World of Warships: Legends ship guide

AL Harbin

Also called: AL 哈尔滨 Beta
Pan-Asia · Tier VII · CL Cruiser · Premium · Harbin Variant
Smoke cruiserA smoke platform: farm from the cloud and reset when the smoke runs dry.
Playstyle
  • Anchor near your smoke cycle on a contested cap and trade DPM from inside the cloud
  • Avoid: Burning Torpedo Reload Booster on a hopeful salvo
Key characteristics
Long, heavy torpedoes (11 km)2.05 sigma accuracyHigh HE DPMSmokeTorp Reload BoosterFragile
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Community Data

AL Harbin Community Stats

Across 3,900+ Standard battles from 110+ players, AL Harbin averages a 60% win rate, 61,900 damage and 1.1 kills per battle, and survives 48% of them.

Community Data

AL Harbin Community Stats

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Playstyle

Overview

AL Harbin is a Tier VII Pan-Asian light cruiser whose Smoke Generator lets her trade DPM from cover instead of from open water. The kit rewards static, sustained fire rather than rotation play. Standout traits: sigma in T7 CAs (2, 7th of 58) and torpedo alpha in T7 CAs (17,400, 3rd of 43). The trade is short gun range in T7 CAs (14.5 km, 57th of 58).

Positioning

Anchor near your smoke cycle on a contested cap and trade DPM from inside the cloud. The kit rewards a static firing position; rotating mid-smoke wastes the consumable for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 6.1 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 0.89 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. She is genuinely evasive in both phases of a turn, answering the helm in 7 s and carving a 660 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Burning Torpedo Reload Booster on a hopeful salvo

With a single charge it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra torpedo salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

ELITE MAIN BATTERY ↗
  • Tight grouping
  • HE DPM machine · 222353 HE
  • Fast reload · 4.8 s
  • Fast turret traverse · 25°/s
Heavy torpedoes ↗

17400 damage per torpedo, top decile of the 43 T7 CAs with torpedoes.

Repairs citadel hits ↗

50% of citadel damage heals back, top decile of T7 CAs. Most peers recover a tenth of it.

Extra smoke charges ↗

5 Smoke Generator charges, best of the 20 T7 CAs with smoke.

Short gun range ↗

14.5 km main battery reach, bottom decile of T7 CAs. Outranged by peers; close distance or lean on terrain.

Fragile HP pool ↗

34000 HP, bottom quartile of T7 CAs. Trade hits sparingly.

Acquisition

How to get AL Harbin

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

History: Early Access Jan 2023 – Mar 2023 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

Official WG availability sources
  • March Update: Thirst for Combat Store / event post Start: 2025-02-27
    • Find them individually in the Store or in the new Azur Lane VI crate.
    • Ships: AL Richelieu, AL Harbin, and AL Formidable
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where AL Harbin sits among Tier VII CAs (57 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.

BestDisplacement7,666 t (1 of 2 tied) Top 10%Turning circle660 m (5/58) Top 10%Main battery reload4.8 s (3/58) Top 10%Main dispersion132.9 m (3/58) Top 10%Power-to-weight10.44 hp/t (3/57) Top 10%Torpedo damage≈17,400 (3/43) Top 25%Concealment11.8 km (10/58) Top 25%Smoke fire bloom6.06 km (13/58) Top 25%Rudder shift7 s (11/58) Top 25%Sigma2.05 (7/58) Top 25%HE DPM222,353 (7/50) Top 25%Time to 90% speed22.9 s (9/57) Top 25%Acceleration (0-12 kt)8.4 s (13/57) Top 25%AP arming threshold22 mm (9/58) Top 25%Effective HE DPM (incl. fire)295,641 (8/50) Top 25%AA range5.2 km (7/58) Bottom 25%Hit points34,000 HP (52/58) Bottom 25%HE fire chance8% (45/50) ShorterAP fuse timer0.01 s (50/58) Bottom 25%Engine power80,000 hp (52/57) Bottom 25%Power / turn radius121.2 hp/m (47/57) Bottom 25%Torpedo reload115 s (37/43) Bottom 25%Citadel belt100 mm (44/55) Bottom 10%Main battery caliber130 mm (55/58) Bottom 10%AP shell damage2,300 (55/58) Bottom 10%AP pen at 10 km77 mm (57/58) Bottom 10%Max armor100 mm (54/58) WorstMain battery range14.48 km (1 of 2 tied) WorstNo secondaries (7 of 58 in cohort) WorstEnd plates16 mm (1 of 8 tied / 1 of 8 tied)
See 17 mid-pack stats

Not standouts for AL Harbin -- 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.

