World of Warships: Legends ship guide

Khabarovsk

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • 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
Key characteristics
2.1 sigma accuracy12 km gun rangeSmokeEngine BoostWide dispersion
Community Data

Khabarovsk Community Stats

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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

Heavy armor

50.0 mm max plate, best of Legendary DDs.

Long gun range

12.3 km main battery reach, best of Legendary DDs.

Tight grouping

Sigma 2.1, best of Legendary DDs. More shells land near aim.

Long-reach AA

5.2 km AA reach, best of Legendary DDs.

Wide dispersion

107.2 m max horizontal dispersion, worst of Legendary DDs. Long-range salvos are noticeably wider than peers'.

Sluggish rudder

14.5 s rudder shift, worst of Legendary DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

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.

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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.

BestMain battery range12.3 km (1/11) BestSigma2.1 (1/11) BestEngine power130,000 hp (1/10) BestTurn-speed retention171.1 hp/m (1/10) BestPower-to-weight30.37 hp/t (1/10) BestAA range5.2 km (1 of 2 tied) BestMax armor50 mm (1/11) BestCitadel belt50 mm (1/10) BestEnd plates25 mm (1/10 / 1/10) Top 10%HE velocity900 m/s (2/11) Top 25%Max speed43 kt (3/11) Top 25%AP velocity900 m/s (2/9) Top 25%Torpedo damage19,500 (3/11) Bottom 25%Acceleration15 s (10/11) WorstStealth profile7.69 km / 3.85 km (11/11 / 11/11) WorstRudder shift14.5 s (11/11) WorstMain dispersion107.2 m (11/11) WorstTorpedo range6 km (11/11) WorstRepair heal rate0.5 %/s (3/3)
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.

Hit points22,500 HP(4/11) Traverse-to-turn ratio11.99 ×(5/11) Main battery caliber130 mm(5/11) Main battery reload4.5 s(6/11) HE shell damage1,900(6/11) HE fire chance8%(7/11) Fires per minute8.53(5/11) HE DPM202,667(5/11) AP shell damage2,600(4/9) AP DPM277,333(6/9) AP arming threshold22 mm(7/9) Displacement4,280 t(8/11) AA DPS243(6/11) AA threat894(7/11) Torpedo speed58 kt(9/11) Torpedo reload100 s(7/11) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormAP ricochet start45°(6 of 9 tied at this value) NormAP auto-bounce angle60°(6 of 9 tied at this value) NormDeck armor19 mm(6 of 8 tied at this value)

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

Repair 2SmokeEngine Boost
Survivability
Hit Points22,500
Displacement4,280 t
Armor range13–50 mm
Plate armor thicknesses13, 16, 19, 20, 25, 50 mm
Armor material/layer entries33
Fire resistance40%
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.
11,300
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.
6,800
Main Battery
ModuleArtillery: 8×130 mm
Mounts / barrels4 mounts / 8 barrels
Reload time5 s
Firing range12.3 km
Turret traverse20 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12300/30·(8−0.5)/1000 + 0.5)·30 = 107.2 m
107.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 107.2 × 0.6 = 64.4 m
64.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 107.2 × 0.308 (σ=2.1) = 33 m
33 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 64.4 × 0.307 (σ=2.1) = 19.8 m
19.8 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Base shells/min
ƒ8 broadside guns x 60 / 5 s base reload = 96.
96
HE shells
HE Damage1,900
HE Velocity900 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 8 broadside guns = 15,200.
15,200
Base HE DPM
ƒ15,200 HE full-salvo alpha x 60 / 5 s base reload = 182,400.
182,400
Installed HE DPM
ƒ15,200 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 202,667.
202,667
Base fires/min
ƒ8 HE shells x 60 / 5 s reload x 8% fire chance = 7.68.
7.68
AP shells
AP Damage2,600
AP Velocity900 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 × 1634 × 33.5^0.69 × 0.13^-1.07 × 900^1.38 = 195.2 mm. Matches the in-game spec card.
195.2 mm
AP Pen Far
ƒSame 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.
59.1 mm
AP full-salvo alpha
ƒ2,600 AP damage x 8 broadside guns = 20,800.
20,800
Base AP DPM
ƒ20,800 AP full-salvo alpha x 60 / 5 s base reload = 249,600.
249,600
Installed AP DPM
ƒ20,800 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 277,333.
277,333
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Quintuple 2-N
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time100 s
Projectile speed58 kt
Range6 km
Maximum simulated damage18,300 (est.)
Alpha damage54,900
Torpedo detectability0.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming179 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
183,000
AA Defense
AA mount points10
Close-range AA DPS
ƒSum 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.
243
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
37 mm V-112×2 37mm
37 mm 46-K4×4 37mm
12.7 mm DShK4×1 13mm
Far aura
DPS
ƒIncludes 20 continuous AA damage from dual-purpose main battery firing as AA in this range band.
20
Range5.2 km
Medium aura
DPS40
Range3.5 km
Total DPS in Aura
ƒFar 20 + Medium 40 = 60
60
Near aura
DPS10
Range1.2 km
Total DPS in Aura
ƒFar 20 + Medium 40 + Near 10 = 70
70
Maneuverability
Engine moduleEngine: 130,000 hp
Engine power130,000 hp
Maximum speed43 kt
Turning circle radius760 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio12.0× ok
Concealment
Detectability by sea7.69 km
Detectability by air3.85 km
Smoke firing penalty2.93 km
Detect after firing main guns7.69 km
Detect Fire Sea9.69 km
Detect Fire Air6.85 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
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
Module options (1)

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

HullUpgrade
  • Turret traverse20 → 12 °/s

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)2.1
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp107.2 m
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 m
Max Vert Disp64.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 107.2 × 0.6 = 64.4 m
Med Horiz Disp33 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 107.2 × 0.308 (σ=2.1) = 33 m
Med Vert Disp19.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 64.4 × 0.307 (σ=2.1) = 19.8 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close195.2 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 × 1634 × 33.5^0.69 × 0.13^-1.07 × 900^1.38 = 195.2 mm. Matches the in-game spec card.
AP Pen Far59.1 mm
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.
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 Radius10
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha15,200
1,900 HE damage x 8 broadside guns = 15,200.
AP full-salvo alpha20,800
2,600 AP damage x 8 broadside guns = 20,800.
Base HE DPM182,400
15,200 HE full-salvo alpha x 60 / 5 s base reload = 182,400.
Base AP DPM249,600
20,800 AP full-salvo alpha x 60 / 5 s base reload = 249,600.
Installed HE DPM202,667
15,200 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 202,667.
Installed AP DPM277,333
20,800 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 277,333.
Base shells/min96
8 broadside guns x 60 / 5 s base reload = 96.
Installed shells/min106.7
8 broadside guns x 60 / 4.5 s installed Artillery reload = 106.7.
Base fires/min7.68
8 HE shells x 60 / 5 s reload x 8% fire chance = 7.68.
Installed fires/min8.53
8 HE shells x 60 / 4.5 s installed reload x 8% fire chance = 8.53.

Torpedoes

Torpedo detectability0.6 km
Estimated torpedo reaction time4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed58 kt
Travel time to max range39.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage183,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage183,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS243
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.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index894
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 range1.2 km

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
Bow25 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 mm16,900 (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.
Stern25 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.
Citadel50 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).
Superstructure19 mm2,300 (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 HP11,300 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 HP6,800 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 Khabarovsk. Cards are condensed; use each source link for full context.

Nerf ×4
2024-10-10

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Khabarovsk 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.