World of Warships: Legends ship guide

Pyotr Bagration

Beta
U.S.S.R. · Tier VII · CA Cruiser · Premium
Radar support cruiserSurveillance Radar sets cap fights; the guns farm on top.
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 pen2.1 sigma accuracy16 km gun rangeRadar (11.7 km)Defensive AAEasily spotted
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Community Data

Pyotr Bagration Community Stats

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Playstyle

Overview

Pyotr Bagration 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

Surveillance Radar

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.

Long-range radar

11.7 km Surveillance Radar range, best of T7 CAs. Lights targets peer radars can't reach.

ELITE MAIN BATTERY
  • Tight grouping
  • Long gun range · 16.0 km
Fast for the class

34.5 kt, top decile of T7 CAs. Lets you rotate flanks or escape disengagements.

Slow torp reload

131.0 s torpedo reload, bottom decile of T7 CAs. Long wait between drops.

Wide dispersion

143.4 m max horizontal dispersion, bottom decile of T7 CAs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Pyotr Bagration

Pyotr Bagration 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.

Best listed chance for this ship

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 16 containers (13 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
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

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Cohort position

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Where Pyotr Bagration 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.

Top 10%Main battery range16 km (5/55) Top 10%Sigma2.1 (3/55) Top 25%Hit points43,000 HP (12/55) Top 25%Max speed34.5 kt (8/55) Top 25%Traverse-to-turn ratio7 × (12/55) Top 25%Secondary DPM (per side)168,000 (11/48) Top 25%AP velocity930 m/s (13/55) Top 25%Max armor180 mm (7/55) Top 25%Citadel belt152 mm (13/52) Bottom 25%Stealth profile13.97 km / 8.38 km (49/55 / 49/55) Bottom 25%Rudder shift10.5 s (43/55) Bottom 25%Main dispersion143.4 m (50/55) Bottom 25%Secondary HE pen17 mm (38/48) Bottom 10%Torpedo speed55 kt (39/40) Bottom 10%Torpedo reload131 s (37/40)
See 32 mid-pack stats

Not standouts for Pyotr Bagration -- 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 caliber180 mm(29/55) Main battery reload9 s(27/55) HE shell damage2,500(29/48) HE fire chance13%(25/48) Fires per minute7.8(28/48) HE DPM150,000(34/48) AP shell damage4,550(22/55) AP DPM273,000(28/55) HE alpha1,400(35/48) Secondary fire chance6%(19/48) HE velocity920 m/s(17/48) Acceleration26.9 s(41/54) AP fuse timer0.02 s(39/55) AP arming threshold30 mm(29/55) AP ricochet start55°(15/55) AP auto-bounce angle65°(15/55) Engine power132,000 hp(15/54) Turn-speed retention148.3 hp/m(33/54) Displacement17,101 t(37/55) Power-to-weight7.72 hp/t(16/54) AA DPS374(28/55) AA range5 km(29/55) AA threat1,547(16/55) Torpedo range8.01 km(25/40) Torpedo damage≈13,400(29/40) Repair heal rate0.6 %/s(22/54) Bow armor25 mm(32/52) Stern armor25 mm(32/52) Deck armor38 mm(38/50) NormSecondary dispersion bracket57(45 of 48 tied at this value) NormSecondary range5 km(44 of 48 tied at this value) NormRepair charges2(48 of 54 tied at this value)
Survivability
Hit Points43,000
Displacement17,101 t
Armor range16–180 mm
Plate armor thicknesses16, 19, 25, 27, 30, 38, 40, 50, 75, 76, 100, 152, 180 mm
Armor material/layer entries41
Fire resistance36.6%
Fire duration30 s
Torp Reduction16%
Main Battery
ModuleArtillery: 180 mm/57 MK-3-180M
Mounts / barrels3 mounts / 9 barrels
Reload time10 s
Firing range16 km
Turret traverse8 °/s
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1599830·81.11000+1.1)·30=143.4m
143.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
86 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =143.4·0.308(σ=2.1)=44.2m
44.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =86·0.308(σ=2.1)=26.5m
26.5 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 / 10 s base reload = 54.
54
HE shells
HE Damage2,500
HE Velocity920 m/s
Fire Chance13%
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,500 HE damage x 9 broadside guns = 22,500.
22,500
Base HE DPM
ƒ22,500 HE full-salvo alpha x 60 / 10 s base reload = 135,000.
135,000
Installed HE DPM
ƒ22,500 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
150,000
Base fires/min
ƒ54 shells/min x 13% fire chance = 7.02.
7.02
AP shells
AP Damage4,550
AP Velocity930 m/s
Min Ricochet55 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: P=107·K·m0.69·d1.07·v01.38 =107·2800·109.20.69·0.181.07·9301.38=558.3mm. Matches the in-game spec card.
558.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 458.5 m/s: P=107·2800·109.20.69·0.181.07·458.51.38=210.4mm.
210.4 mm
AP full-salvo alpha
ƒ4,550 AP damage x 9 broadside guns = 40,950.
40,950
Base AP DPM
ƒ40,950 AP full-salvo alpha x 60 / 10 s base reload = 245,700.
245,700
Installed AP DPM
ƒ40,950 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 273,000.
273,000
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 speed55 kt
Range8.01 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=40,200·0.333=13,400.
≈ 13,400
Torpedo detectability1.1 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 Arming170 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 13,400 = 67,000.
67,000
AA Defense
AA mount points12
Close-range AA DPS
ƒSum 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.
374
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
45 mm SM-168×2 45mm
25 mm 4M-1204×4 25mm
100 mm/70 SM-5-1s (DP)8×2 100mm
Far aura
DPS
ƒIncludes 55 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
55
Range5 km
Medium aura
DPS45
Range3.5 km
Total DPS in Aura
ƒFar 55 + Medium 45 = 100
100
Near aura
DPS20
Range3.1 km
Total DPS in Aura
ƒFar 55 + Medium 45 + Near 20 = 120
120
S
Secondary Battery
Mounts8
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 132,000 hp
Engine power132,000 hp
Maximum speed34.5 kt
Turning circle radius890 m
Rudder shift time10.5 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 (31.1 kt of 34.5 kt), from our in-house acceleration model.
26.9 s
Acceleration 0-99%
ƒTime 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.
44 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·34.5·0.5144890=1.14°/s, so ratio=ωturretωhull=81.14=7.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.0× ok
Concealment
Detectability by sea13.97 km
Detectability by air8.38 km
Smoke firing penalty7.8 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.97 km
Detect Fire Sea15.97 km
Detect Fire Air11.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
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)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 14,448 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 258 HP/s (0.6% of max HP) heal per second
ƒ0.6% 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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 390×301000=11.7 km