Max speed33.4 kt(23/58) Air detection7.43 km(24/58) Fires per minute9.88(14/50) AP DPM284,118(23/58) AP velocity870 m/s(31/58) HE velocity870 m/s(28/50) AA DPS401(25/58) AA threat1,409(27/58) Flak damage per salvo (expected)1,449(31/58) Torpedo range10.99 km(12/43) Torpedo speed64 kt(18/43) Torpedo reaction time7.6 s(21/43) Repair heal rate0.6 %/s(23/57) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points34,000
Displacement7,666 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
174.9 x 16 m
Armor range13–100 mm
Plate armor thicknesses13, 16, 30, 40, 50, 100 mm
Armor material/layer entries52
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 34,000 HP = 3,060 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 34,000 HP = 3,400 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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.
10,200
Effective HP
ƒBase 34,000 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 34,000 HP = 5,712 HP per charge, × 2 charges = 11,424 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
45,424
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,600 = 5,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,100 = 8,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,100
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 25,500 = 51,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
25,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,200 = 2,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,200
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,300 = 4,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 130 mm/50 Model 1936 MK-18
Mounts / barrels5 mounts / 10 barrels
Reload time4.8 s
Firing range14.5 km
Turret traverse25 °/s
Turret armor35 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±147°, 2x ±151°
Guns to bear
ƒ180° − 151° (the most restricted aft-facing mount's arc) = 29° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
29° off bow / 33° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.5 km) shells land in an ellipse about 133 m wide and 80 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie, Algérie W and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1447630·8−1.11000+1.1)·30=132.9m
132.9 m at 14.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =132.9·0.6=79.7m
79.7 m at 14.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =132.9·0.62.05=38.9m
38.9 m at 14.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =79.7·0.62.05=23.3m
23.3 m at 14.5 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 4.857 s (4.8 s = 34 ticks) base reload = 123.5. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 4.429 s (4.3 s = 31 ticks) all-upgrades reload (4.8 s × 0.9 Main Battery Mod. 3 = 4.3 s) = 135.5.
Initial: 123.5 → 135.5
HE shells
HE alpha1,800
HE Velocity870 m/s
Fire Chance8%
HE fire DPM vs T7 BB73305
Effective HE DPM vs T7 BB295658
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,800 HE damage x 10 broadside guns = 18,000.
18,000
HE DPM
ƒZero upgrades: 18,000 HE full-salvo alpha x 60 / 4.857 s (4.8 s = 34 ticks) base reload = 222,353. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 HE full-salvo alpha x 60 / 4.429 s (4.3 s = 31 ticks) all-upgrades reload (4.8 s × 0.9 Main Battery Mod. 3 = 4.3 s) = 243,871.
Initial: 222,353 → 243,871
Fires/min
ƒZero upgrades: 123.5 shells/min × 0.08 (8% fire chance) = 9.88. All upgrades (Main Battery Mod. 3 = -10% reload): 135.5 shells/min × 0.08 (8% fire chance) = 10.84.
Initial: 9.88 → 10.84
AP shells
AP alpha2,300
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1700·33.50.69·0.13−1.07·8701.38=193.8mm.
193.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.5 km), where the shell has slowed to 350.8 m/s: P=10−7·1700·33.50.69·0.13−1.07·350.81.38=55.3mm.
55.3 mm at 14.5 km
AP full-salvo alpha
ƒ2,300 AP damage x 10 broadside guns = 23,000.
23,000
AP DPM
ƒZero upgrades: 23,000 AP full-salvo alpha x 60 / 4.857 s (4.8 s = 34 ticks) base reload = 284,118. All upgrades (Main Battery Mod. 3 = -10% reload): 23,000 AP full-salvo alpha x 60 / 4.429 s (4.3 s = 31 ticks) all-upgrades reload (4.8 s × 0.9 Main Battery Mod. 3 = 4.3 s) = 311,613.
Initial: 284,118 → 311,613
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
Projectile speed64.0 kt
Range10.99 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=52,200·0.333=17,400. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 17,400
Maximum damage (ammunition)
ƒ52,200 warhead alpha / 3 + 1,200 blast = 18,600. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
18,600
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,200
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km64 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.2 per hit, shown as 3.2×100=320%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
320%
Torpedo launcher traverse25 °/s
Launch arcswing 149°, 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming202 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 17,400 = 104,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
104,400
AA Defense
AA mount points22
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
37 mm 61 shì10×2 37mm
37 mm 46-K4×4 37mm
20 mm Oerlikon Mk208×2 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 82 from dual-purpose main battery firing as AA in this range band.
82
Range5.2 km
Medium aura
Guns37 mm 46-K + 37 mm 61 shì
Continuous DPS
ƒEffective DPS: 73 raw aura damage × 3.5 × 0.9 hit probability = 230 - the same in-game units as the Close-range AA DPS headline.
230
Range3.5 km
Total DPS in Aura
ƒFar 82 + Medium 230 = 312
