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SU-152
VII
Configuration
Provisions
Equipment
Crew mastery: 100 %
Modules
VI
VII
VIII
VII
VI
VII
VII
VIII
Consumables
  • Cooldown: 90s
  • Cooldown: 75s
    Duration: 15s
Boosters
Parameters
Compare tank's parameters with others from:
1000
HP
5 / 16
255.0
View range
13 / 16
Firepower
Shell
3353
DPM
1 / 16
175
penetration
9 / 16
400
damage
3 / 16
165
devices/crew damage
3 / 16
burst damage
— / —
800
velocity
12 / 16
13.14%
penetration loss over distance
12 / 15
explosion radius
— / —
2850
DPM
1 / 15
217
penetration
12 / 15
340
damage
2 / 15
165
devices/crew damage
2 / 15
burst damage
— / —
1000
velocity
9 / 15
5.99%
penetration loss over distance
3 / 12
explosion radius
— / —
4192
DPM
1 / 16
64
penetration
3 / 16
500
damage
3 / 16
165
devices/crew damage
3 / 16
burst damage
— / —
800
velocity
12 / 16
%
penetration loss over distance
— / —
2.49
explosion radius
3 / 16
DPM
— / —
penetration
— / —
damage
— / —
devices/crew damage
— / —
burst damage
— / —
velocity
— / —
%
penetration loss over distance
— / —
explosion radius
— / —
122.0
Caliber
3 / 16
8.38
Rate of fire
10 / 16
7.16
Reload time
9 / 15
0.00
Magazin reload time
— / —
Magazine size
— / —
Shell reload time
— / —
Gun handling
2.08
Base aim time
11 / 16
0.371
Dispersion
12 / 16
Dispersion factors
0.21
when moving
9 / 16
0.21
when rotating
10 / 16
0.08
when rotating turret
1 / 16
3.00
after shot
2 / 16
Gun angles
6°
depression
9 / 16
18°
elevation
4 / 16
8°/8°
Aiming arc (left / right)
11 / 16
31.59
Turret traverse speed
3 / 16
Mobility
45.81
Weight
5 / 16
Speed
43
forward
10 / 16
11
backward
13 / 16
Effective Power / Weight ratio
13.10
on hard terrain
11 / 16
10.29
on medium terrain
11 / 16
6.86
on soft terrain
13 / 16
Traverse speed
40.74
on hard terrain
7 / 16
32.01
on medium terrain
11 / 16
21.34
on soft terrain
12 / 16
6.69m×3.10m×1.83m
Size
11 / 16
Armor profile
Click or tap on the image to see 3D model
Primary armor
  • 224–280
  • 168–224
  • 112–168
  • 56–112
  • 0–56
Spaced armor
  • 224–280
  • 168–224
  • 112–168
  • 56–112
  • 0–56
Weak
Strong
Chances of getting penetrated from 100m distance by average tank of given type:
  • — less than 30%
  • — between 30% and 70%
  • — more than 70%
Armor performance
Based on tank position, enemy tank type and shells
In battle vs:
Head on
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
From the side
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
From the back
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
Score is a recommendation whether tank is suitable for given tactic:
  • Good— perfect fit
  • Average— can perform quite good
  • Not recommended— result is not guaranteed
Click on the score to get more information.
Tactics
Tank's sutability for commonly used tactics based on tank's top stats and compared to others in the battle
In:
Peek-A-Boo Not recommended Not recommended
You hide behind a cover, fully reload your gun, pre-aim and sneak out just for a second to make one damaging shot. Before enemy realizes you are hidden again. Decent mobility and aiming stabilization and you surely can pull this one off.
Long range sniping Average Average
Hiding in the bush on the hill and shooting at enemies on the other side of the map. If you don't mind all the hate that comes with it then you just need good dispersion and penetration to make every shot count.
Front Line Average Not recommended
Forget rocks, hills, buildings and all other cover. Make youself a cover for your teammates. Of course, this works only if you have very good armor and know how to use it or… well if you're already dead.
Circle Of Death Not recommended Not recommended
Drive behind slow tank destoyers and heavy tanks and keep circling around them to avoid being hit while making easy shots into the back of the enemy. Good traverse speed and acceleration is required.
Hit & Run Not recommended Not recommended
Hide in the bush, spot the enemy without being seen. Take a shot and start running. Fast. Repeat until no enemies left. Master this technique and there are many masteries coming your way.
1 vs 1 brawl Good Good
Who would win in 1 on 1 brawl depends on too many variables. Armor, guns, mobility, tanks sizes and many others. One thing for sure: without good DPM it's better to stay in the group or keep your distance.