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)2.1
Max Horiz Disp143.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15998}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 143.4\,\text{m}$
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 Disp86 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 143.4 \cdot 0.6 = 86\,\text{m}$
Shell scatter height @ 10 km53.6 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 Disp44.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 143.4 \cdot 0.308\;(\sigma = 2.1) = 44.2\,\text{m}$
Med Vert Disp26.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 86 \cdot 0.308\;(\sigma = 2.1) = 26.5\,\text{m}$
AP Pen Close558.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2800 \cdot 109.2^{0.69} \cdot 0.18^{-1.07} \cdot 930^{1.38} = 558.3\,\text{mm}$. Matches the in-game spec card.
AP Pen Far210.4 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 458.5 m/s: $P = 10^{-7}\cdot 2800 \cdot 109.2^{0.69} \cdot 0.18^{-1.07} \cdot 458.5^{1.38} = 210.4\,\text{mm}$.
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 alpha22,500
2,500 HE damage x 9 broadside guns = 22,500.
AP full-salvo alpha40,950
4,550 AP damage x 9 broadside guns = 40,950.
Base HE DPM135,000
22,500 HE full-salvo alpha x 60 / 10 s base reload = 135,000.
Base AP DPM245,700
40,950 AP full-salvo alpha x 60 / 10 s base reload = 245,700.
Installed HE DPM150,000
22,500 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
Installed AP DPM273,000
40,950 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 273,000.
Base shells/min54
9 broadside guns x 60 / 10 s base reload = 54.
Installed shells/min60
9 broadside guns x 60 / 9 s installed Artillery reload = 60.
Base fires/min7.02
54 shells/min x 13% fire chance = 7.02.
Installed fires/min7.8
60 shells/min x 13% fire chance = 7.8.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range56 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 damage134,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 13,400 = 134,000.
Per-side salvo damage67,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 13,400 = 67,000.

AA defense

Close-range AA DPS374
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1547
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 range3.1 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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)168,000
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: 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).
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 43,000, 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

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel152 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

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
Bow25 mm primary (range 25–40 mm)1,300 (3% 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)31,500 (73% 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.
Stern25 mm primary (range 25–100 mm)1,600 (4% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 25–152 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.
Superstructure16 mm primary (range 16–38 mm)3,800 (9% 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 HP21,000 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 HP12,600 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.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Buff ×3Main Battery ×1Consumable ×2
2023-08-24

Autumn Update: Risk It And Win

  • This time, only Pyotr Bagration is receiving improvements to spice up her return.
Read the full official post
2022-08-25

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Pyotr Bagration 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.