
Sibir is a Tier X Soviet battleship that brings brutal close-range firepower and a heavy secondary battery focus to the game. Born from post-WWII Soviet battleship concepts (Project 24) and armed with massive 9×457 mm guns, she’s designed to thrive in aggressive, up-close engagements rather than long-range duels.
Sibir’s unique mechanics reward you for fighting in the thick of things and engaging enemies at shorter distances.
Basic Details
- Type: Battleship
- Tier: X
- Nation: U.S.S.R.
- Rarity: Uncommon
- Release: 08, May 2025
- Price Value: 26,000 Doubloons
- Primary Role: Aggressive brawler with secondary-focused combat and strong survivability
Key Features
- Massive 457 mm Main Guns: Huge alpha damage, excellent punch at close ranges, but mediocre dispersion at distance.
- Secondary-Focused Firepower: Strong secondary batteries with extended range, making Sibir scary in brawl zones.
- Combat Instruction Ability: Activates by dealing secondary damage or absorbing fire, reducing main battery dispersion for a short window, great for capital ship duels.
- Time-Based Repair Party: A heal that restores HP over time instead of using discrete charges, which supports aggressive play.
- Thick Side Armor: Excellent side plating makes Sibir tough in close engagements, but thinner deck armor means she’s more vulnerable at long ranges.
- Typical Soviet Battleship Design: High HP, solid anti-torpedo protection, and high AA effectiveness.
How to Obtain Sibir
Sibir isn’t part of the regular tech tree. When it was released, it was offered in the game as a premium battleship, meaning you could normally acquire it through the Armory for Doubloons or during special events, bundles, or promotions instead of researching it through XP.
At launch, it was commonly available for purchase with gold currency (around 26,000 Doubloons). If it’s not currently showing in the Armory, it often returns in limited-time events, bundles, or campaigns later on, especially given its green rarity status, which historically tends to get semi-regular rotations.
Ship Stats
Main Stats
- Survivability: 100
- Artillery – 90
- Airstrike – 32
- AA Guns – 90
- Maneuverability – 37
- Concealment – 31
Armor
- 19-550mm
Survivability
- Hitpoints: 108,300
- Torpedo Protection, Damage Reduction: 46%
Artillery
Main Battery
- 3×3 457 mm/48 B-45 on an SM-8 mount
- Firing range: 19.5 km
- Reload time: 33.0s
- 180-degree turn time: 30.0s
- HE Shells: 9x 457 mm HE Model 1946
- HE Shells Max Damage: 6,500
- HE Shells Chance of Fire: 45%
- HE Shells Armor Penetration: 76mm
- AP Shells: 9x 457 mm AP Model 1946
- AP Shells Max Damage: 14,500
Secondary Battery
- 8×2 130 mm/60 BL-110/HE-42
- Firing range: 7.7 km
- Reload time: 2.6s
- HE Shells Max Damage: 1,800
- HE Shells Chance of Fire: 10%
- HE Shells Armor Penetration: 22mm
Combat Instructions – Immediate Main Battery Recalibration
Activation Effect
- Maximum main battery shell dispersion: -20.0%
- Action time: 33.0 s
Activation conditions
- Receive 1000 HP of potential damage: 0.05%
- Hit an enemy ship with a secondary battery shell: 3%
The effect when conditions are not met
- Time before you start losing progress: 50.0 s
- Progress loss per second: -3.0%
Airstrike
- Aircraft: Beriyev Be-6
- Reload time: 30s
- Available Flights: 2
- Aircraft: 1
- Aircraft HP: 2000
- Airstrike Range: 11 km
- Bombs in Payload: 2x PLAB-300
- Max Damage: 4,900
AA Defence
Long Range
- 8×2 130 mm/60 BL-110
- Firing range: 6.6 km
- Hit Probability: 75%
- Damage by Shell Explosions: 1750
- Continuous Damage: 395
Medium Range
- 12×4 45 mm SM-20-ZIF mount
- Firing Range: 3.5 km
- Hit Probability: 75%
- Damage: 392
Short Range
- 18×4 25 mm 110-PM on a 4M-120 mount
- Firing Range: 3.1 km
- Hit Probability: 70%
- Damage: 287
Maneuverability
- Maximum speed: 29.5 kt
- Turning circle radius: 1090 m
- Rudder shift time: 16.3 s
Concealment
- Detectability range by Sea: 16.5 km
- Detectability range by Depths: 0.0-13.9 km
- Detectability Range by Air: 13.9 km
- Assured Detectability Range: 2.0 km
Consumables
slot 1: Damage Control Party
- Duration time: 20 s
- Reload time: 80 s
slot 2: Repair Party
- HP per second: +541hp
- Duration time: 14 s
- Reload time: 40 s
Tips to Play Sibir
Sibir wants you to get close and personal. Get into brawling ranges where your secondaries will shred destroyers and cruisers, and use cover to approach safely. Activate your Combat Instruction by hitting enemies with your secondaries or tanking fire, then use the improved main battery accuracy to punish broadsides.
Don’t stay at long range, your deck armor and dispersion suffer there. Use your time-based heal during intense exchanges to stay in the fight longer. Positioning is critical: push when teammates support you and avoid being kited at pure extreme distances.
