Sevastopol
Also called: 塞瓦斯托波尔 · Севастополь Beta- Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
- Avoid: Open-water broadside trading
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Sevastopol Community Stats
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Sevastopol Community Stats
Record History
Playstyle
Overview
Sevastopol is a Legendary Soviet super-cruiser: a battleship-sized hull with a 380mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (4.4 km on ships and 3.1 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best AP overmatch threshold in Legendary CAs (26.5 mm) and best long-range AP brick in Legendary CAs (450.8 mm).
Positioning
Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.
Potato Avoidance
Open-water broadside trading
Her 380mm shells citadel cruisers on the wrong frame, and her 62,600-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
+20% speed, 45 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in Legendary CAs.
- Big-caliber overmatch · 26.5 mm
- Long-range AP brick · 450.8 mm
- Close-range AP brick · 701.3 mm
34.0% torpedo damage reduction, best of Legendary CAs.
330.0 mm max plate, best of Legendary CAs.
63.0 mm AP arming threshold, worst of Legendary CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
120.0 s Repair Party reload, worst of Legendary CAs. Heals come off cooldown slower than peers.
How to get Sevastopol
Sevastopol is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.
Official WG availability sources
- Merry Shipmas Campaign Breakdown Campaign Start: 2025-12-01 · End: 2026-01-18 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.
- Through the Spy Glass: Sevastopol Ship feature / release Start: 2025-12-02 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
- Merry Shipmas Campaign Breakdown Store price varies 2025-12-01
- Holiday Update: Christmas on the Waves Store price varies 2025-11-27
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 Sevastopol sits among Legendary CAs (22 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 18 mid-pack stats
Not standouts for Sevastopol -- 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
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 / 5 deg/s traverse speed = 36 s.ƒ
6 broadside guns x 60 / 22 s base reload = 16.4.HE shells
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63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).ƒ
5,350 HE damage x 6 broadside guns = 32,100.ƒ
32,100 HE full-salvo alpha x 60 / 22 s base reload = 87,545.ƒ
32,100 HE full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 97,273.ƒ
16.4 shells/min x 34% fire chance = 5.56.AP shells
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floor(380 mm caliber / 14.3) = 26 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 578.6 m/s: .ƒ
11,300 AP damage x 6 broadside guns = 67,800.ƒ
67,800 AP full-salvo alpha x 60 / 22 s base reload = 184,909.ƒ
67,800 AP full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 205,455.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (111×3.5×0.9) + (37×3.5×0.9) = 466. 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 37 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 37 + Medium 111 = 148ƒ
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 (30.2 kt of 33.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (33.2 kt of 33.5 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 Party3 charges · 120 s reload · 40 s active · 18,780 HP (30% of max HP) total heal (per charge) ƒ
Heal per second (0.75%) x effective active time (40 s) = up to 30% of max HP restored per charge.ƒ
30% per charge x 3 charges = up to 90% of max HP if the whole Repair Party loadout is used.ƒ
0.75% of max HP (62,600 HP) per second = 470 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 45 s active · +20% speed bonus
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16030}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 143.6\,\text{m}$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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 143.6 \cdot 0.6 = 86.2\,\text{m}$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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 143.6 \cdot 0.313\;(\sigma = 2.05) = 45\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 86.2 \cdot 0.313\;(\sigma = 2.05) = 27\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2450 \cdot 800^{0.69} \cdot 0.38^{-1.07} \cdot 820^{1.38} = 729.4\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (20 km), where the shell has slowed to 578.6 m/s: $P = 10^{-7}\cdot 2450 \cdot 800^{0.69} \cdot 0.38^{-1.07} \cdot 578.6^{1.38} = 450.8\,\text{mm}$.63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).floor(380 mm caliber / 14.3) = 26 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 6 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.5,350 HE damage x 6 broadside guns = 32,100.11,300 AP damage x 6 broadside guns = 67,800.32,100 HE full-salvo alpha x 60 / 22 s base reload = 87,545.67,800 AP full-salvo alpha x 60 / 22 s base reload = 184,909.32,100 HE full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 97,273.67,800 AP full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 205,455.6 broadside guns x 60 / 22 s base reload = 16.4.6 broadside guns x 60 / 19.8 s installed Artillery reload = 18.2.16.4 shells/min x 34% fire chance = 5.56.18.2 shells/min x 34% fire chance = 6.18.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (111×3.5×0.9) + (37×3.5×0.9) = 466. 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 62,600, 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.
Overmatched by 51+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–40 mm) | 1,700 (3% of HP) | Overmatched by 380mm+ (Alsace, Bourgogne)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) | 16 mm primary (range 15–330 mm) | 47,000 (75% of HP) | Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 20–40 mm) | 1,500 (2% of HP) | Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 230 mm primary (range 30–230 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. |
| Superstructure | 16 mm primary (range 16–330 mm) | 4,100 (7% of HP) | Any HE ≥16 mm pens at full damageDamage multiplier ×0.75 | 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 HP | 31,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 (57 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 18,800 module HP | Incapacitated at 0 HP | When 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Sevastopol. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Detectability range after firing in smoke reduced from 13.35 to 13.07 km.
- Detectability range by sea reduced from 14.61 to 14.3 km.
- Detectability range by air reduced from 8.77 to 8.58 km.
- Repair Party duration reduced from 60 to 40 s.
- Repair Party HP recovery per second increased from 0.5 to 0.75%.
Skins & permanent camouflages
Every custom exterior Sevastopol can equip, from in-game data.
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.