312
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.85 hit probability = 89 - the same in-game units as the Close-range AA DPS headline.
89
Range2 km
Total DPS in Aura
ƒFar 82 + Medium 230 + Near 89 = 401
401
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
Maneuverability
Engine power80,000 hp
Maximum speed33.4 kt
Turning circle radius660 m
Rudder shift time7 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.4 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
24.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.1 kt of 33.4 kt).
22.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.1 kt of 33.4 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.
36 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 6.3 = +18.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+18.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.8 km x 0.955 = 11.27 km. Camouflage does not change detectability by air.
11.8 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.8 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.27 km.
11.27 km
Detectability by air7.43 km
Smoke firing penalty6.06 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.8 km) = 14.48 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.48 km
Detect when firing (air)
ƒAir detectability 7.43 km + gun-firing bloom 2.6 km = 10.03 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.
10.03 km
Detect when on fire (sea)
ƒSea detectability 11.8 km + 2.0 km while burning = 13.8 km.
13.8 km
Detect when on fire (air)
ƒAir detectability 7.43 km + 3.0 km while burning = 10.43 km.
10.43 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active · 600 m radius
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 5,712 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 34,000 HP = 5,712 HP: up to 16.8% of max HP restored per charge.
· 11,424 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 34,000 HP = 11,424 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 204 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 34,000 HP = 204 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Torpedo Reload Booster1 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter height @ 5 km27.5 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14476=7238 m, and radiusOnMax=0.6 at 14476 m. Below the kink: k=0.2+(0.5−0.2)·50007238=0.4072, so σV=σH·k=67.5·0.4072=27.5m.
Shell scatter height @ 10 km54.9 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14476=7238 m, and radiusOnMax=0.6 at 14476 m. Above the kink: k=0.5+(0.6−0.5)·10000−723814476−7238=0.5382, so σV=σH·k=102·0.5382=54.9m.
AP pen 5 km120 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1700·33.50.69·0.13−1.07·615.91.38=120mm, where 615.9 m/s is the shell's speed when it arrives at 5 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km77 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1700·33.50.69·0.13−1.07·444.21.38=77mm, where 444.2 m/s is the shell's speed when it arrives at 10 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.98 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.5=5.66×10−5. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.99 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.4=5.68×10−5. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)1,700
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass33.5 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2857
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity870 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity870 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.6 s
1300 m / (64.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed64.0 kt
Travel time to max range63.9 s
10990 m / (64.0 kt × 2.6855) = 63.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo6 torpedoes
12 wing tubes / 2 = 6: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage208,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 17,400 = 208,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range82
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V11 10x2 -> 164 DPS @ 3.5 km; 37mm 46k 4x4 -> 66 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin 8x2 -> 89 DPS @ 2 km; Far AA (?) -> 82 DPS @ 5.2 km.
AA DPS layered by range82 DPS @ 5.2 km, 312 DPS @ 3.5 km, 401 DPS @ 2 km
@ 5.2 km: 82 from one family; @ 3.5 km: 164 + 66 + 82 = 312; @ 2 km: 164 + 66 + 89 + 82 = 401. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank401
164 + 66 + 89 + 82 = 401 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1409
164 × 3.5 + 66 × 3.5 + 89 × 2 + 82 × 5.2 = 1409. 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
Open in Charting Tool

Ship Charts

Background

A small cruiser with dual-purpose artillery, the project of which was developed in the U.S.S.R. at the turn of the 1930s (MK-6). The ship was primarily designed to counter enemy destroyers.

Armor Beta

Hull HP 34,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern16 mm

Overmatched by 142+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–40 mm)≈ 1,700 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
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 16–100 mm)≈ 25,500 (~75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–50 mm)≈ 1,700 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 13–100 mm)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.
Superstructure16 mm primary (range 16–50 mm)no cap
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior AL Harbin can equip.

  • AL Harbin default exterior
    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.