Ochakov
Beta- Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
- Avoid: Using radar like a destroyer hunter rather than a position tool
Ochakov Community Stats
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Ochakov Community Stats
Playstyle
Overview
Ochakov is a Tier VII Soviet cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Surveillance Radar (13 km, 20 s active) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: best nimble for the tonnage in T7 CAs (12.2 HP).
Positioning
Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.
Potato Avoidance
Using radar like a destroyer hunter rather than a position…
The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.
Signature Traits
13 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
12.22 hp per ton, best of T7 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.
13.0 km Surveillance Radar range, best of T7 CAs. Lights targets peer radars can't reach.
100.0 mm superstructure, top decile of T7 CAs. HE farms less.
950.0 m/s AP muzzle velocity, top decile of T7 CAs. Flatter trajectory, less lead, harder to dodge.
131.0 s torpedo reload, bottom decile of T7 CAs. Long wait between drops.
How to get Ochakov
Ochakov is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CampaignEarnable in the Taken by Storm campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
-
Santa Level 5
0.833333%
Superprize: Premium Ship
Event containers · Santa Level 5 · 1 of 12 ships
-
Spectral Vault 5.0
0.588235%
Superprize: Premium Ship
Event containers · Spectral Vault 5.0 · 1 of 17 ships
-
Santa Level 4
0.25%
Superprize: Premium Ship
Event containers · Santa Level 4 · 2 paths combined · 1 of 12 ships
Show 2 paths
- Santa Level 40.166667%
- Santa Level 4 → Santa Level 50.083333%
Show all 17 containers (14 more)
-
Chest of Rarities
0.2%
Tier VII Premium ship
Event containers · Chest of Rarities · 1 of 15 ships
-
Spectral Vault 4.0
0.147059%
Superprize: Premium Ship
Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
Show 2 paths
- Spectral Vault 4.0 → Spectral Vault 5.00.088235%
- Spectral Vault 4.00.058824%
-
Santa Level 3
0.083333%
Superprize: Premium Ship
Event containers · Santa Level 3 · 4 paths combined · 1 of 12 ships
Show 4 paths
- Santa Level 3 → Santa Level 50.041667%
- Santa Level 3 → Santa Level 40.025%
- Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
- Santa Level 30.004167%
-
Spectral Vault 3.0
0.036765%
Superprize: Premium Ship
Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
Show 4 paths
- Spectral Vault 3.0 → Spectral Vault 5.00.017647%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
- Spectral Vault 3.0 → Spectral Vault 4.00.006471%
- Spectral Vault 3.00.002941%
-
Santa Level 2
0.025%
Superprize: Premium Ship
Event containers · Santa Level 2 · 6 paths combined · 1 of 12 ships
Show 6 paths
- Santa Level 2 → Santa Level 40.008333%
- Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
- Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
- Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
- Santa Level 2 → Santa Level 30.000625%
-
Piñata Chest
0.02%
Tier VII Premium ship
Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
-
Mystic Lantern
0.02%
Superprize: Premium Ship
Event containers · Mystic Lantern · 1 of 25 ships
-
Champion's Box
0.016667%
Superprize: Premium Ship
Event containers · Champion's Box · 4 paths combined · 1 of 12 ships
Show 4 paths
- Champion's Box → Santa Level 3 → Santa Level 50.008333%
- Champion's Box → Santa Level 3 → Santa Level 40.005%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
- Champion's Box → Santa Level 30.000833%
-
Mega Santa '23
0.01%
Superprize: Premium Ship
Event containers · Mega Santa '23 · 1 of 10 ships
-
Spectral Vault 2.0
0.006618%
Superprize: Premium Ship
Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
Show 6 paths
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
- Spectral Vault 2.0 → Spectral Vault 4.00.001176%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
- Spectral Vault 2.0 → Spectral Vault 3.00.000294%
-
Santa Level 1
0.006042%
Superprize: Premium Ship
Event containers · Santa Level 1 · 8 paths combined · 1 of 12 ships
Show 8 paths
- Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
- Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
- Santa Level 1 → Santa Level 30.000208%
- Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
-
Super Santa '23
0.0013%
Superprize: Premium Ship
Event containers · Super Santa '23 · 1 of 10 ships
-
Spectral Vault 1.0
0.000963%
Superprize: Premium Ship
Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
Show 10 paths
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
- Spectral Vault 1.0 → Spectral Vault 3.00.000029%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
-
Ultimate Crate
0.00013%
Superprize: Premium Ship
Event containers · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
- "Taken by Storm" Campaign Breakdown Campaign Start: 2021-03-09 · End: 2021-04-11 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Chest of Rarities 0.2% · Tier VII Premium ship
- Mega Santa '23 0.01% · Superprize: Premium Ship
- Mystic Lantern 0.02% · Superprize: Premium Ship
- Santa Level 3 0.004167% · Superprize: Premium Ship
- Santa Level 4 0.166667% · Superprize: Premium Ship
Builds Beta
Build for range, radar utility, reload, concealment, rudder, and survivability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
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Where Ochakov 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.
