World of Warships: Legends ship guide

AL Harbin

Beta
Pan-Asia · Tier VII · Cruiser · Harbin Variant
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Work from islands, smoke/cover, and kiting lanes where shell volume and torpedoes can overlap without e…
  • Avoid: Do not confuse the improved HP with real durability
Community Data

AL Harbin Community Stats

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Playstyle

Overview

AL Harbin is a tougher, torpedo-focused version of Harbin with improved HP, flooding/fire tools, and the Pan-Asian light-cruiser pattern of deepwater torpedoes plus utility. Play her as a fragile-but-dangerous harassment cruiser that sets fires, threatens floods, and punishes ships that ignore her angles.

Positioning

Work from islands, smoke/cover, and kiting lanes where shell volume and torpedoes can overlap without exposing the hull for long. AL Harbin should support destroyers and farm from safety, then use torpedoes when opponents are committed.

Potato Avoidance

Confuse the improved HP with real durability

AL Harbin still folds under focused fire; open-water ego trading wastes the torpedo/fire package that makes her special.

Acquisition

How to get AL Harbin

AL Harbin is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Early Access. 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

  • Azur Lane VI Crate 1.666667% Azur Lane Premium Ship Collaboration containers · Azur Lane VI Crate · 1 of 3 ships
  • Azur Lane Crate: Ultimate III 0.5% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate III · 1 of 12 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for fire chance, torpedo/flooding pressure, reload, concealment, and survivability. Commander choices should reinforce torpedo damage and fire/flood uptime rather than trying to turn her into a tank.

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Most stats below come from the base ship, Harbin. Rows where this variant differs are marked with a badge; hover the badge to see the base value.

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 2TRBDef-AASmoke
Survivability
Hit Points34,000 Δ
Displacement7,666 t
Armor range13–100 mm
Plate armor thicknesses13, 16, 30, 40, 50, 100 mm
Armor material/layer entries52
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
14,800
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
8,900
Main Battery
ModuleArtillery: 130 mm/50 Model 1936 MK-18
Mounts / barrels5 mounts / 10 barrels
Reload time4.8 s Δ
Firing range (base)13.2 km
Firing range (top fire control)14.5 km
Turret traverse25 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13160/30·(8−1.1)/1000 + 1.1)·30 = 123.8 m
123.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 123.8 × 0.6 = 74.3 m
74.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 123.8 × 0.313 (σ=2.05) = 38.8 m
38.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.3 × 0.314 (σ=2.05) = 23.3 m
23.3 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ10 broadside guns x 60 / 4.8 s base reload = 124.95
124.95 Δ
HE shells
HE Damage1,800 Δ
HE Velocity870 m/s
Fire Chance7%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 10 broadside guns = 19,000.
19,000
Base HE DPM
ƒ19,000 HE full-salvo alpha x 60 / 4.8 s base reload = 237,500
237,500 Δ
Installed HE DPM
ƒ19,000 HE full-salvo alpha x 60 / 4.3102 s installed reload (Main Battery Mod. 3 = -10%) = 264,489
264,489 Δ
Base fires/min
ƒ10 HE shells x 60 / 4.8 s reload x 7% fire chance = 8.75
8.75 Δ
AP shells
AP Damage2,300 Δ
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 193.8 mm. Matches the in-game spec card.
193.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.1 km), where the shell has slowed to 316.3 m/s: 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 316.3^1.38 = 48 mm.
48 mm
AP full-salvo alpha
ƒ2,500 AP damage x 10 broadside guns = 25,000.
25,000
Base AP DPM
ƒ25,000 AP full-salvo alpha x 60 / 4.8 s base reload = 312,500
312,500 Δ
Installed AP DPM
ƒ25,000 AP full-salvo alpha x 60 / 4.3102 s installed reload (Main Battery Mod. 3 = -10%) = 348,011
348,011 Δ
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.
9
Torpedoes
ModuleTorpedoes: 533 mm 1-N
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time115 s Δ
Projectile speed64 kt
Range10.99 km
Maximum simulated damage17,400 (est.)
Alpha damage52,200
Torpedo detectability1.3 km Δ
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming198 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
104,400
AA Defense
AA mount pointsInitial: 20 → 22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (73×3.5×0.9) + (30×3.5×0.85) + (26×3.5×0.9) = 401. 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.
401
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (8×1) → 20 mm Oerlikon Mk20 (8×2)
37 mm 61 shì (upgraded hull only)10×2 37mm
37 mm 46-K (upgraded hull only)4×4 37mm
37 mm 70-K (stock hull only)10×1 37mm
37 mm 66-K (stock hull only)2×2 37mm
Far aura
DPS
ƒIncludes 26 continuous AA damage from dual-purpose main battery firing as AA in this range band.
26
Range5.2 km
Medium aura
DPSInitial: 9 → 73
Range3.5 km
Total DPS in Aura
ƒFar 26 + Medium 73 = 99
99
Near aura
DPS30
Range2 km
Total DPS in Aura
ƒFar 26 + Medium 73 + Near 30 = 129
129
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed33.4 kt
Turning circle radius660 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio16.8× snappy
Concealment
Detectability by sea11.8 km
Detectability by air7.43 km
Smoke firing penalty6.06 km
Detect after firing main guns11.8 km
Detect Fire Sea13.8 km
Detect Fire Air10.43 km
Guaranteed Detect2 km
Consumables
Variant consumable changes
Smoke Generator5 charges · 70 s reload · 20 s active · reworked: 5 charges (was 3), 70 s reload (was 130), 20 s active (was 30)
Repair Partyreworked: citadel-damage repairs 50% (was 10%); cooldown 60 s (was 80); +20% HP regen speed
  • Smoke Generator reworked: 5 charges (was 3), 70 s cooldown (was 130 s), 20 s duration (was 30 s), 40 s dispersion time (was 70 s), larger radius
  • Repair Party reworked: citadel repair 50% (was 10%), 60 s cooldown (was 80 s), HP regeneration +20%
Source: Azur Lane Wave 6 is Rolling In (Wargaming) · 2025-04-22. Values appear here as WG published them; per-consumable timings WG did not list are omitted rather than estimated.
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator3 charges · 130 s reload · 15 s emit / 70 s cloud active
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Torpedo Reload Booster1 charges · 300 s reload · 8 s active · Rapid torpedo reload

