity920 m/s(9/26) Acceleration24.9 s(12/28) AP arming threshold30 mm(19/28) Turn-speed retention127.9 hp/m(13/28) Displacement9,728 t(11/28) Secondary range4.5 km(11/25) AA DPS231(13/28) AA threat645(17/28) Torpedo damage≈13,400(17/24) Bow armor16 mm(14/28) Stern armor16 mm(14/28) Deck armor70 mm(9/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value)
Survivability
Hit Points28,400
Displacement9,728 t
Armor range10–150 mm
Plate armor thicknesses10, 13, 16, 18, 20, 30, 50, 70, 100, 150 mm
Armor material/layer entries46
Fire resistance23.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 180 mm/57 MK-3-180
Mounts / barrels3 mounts / 9 barrels
Reload time12.5 s
Firing range14.8 km
Turret traverse8 °/s
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 =(1475430·81.11000+1.1)·30=134.8m
134.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =134.8·0.6=80.9m
80.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =134.8·0.32(σ=2)=43.1m
43.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =80.9·0.319(σ=2)=25.8m
25.8 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ9 broadside guns x 60 / 12.5 s base reload = 43.2.
43.2
HE shells
HE Damage2,700
HE Velocity920 m/s
Fire Chance15%
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,700 HE damage x 9 broadside guns = 24,300.
24,300
Base HE DPM
ƒ24,300 HE full-salvo alpha x 60 / 12.5 s base reload = 116,640.
116,640
Base fires/min
ƒ43.2 shells/min x 15% fire chance = 6.48.
6.48
AP shells
AP Damage4,400
AP Velocity920 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 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: P=107·K·m0.69·d1.07·v01.38 =107·2370·97.50.69·0.181.07·9201.38=430.6mm. Matches the in-game spec card.
430.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.4 km), where the shell has slowed to 439.9 m/s: P=107·2370·97.50.69·0.181.07·439.91.38=155.5mm.
155.5 mm
AP full-salvo alpha
ƒ4,400 AP damage x 9 broadside guns = 39,600.
39,600
Base AP DPM
ƒ39,600 AP full-salvo alpha x 60 / 12.5 s base reload = 190,080.
190,080
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: 53-38
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed65 kt
Range4.02 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=40,200·0.333=13,400.
≈ 13,400
Torpedo detectability1.3 km
Flooding chance240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,400 = 40,200.
40,200
AA Defense
AA mount points24
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) + (44×3.5×0.9) + (14×3.5×0.85) + (8×3.5×0.9) = 231. 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.
231
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
45 mm 21-K6×1 45mm
37 mm 70-K4×1 37mm
37 mm 70-K8×1 37mm
12.7 mm DShK4×1 13mm
12.7 mm Vickers2×4 13mm
100 mm/56 B-34 (DP)6×1 100mm
Far aura
DPS
ƒIncludes 8 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
8
Range3.5 km
Outer Medium aura
DPS44
Range3.2 km
Total DPS in Aura
ƒFar 8 + Outer Medium 44 = 52
52
Inner Medium aura
DPS8
Range2.5 km
Total DPS in Aura
ƒFar 8 + Outer Medium 44 + Inner Medium 8 = 60
60
Near aura
DPS14
Range1.2 km
Total DPS in Aura
ƒFar 8 + Outer Medium 44 + Inner Medium 8 + Near 14 = 74
74
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity895 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: 110,000 hp
Engine power110,000 hp
Maximum speed36 kt
Turning circle radius860 m
Rudder shift time7.9 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 (32.4 kt of 36 kt), from our in-house acceleration model.
24.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
40.2 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·36.0·0.5144860=1.23°/s, so ratio=ωturretωhull=81.23=6.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.5× slow
Concealment
Detectability by sea13 km
Detectability by air7.8 km
Smoke firing penalty7.01 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13 km
Detect Fire Sea15 km
Detect Fire Air10.8 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 92 s active · 3.96 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 132×301000=3.96 km
· 2.82 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 94×301000=2.82 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size

See all derived stats

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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 Disp134.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14754}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 134.8\,\text{m}$
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 Disp80.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 134.8 \cdot 0.6 = 80.9\,\text{m}$
Shell scatter height @ 10 km54.6 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 Disp43.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 134.8 \cdot 0.32\;(\sigma = 2) = 43.1\,\text{m}$
Med Vert Disp25.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 80.9 \cdot 0.319\;(\sigma = 2) = 25.8\,\text{m}$
AP Pen Close430.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2370 \cdot 97.5^{0.69} \cdot 0.18^{-1.07} \cdot 920^{1.38} = 430.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far155.5 mm
Same formula at the ship's max firing range (18.4 km), where the shell has slowed to 439.9 m/s: $P = 10^{-7}\cdot 2370 \cdot 97.5^{0.69} \cdot 0.18^{-1.07} \cdot 439.9^{1.38} = 155.5\,\text{mm}$.
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha24,300
2,700 HE damage x 9 broadside guns = 24,300.
AP full-salvo alpha39,600
4,400 AP damage x 9 broadside guns = 39,600.
Base HE DPM116,640
24,300 HE full-salvo alpha x 60 / 12.5 s base reload = 116,640.
Base AP DPM190,080
39,600 AP full-salvo alpha x 60 / 12.5 s base reload = 190,080.
Base shells/min43.2
9 broadside guns x 60 / 12.5 s base reload = 43.2.
Base fires/min6.48
43.2 shells/min x 15% fire chance = 6.48.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range23.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage80,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.
Per-side salvo damage40,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,400 = 40,200.

AA defense

Close-range AA DPS231
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) + (44×3.5×0.9) + (14×3.5×0.85) + (8×3.5×0.9) = 231. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index645
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 range1.2 km

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)63,000
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: 6×1 100 mm (3/side) × 60/4 × 1400 = 63,000. 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 Beta

Hull HP 28,400, 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 & stern16 mm

Overmatched by 92+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel70 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–20 mm)1,400 (5% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)30 mm21,300 (75% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–30 mm)1,600 (6% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel70 mm primary (range 10–70 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.
Superstructure13 mm primary (range 13–150 mm)1,700 (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 HP14,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (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 HP8,500 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.

Approximated side profile.
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Acceleration and Ballistics Chart

Balance History

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

Buff ×3Main Battery ×2
2026-03-26

Ministry of Balance: Spring Renewal

  • Hull plating of the bow side, bow deck, stern side, and stern deck increased from 13 to 16 mm.
  • Main battery HE shell fire-starting chances increased from 13% to 15%.
  • Main battery HE shell damage increased from 2,500 to 2,700.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Molotov 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.