See 24 mid-pack stats
Not standouts for Ochakov -- 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.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15501/30·(8−1.1)/1000 + 1.1)·30 = 140 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140 × 0.6 = 84 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140 × 0.319 (σ=2) = 44.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84 × 0.319 (σ=2) = 26.8 mƒ
180 degrees / 13 deg/s traverse speed = 13.8 s.ƒ
8 broadside guns x 60 / 5.8 s base reload = 82.8.HE shells
ƒ
In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).ƒ
2,200 HE damage x 8 broadside guns = 17,600.ƒ
17,600 HE full-salvo alpha x 60 / 5.8 s base reload = 182,069.ƒ
17,600 HE full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 203,077.ƒ
8 HE shells x 60 / 5.8 s reload x 12% fire chance = 9.93.AP shells
ƒ
floor(152 mm caliber / 14.3) = 10 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 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 337 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 337^1.38 = 81.3 mm.ƒ
3,300 AP damage x 8 broadside guns = 26,400.ƒ
26,400 AP full-salvo alpha x 60 / 5.8 s base reload = 273,103.ƒ
26,400 AP full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 304,615.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: (78×3.5×0.9) + (17×3.5×0.9) = 299. 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 17 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 17 + Medium 78 = 95
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 20 s active · 13 km radar range
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15501/30·(8−1.1)/1000 + 1.1)·30 = 140 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140 × 0.6 = 84 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140 × 0.319 (σ=2) = 44.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84 × 0.319 (σ=2) = 26.8 mCanonical 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 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 337 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 337^1.38 = 81.3 mm.In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 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 / 13 deg/s traverse speed = 13.8 s.2,200 HE damage x 8 broadside guns = 17,600.3,300 AP damage x 8 broadside guns = 26,400.17,600 HE full-salvo alpha x 60 / 5.8 s base reload = 182,069.26,400 AP full-salvo alpha x 60 / 5.8 s base reload = 273,103.17,600 HE full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 203,077.26,400 AP full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 304,615.8 broadside guns x 60 / 5.8 s base reload = 82.8.8 broadside guns x 60 / 5.2 s installed Artillery reload = 92.3.8 HE shells x 60 / 5.8 s reload x 12% fire chance = 9.93.8 HE shells x 60 / 5.2 s installed reload x 12% fire chance = 11.08.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.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).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: (78×3.5×0.9) + (17×3.5×0.9) = 299. 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 34,730, 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 | 26 mm primary (range 26–40 mm) | 2,300 (7% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 26 mm primary (range 16–100 mm) | 26,100 (75% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 20–40 mm) | 1,800 (5% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 100 mm primary (range 16–100 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen). |
| Superstructure | 100 mm | 2,300 (7% 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 | 18,000 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 (57 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 | 10,500 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.
Skins & permanent camouflages
Every custom exterior Ochakov can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
