World of Warships: Legends ship guide

Harbin

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Hold 12-15 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (11 km)2.05 sigma accuracyHigh HE / fire outputSmokeFragile
Community Data

Harbin Community Stats

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Playstyle

Overview

Harbin is a Tier VII Pan-Asian light cruiser with 130mm guns at 14.5 km, 4.4-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels.

Positioning

Hold 12-15 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.

Potato Avoidance

Open-water broadside trading

Her 130mm shells citadel cruisers on the wrong frame, and her 29,500-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/46 T7 CAs.

Fast turret traverse

25.0°/s turret traverse, top decile of T7 CAs. Tracks fast-rotating targets peers can't keep up with.

Fast reload

4.4 s reload, top decile of T7 CAs. Top-tier salvo cycle.

Tight dispersion

123.8 m max horizontal dispersion, top decile of T7 CAs. Accurate at range.

Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Fragile HP pool

29500.0 HP, bottom decile of T7 CAs. Trade hits sparingly.

Acquisition

How to get Harbin

Harbin is available in the Destroyer-Cruisers branch of the Pan-Asia Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Harbin sits in the Destroyer-Cruisers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Use a Pan cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.

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Cohort position

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Where Harbin sits among Tier VII CAs (46 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 (1/46) Top 10%Traverse-to-turn ratio16.76 × (3/46) Top 10%Main battery reload4.4 s (2/46) Top 10%Sigma2.05 (5/46) Top 10%HE DPM259,091 (3/41) Top 10%Main dispersion123.8 m (2/46) Top 10%Power-to-weight10.44 hp/t (3/45) Top 10%Torpedo damage18,600 (3/33) Top 25%Concealment11.8 km (7/46) Top 25%Rudder shift9 s (7/46) Top 25%AP DPM340,909 (8/46) Top 25%AP arming threshold22 mm (7/46) Top 25%AA range5.2 km (7/46) Top 25%Torpedo range10.99 km (7/33) Top 25%Stern armor30 mm (10/45) Bottom 25%AP fuse timer0.01 s (41/46) Bottom 25%Engine power80,000 hp (41/45) Bottom 25%Turn-speed retention121.2 hp/m (37/45) Bottom 25%Citadel belt100 mm (36/45) Bottom 25%Deck armor50 mm (37/44) Bottom 10%Main battery caliber130 mm (44/46) Bottom 10%Max armor100 mm (43/46) WorstHit points29,500 HP (46/46) WorstMain battery range14.48 km (46/46) WorstHE fire chance7% (41/41) WorstNo secondaries (6 of 46 in cohort) WorstRepair heal rate0.5 %/s (1 of 14 tied) WorstBow armor16 mm (1 of 4 tied)
See 13 mid-pack stats

Not standouts for 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(18/46) Air detection7.43 km(20/46) Fires per minute9.55(12/41) AP velocity870 m/s(23/46) HE velocity870 m/s(21/41) Acceleration10 s(26/46) AA DPS401(19/46) AA threat1,409(23/46) Torpedo speed64 kt(13/33) Torpedo reload100 s(23/33) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Repair 2TRBDef-AASmoke
Survivability
Hit PointsInitial: 26,400 → 29,500
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 time4.9 s
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 / 4.9 s base reload = 122.4.
122.4
HE shells
HE Damage1,900
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 / 4.9 s base reload = 232,653.
232,653
Installed HE DPM
ƒ19,000 HE full-salvo alpha x 60 / 4.4 s installed reload (Main Battery Mod. 3 = -10%) = 259,091.
259,091
Base fires/min
ƒ10 HE shells x 60 / 4.9 s reload x 7% fire chance = 8.57.
8.57
AP shells
AP Damage2,500
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 / 4.9 s base reload = 306,122.
306,122
Installed AP DPM
ƒ25,000 AP full-salvo alpha x 60 / 4.4 s installed reload (Main Battery Mod. 3 = -10%) = 340,909.
340,909
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 time100 s
Projectile speed64 kt
Range10.99 km
Maximum simulated damage17,400 (est.)
Alpha damage52,200
Torpedo detectability0.8 km
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
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
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullTrade-off
  • Hit points26,400 → 29,500
  • Rudder shift12.7 → 9 s
  • AA mounts20 → 22
  • Close-range AA DPS56 → 103
  • Turret traverse25 → 9.85 °/s
Fire controlUpgrade
  • Main battery range13,160 → 14,476 m
TorpedoesUpgrade
  • Reload115 → 100 s
  • Alpha damage50,200 → 52,200
  • Display damage16,733 → 17,400

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 DPM232,653
19,000 HE full-salvo alpha x 60 / 4.9 s base reload = 232,653.
Base AP DPM306,122
25,000 AP full-salvo alpha x 60 / 4.9 s base reload = 306,122.
Installed HE DPM259,091
19,000 HE full-salvo alpha x 60 / 4.4 s installed reload (Main Battery Mod. 3 = -10%) = 259,091.
Installed AP DPM340,909
25,000 AP full-salvo alpha x 60 / 4.4 s installed reload (Main Battery Mod. 3 = -10%) = 340,909.
Base shells/min122.4
10 broadside guns x 60 / 4.9 s base reload = 122.4.
Installed shells/min136.4
10 broadside guns x 60 / 4.4 s installed Artillery reload = 136.4.
Base fires/min8.57
10 HE shells x 60 / 4.9 s reload x 7% fire chance = 8.57.
Installed fires/min9.55
10 HE shells x 60 / 4.4 s installed reload x 7% fire chance = 9.55.

Torpedoes

Torpedo detectability0.8 km
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

Armor

Hull HP 26,40029,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–40 mm)2,200 (7% of HP)
Overmatched by 283mm+ (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)22,100 (75% of HP)
Overmatched by 283mm+ (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.
Stern30 mm primary (range 16–50 mm)2,000 (7% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 13–100 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–50 mm)1,100 (4% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP14,800 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP8,900 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Harbin. Cards are condensed; use each source link for full context.

Buff ×14Main Battery ×1
2023-06-15

Ministry of Balance: Italian Concerto

  • Main Battery reload time reduced from 5.5 to 4.9 s.
  • Stock Hull HP increased from 23,800 to 26,400.
  • Bow HP increased from 1,800 to 2,000.
  • Casemate HP increased from 2,900 to 3,200.
  • Stern HP increased from 1,600 to 1,800.
  • Hull HP increased from 17,900 to 19,800.
  • Magazine HP increased from 11,900 to 13,200.
  • Steering Gear HP increased from 7,100 to 7,900.
  • Upgraded Hull HP increased from 26,500 to 29,500.
  • Bow HP increased from 2,000 to 2,200.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.