If you like the project, consider supporting it on Patreon

KV-5
VIII
Configuration
Provisions
Equipment
Modules
VII
VII
VII
IX
VII
Consumables
  • Cooldown: 90s
  • Cooldown: 75s
    Duration: 15s
Boosters
Parameters
Compare tank's parameters with others from:
1600
HP
1 / 20
248.6
View range
20 / 20
Firepower
Shell
1949
DPM
17 / 20
219
penetration
15 / 20
320
damage
11 / 20
150
devices/crew damage
11 / 20
burst damage
— / —
1050
velocity
9 / 20
15.98%
penetration loss over distance
20 / 20
explosion radius
— / —
1644
DPM
17 / 20
250
penetration
17 / 20
270
damage
11 / 20
150
devices/crew damage
11 / 20
burst damage
— / —
838
velocity
14 / 20
%
penetration loss over distance
— / —
explosion radius
— / —
2436
DPM
18 / 20
54
penetration
15 / 20
400
damage
15 / 20
150
devices/crew damage
11 / 20
burst damage
— / —
830
velocity
15 / 20
%
penetration loss over distance
— / —
1.98
explosion radius
11 / 20
DPM
— / —
penetration
— / —
damage
— / —
devices/crew damage
— / —
burst damage
— / —
velocity
— / —
%
penetration loss over distance
— / —
explosion radius
— / —
107.0
Caliber
11 / 20
6.09
Rate of fire
10 / 20
9.85
Reload time
9 / 18
0.00
Magazin reload time
— / —
Magazine size
— / —
Shell reload time
— / —
Gun handling
2.63
Base aim time
9 / 20
0.362
Dispersion
12 / 20
Dispersion factors
0.18
when moving
5 / 20
0.18
when rotating
5 / 20
0.14
when rotating turret
6 / 20
4.00
after shot
7 / 20
Gun angles
7°
depression
8 / 20
22°
elevation
2 / 20
180°/180°
Aiming arc (left / right)
1 / 20
25.82
Turret traverse speed
9 / 20
Mobility
100.17
Weight
2 / 20
Speed
40
forward
4 / 20
11
backward
18 / 20
Effective Power / Weight ratio
10.46
on hard terrain
16 / 20
8.24
on medium terrain
17 / 20
5.99
on soft terrain
16 / 20
Traverse speed
25.51
on hard terrain
19 / 20
20.09
on medium terrain
19 / 20
14.61
on soft terrain
17 / 20
8.03m×2.99m×2.92m
Size
19 / 20
Armor profile
Click or tap on the image to see 3D model
Primary armor
  • 240–300
  • 180–240
  • 120–180
  • 60–120
  • 0–60
Spaced armor
  • 288–360
  • 216–288
  • 144–216
  • 72–144
  • 0–72
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 Not recommended Not recommended
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.