Pyotr Bagration B
Beta- 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
Variant of Pyotr Bagration
Cosmetic-only variant of Pyotr Bagration. Identical to Pyotr Bagration on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.
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Pyotr Bagration B Community Stats
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Pyotr Bagration B Community Stats
Record History
Playstyle
Overview
Pyotr Bagration B is a Tier VII Soviet light cruiser whose signature kit is Surveillance Radar (11.7 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: top-decile sigma in T7 CAs (2.1) and top-decile main battery range in T7 CAs (16 km).
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
11.7 km range, 23 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
11.7 km Surveillance Radar range, best of T7 CAs. Lights targets peer radars can't reach.
- Tight grouping
- Long gun range · 16.0 km
34.5 kt, top decile of T7 CAs. Lets you rotate flanks or escape disengagements.
131.0 s torpedo reload, bottom decile of T7 CAs. Long wait between drops.
143.4 m max horizontal dispersion, bottom decile of T7 CAs. Long-range salvos are noticeably wider than peers'.
How to get Pyotr Bagration B
Pyotr Bagration B is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CampaignEarnable in the Order and Discipline campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
- Black Friday '24 Crate 4% VII P. Bagration B Event containers · Black Friday '24 Crate
- Black Friday Ultimate Crate 0.6664% VII P. Bagration B Event containers · Black Friday Ultimate Crate → Black Friday '24 Crate
- Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
- "Order and Discipline" Campaign Breakdown Campaign Start: 2021-08-30 · End: 2021-10-03 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Black Friday '24 Crate 4% · VII P. Bagration B
- Piñata Chest 0.125% · Tier V, VI, or VII Premium ship
Builds Beta
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.
Cohort position
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Where Pyotr Bagration B sits among Tier VII CAs (55 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 32 mid-pack stats
Not standouts for Pyotr Bagration B -- 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
Show all 55 peers
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
9 broadside guns x 60 / 10 s base reload = 54.HE shells
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30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).ƒ
2,500 HE damage x 9 broadside guns = 22,500.ƒ
22,500 HE full-salvo alpha x 60 / 10 s base reload = 135,000.ƒ
22,500 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.ƒ
54 shells/min x 13% fire chance = 7.02.AP shells
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floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (20 km), where the shell has slowed to 458.5 m/s: .ƒ
4,550 AP damage x 9 broadside guns = 40,950.ƒ
40,950 AP full-salvo alpha x 60 / 10 s base reload = 245,700.ƒ
40,950 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 273,000.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
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 13,400 = 67,000.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (45×3.5×0.9) + (20×3.5×0.85) + (55×3.5×0.9) = 374. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 55 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 55 + Medium 45 = 100ƒ
Far 55 + Medium 45 + Near 20 = 120ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (34.2 kt of 34.5 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):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 · +100% flak burst boost
Repair Party2 charges · 60 s reload · 28 s active · 7,224 HP (16.8% of max HP) total heal (per charge) ƒ
Heal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.ƒ
16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.ƒ
0.6% of max HP (43,000 HP) per second = 258 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Surveillance Radar2 charges · 180 s reload · 23 s active · 11.7 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15998}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 143.4\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 143.4 \cdot 0.6 = 86\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 143.4 \cdot 0.308\;(\sigma = 2.1) = 44.2\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 86 \cdot 0.308\;(\sigma = 2.1) = 26.5\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2800 \cdot 109.2^{0.69} \cdot 0.18^{-1.07} \cdot 930^{1.38} = 558.3\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (20 km), where the shell has slowed to 458.5 m/s: $P = 10^{-7}\cdot 2800 \cdot 109.2^{0.69} \cdot 0.18^{-1.07} \cdot 458.5^{1.38} = 210.4\,\text{mm}$.30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,500 HE damage x 9 broadside guns = 22,500.4,550 AP damage x 9 broadside guns = 40,950.22,500 HE full-salvo alpha x 60 / 10 s base reload = 135,000.40,950 AP full-salvo alpha x 60 / 10 s base reload = 245,700.22,500 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.40,950 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 273,000.9 broadside guns x 60 / 10 s base reload = 54.9 broadside guns x 60 / 9 s installed Artillery reload = 60.54 shells/min x 13% fire chance = 7.02.60 shells/min x 13% fire chance = 7.8.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 13,400 = 134,000.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 13,400 = 67,000.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (45×3.5×0.9) + (20×3.5×0.85) + (55×3.5×0.9) = 374. 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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 8×2 100 mm (8/side) × 60/4 × 1400 = 168,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.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.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 43,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 37%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–40 mm) | ≈ 2,150 (~5% of HP) | Overmatched by 380mm+ (Gneisenau, 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) | 25 mm primary (range 16–180 mm) | ≈ 32,250 (~75% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–100 mm) | ≈ 2,150 (~5% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 152 mm primary (range 25–152 mm) | 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 | 16 mm primary (range 16–38 mm) | no cap | 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). |
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.
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Pyotr Bagration B. Cards are condensed; use each source link for full context.
Autumn Update: Risk It And Win
- This time, only Pyotr Bagration is receiving improvements to spice up her return.
Autumn Update: In the Shadow of Leaves
- We want to see more Bagrations out there, and we believe that a small vitamin boost alongside adding the Radar consumable is exactly enough for that.
- Main battery reload time decreased from 11 s to 10 s.
- HP increased from 42,000 to 43,000.
- Radar consumable added to the fourth slot.
Skins & permanent camouflages
Every custom exterior Pyotr Bagration B can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
