Khabarovsk
Beta- Sit in open water at the edge of 12.3 km where peer DDs cannot return fire and most cruisers have to pu…
- Avoid: Overstaying detection after a torpedo drop
Khabarovsk Community Stats
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Khabarovsk Community Stats
Playstyle
Overview
Khabarovsk is a Legendary Soviet long-range gunboat destroyer reaching 12.3 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is HE spam from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. Standout traits: best armor plate in Legendary DDs (50 mm) and best sigma in Legendary DDs (2.1).
Positioning
Sit in open water at the edge of 12.3 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it.
Potato Avoidance
Overstaying detection after a torpedo drop
The detection window is a hard timer; if you are still firing guns when concealment closes again, you have already taken more damage than the drop earned.
Signature Traits
50.0 mm max plate, best of Legendary DDs.
12.3 km main battery reach, best of Legendary DDs.
Sigma 2.1, best of Legendary DDs. More shells land near aim.
5.2 km AA reach, best of Legendary DDs.
107.2 m max horizontal dispersion, worst of Legendary DDs. Long-range salvos are noticeably wider than peers'.
14.5 s rudder shift, worst of Legendary DDs. Hard to dodge incoming AP; lean on island cover.
How to get Khabarovsk
Khabarovsk is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Build for gun range/reload, speed, rudder, survivability, and fire chance. Preserve the ship through movement, not concealment alone.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Khabarovsk sits among Legendary DDs (11 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.
See 20 mid-pack stats
Not standouts for Khabarovsk -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12300/30·(8−0.5)/1000 + 0.5)·30 = 107.2 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 107.2 × 0.6 = 64.4 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 107.2 × 0.308 (σ=2.1) = 33 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 64.4 × 0.307 (σ=2.1) = 19.8 mƒ
180 degrees / 20 deg/s traverse speed = 9 s.ƒ
8 broadside guns x 60 / 5 s base reload = 96.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 8 broadside guns = 15,200.ƒ
15,200 HE full-salvo alpha x 60 / 5 s base reload = 182,400.ƒ
15,200 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 202,667.ƒ
8 HE shells x 60 / 5 s reload x 8% fire chance = 7.68.AP shells
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floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 1634 × 33.5^0.69 × 0.13^-1.07 × 900^1.38 = 195.2 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (15.4 km), where the shell has slowed to 378.8 m/s: 1e-7 × 1634 × 33.5^0.69 × 0.13^-1.07 × 378.8^1.38 = 59.1 mm.ƒ
2,600 AP damage x 8 broadside guns = 20,800.ƒ
20,800 AP full-salvo alpha x 60 / 5 s base reload = 249,600.ƒ
20,800 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 277,333.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (11×3.5×1) + (10×3.5×0.95) + (20×3.5×1) = 243. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 20 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 20 + Medium 40 = 60ƒ
Far 20 + Medium 40 + Near 10 = 70
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 89 s cloud active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12300/30·(8−0.5)/1000 + 0.5)·30 = 107.2 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 107.2 × 0.6 = 64.4 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 107.2 × 0.308 (σ=2.1) = 33 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 64.4 × 0.307 (σ=2.1) = 19.8 mStandard destroyer dispersion baseline.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 × 1634 × 33.5^0.69 × 0.13^-1.07 × 900^1.38 = 195.2 mm. Matches the in-game spec card.Same formula at the ship's max firing range (15.4 km), where the shell has slowed to 378.8 m/s: 1e-7 × 1634 × 33.5^0.69 × 0.13^-1.07 × 378.8^1.38 = 59.1 mm.22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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.All 8 barrels bear on the broadside.180 degrees / 20 deg/s traverse speed = 9 s.1,900 HE damage x 8 broadside guns = 15,200.2,600 AP damage x 8 broadside guns = 20,800.15,200 HE full-salvo alpha x 60 / 5 s base reload = 182,400.20,800 AP full-salvo alpha x 60 / 5 s base reload = 249,600.15,200 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 202,667.20,800 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 277,333.8 broadside guns x 60 / 5 s base reload = 96.8 broadside guns x 60 / 4.5 s installed Artillery reload = 106.7.8 HE shells x 60 / 5 s reload x 8% fire chance = 7.68.8 HE shells x 60 / 4.5 s installed reload x 8% fire chance = 8.53.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.10 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (11×3.5×1) + (10×3.5×0.95) + (20×3.5×1) = 243. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Armor
Hull HP 22,500, 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 |
|---|---|---|---|---|
| Bow | 25 mm primary (range 19–50 mm) | 2,800 (12% of HP) | Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 19 mm | 16,900 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 19–50 mm) | 1,600 (7% of HP) | Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 50 mm primary (range 13–50 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 19 mm | 2,300 (10% 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 HP | 11,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 6,800 module HP | Incapacitated at 0 HP | When 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 Khabarovsk. Cards are condensed; use each source link for full context.
Ministry of Balance: Trick and Treat
- Bow HP reduced from 4,200 to 2,800.
- Stern HP reduced from 2,400 to 1,600.
- Steering gear HP reduced from 9,000 to 6,800.
- Superstructure HP reduced from 3,450 to 2,300.
Skins & permanent camouflages
Every custom exterior Khabarovsk can equip, from in-game data.
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.