See all derived stats

Show

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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp123.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13160/30·(8−1.1)/1000 + 1.1)·30 = 123.8 m
Max Vert Disp74.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 123.8 × 0.6 = 74.3 m
Med Horiz Disp38.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 123.8 × 0.313 (σ=2.05) = 38.8 m
Med Vert Disp23.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.3 × 0.314 (σ=2.05) = 23.3 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close193.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 193.8 mm. Matches the in-game spec card.
AP Pen Far48 mm
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 316.3 m/s: 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 316.3^1.38 = 48 mm.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha19,000
1,900 HE damage x 10 broadside guns = 19,000.
AP full-salvo alpha25,000
2,500 AP damage x 10 broadside guns = 25,000.
Base HE DPM237,500 Δ
19,000 HE full-salvo alpha x 60 / 4.8 s base reload = 237,500
Base AP DPM312,500 Δ
25,000 AP full-salvo alpha x 60 / 4.8 s base reload = 312,500
Installed HE DPM264,489 Δ
19,000 HE full-salvo alpha x 60 / 4.3102 s installed reload (Main Battery Mod. 3 = -10%) = 264,489
Installed AP DPM348,011 Δ
25,000 AP full-salvo alpha x 60 / 4.3102 s installed reload (Main Battery Mod. 3 = -10%) = 348,011
Base shells/min124.95 Δ
10 broadside guns x 60 / 4.8 s base reload = 124.95
Installed shells/min139.24 Δ
10 broadside guns x 60 / 4.3102 s installed Artillery reload = 139.24
Base fires/min8.75 Δ
10 HE shells x 60 / 4.8 s reload x 7% fire chance = 8.75
Installed fires/min9.75 Δ
10 HE shells x 60 / 4.3102 s installed reload x 7% fire chance = 9.75

Torpedoes

Torpedo detectability1.3 km Δ
Estimated torpedo reaction time4.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range66 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage208,800
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage104,400
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS401
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (73×3.5×0.9) + (30×3.5×0.85) + (26×3.5×0.9) = 401. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1409
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 range2 km
Exteriors

Skins & permanent camouflages

Every custom exterior AL Harbin can equip, from in-game data.

  • AL Harbin default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur HarbinAzur Lane

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.