World of Warships: Legends ship guide

Okhotnik

Also called: 猎人 · Охотник · Ochotnik Beta
U.S.S.R. · Tier IV · Destroyer · Premium
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold concealment edges around the contested cap until detection windows open, then peel out before the…
  • Avoid: Overstaying detection after a torpedo drop
Key characteristics
Heavy AP penSmokeEngine BoostHardened superstructureFlat AP trajectorySlow
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Community Data

Okhotnik Community Stats

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Playstyle

Overview

Okhotnik is a Tier IV Soviet torpedo-and-gun destroyer (6.3 km surface detection and 4.5 km torpedoes). She rewards contesting caps from concealment edges and trading detection windows for torpedo damage.

Positioning

Hold concealment edges around the contested cap until detection windows open, then peel out before the radar or spot timer matters. The torpedoes are the threat; smoke and stealth are how you survive long enough to drop another wave.

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

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Big-caliber overmatch · 9.0 mm
  • Long-range AP brick · 71.86 mm
  • Flat AP trajectory
  • Overmatch specialist
Hardened superstructure

13.0 mm superstructure, best of T4 DDs. HE farms less.

WEAK MAIN BATTERY
  • Slow reload · 10.0 s
  • Stiff AP fuse · 22.0 mm
Acquisition

How to get Okhotnik

Okhotnik 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.

Best listed chance for this ship

Show all 8 containers (5 more)
  • Santa Level 1 0.078333% Tier IV Premium ship Archived · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Archived · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Archived · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Archived · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event · Mystic Box · 1 of 16 ships
Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

Build for concealment, torpedo reload, smoke utility, speed, and survivability.

Open in Build Tool →

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Cohort position

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Where Okhotnik sits among Tier IV DDs (21 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 caliber130 mm (1 of 8 tied) BestAP shell damage2,500 (1 of 4 tied) Top 10%Torpedo reload47 s (3/21) Top 25%AP velocity861 m/s (5/19) Top 25%HE velocity861 m/s (5/21) Top 25%Citadel belt16 mm (6/21) Bottom 25%Max speed34.5 kt (19/21) Bottom 25%Stealth profile6.35 km / 3.18 km (17/21 / 18/21) Bottom 25%Rudder shift3.2 s (19/21) Bottom 25%Main battery range9.76 km (17/21) Bottom 25%Acceleration17.5 s (17/21) Bottom 25%Power-to-weight16.76 hp/t (19/21) Bottom 25%AA DPS17 (17/21) Bottom 25%AA threat24 (19/21) Bottom 10%Torpedo range4.5 km (20/21) WorstMain battery reload10 s (1 of 4 tied) WorstAP arming threshold22 mm (1 of 8 tied) WorstTurn-speed retention48.2 hp/m (21/21) WorstFlak per wave (expected)220 (7/7)
See 19 mid-pack stats

Not standouts for Okhotnik -- 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 points12,700 HP(7/21) Traverse-to-turn ratio3.95 ×(16/21) HE shell damage1,900(8/21) HE fire chance8%(11/21) Fires per minute3.36(7/21) HE DPM79,800(9/21) AP DPM105,000(7/19) Main dispersion88.2 m(15/21) Engine power35,200 hp(15/21) Displacement2,100 t(15/21) Effective HE DPM (incl. fire)104,112(9/21) AA range3 km(13/21) Torpedo damage≈12,867(10/21) Torpedo speed62 kt(11/21) Max armor16 mm(9/21) Deck armor13 mm(9/20) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit Points12,700
Displacement2,100 t
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries24
Fire resistance16.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/55 B-7
Mounts / barrels7 mounts / 7 barrels
Reload time10 s
Firing range9.8 km
Turret traverse5.5 °/s
HE fire DPM vs T4 BB24312
Effective HE DPM vs T4 BB104112
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(976430·80.51000+0.5)·30=88.2m
88.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.2·0.6=52.9m
52.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =88.2·0.32(σ=2)=28.2m
28.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.9·0.319(σ=2)=16.9m
16.9 m
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Shells/min
ƒ7 broadside guns x 60 / 10 s base reload = 42.
42
HE shells
HE Damage1,900
HE Velocity861 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 7 broadside guns = 13,300.
13,300
HE DPM
ƒ13,300 HE full-salvo alpha x 60 / 10 s base reload = 79,800.
79,800
Fires/min
ƒ42 shells/min x 8% fire chance = 3.36.
3.36
AP shells
AP Damage2,500
AP Velocity861 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: P=107·K·m0.69·d1.07·v01.38 =107·1610·33.50.69·0.131.07·8611.38=180.9mm. Matches the in-game spec card.
180.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.2 km), where the shell has slowed to 382.2 m/s: P=107·1610·33.50.69·0.131.07·382.21.38=59mm.
59 mm
AP full-salvo alpha
ƒ2,500 AP damage x 7 broadside guns = 17,500.
17,500
AP DPM
ƒ17,500 AP full-salvo alpha x 60 / 10 s base reload = 105,000.
105,000
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: 45-36NU
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time47 s
Projectile speed62 kt
Range4.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=38,600·0.333=12,867.
≈ 12,867
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,667
Torpedo detectability1 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 km62 kt×2.6=6.2 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
6.2 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.29 per hit, shown as 2.29×100=229%. Torpedo flood 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. Not shown on the in-game port screen.
229%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 12,867 = 154,404.
154,404
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (4×3.5×0.95) = 17. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
17
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm Lender gun2×1 76mm
7.62 mm Maxim machine gun4×1 8mm
Far aura
Guns76.2 mm Lender gun
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.
4
Range3 km
Near aura
Guns7.62 mm Maxim machine gun
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.
13
Range1 km
Total DPS in Aura
ƒFar 4 + Near 13 = 17
17
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 110 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
110
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 3 km - once planes get inside the band, new waves stop.
2.5-3 km
Maneuverability
Engine power35,200 hp
Maximum speed34.5 kt
Turning circle radius730 m
Rudder shift time3.2 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
17.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
29.9 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.5·0.5144730=1.39°/s, so ratio=ωturretωhull=5.51.39=3.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.9× drags
Concealment
Detectability by sea6.35 km
Detectability by air3.18 km
Smoke firing penalty2.43 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.35 km
Detect Fire Sea8.35 km
Detect Fire Air6.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 77 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

Show

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

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
Max Horiz Disp88.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(976430·80.51000+0.5)·30=88.2m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp52.9 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.2·0.6=52.9m
Med Horiz Disp28.2 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =88.2·0.32(σ=2)=28.2m
Med Vert Disp16.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.9·0.319(σ=2)=16.9m
AP Pen Close180.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1610·33.50.69·0.131.07·8611.38=180.9mm. Matches the in-game spec card.
AP Pen Far59 mm
Same formula at the ship's max firing range (12.2 km), where the shell has slowed to 382.2 m/s: P=107·1610·33.50.69·0.131.07·382.21.38=59mm.
AP pen 5 km109 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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 alpha7
All 7 barrels bear on the broadside.
Turret turn time32.7 s
180 degrees / 5.5 deg/s traverse speed = 32.7 s.
HE full-salvo alpha13,300
1,900 HE damage x 7 broadside guns = 13,300.
AP full-salvo alpha17,500
2,500 AP damage x 7 broadside guns = 17,500.
HE DPM79,800
13,300 HE full-salvo alpha x 60 / 10 s base reload = 79,800.
AP DPM105,000
17,500 AP full-salvo alpha x 60 / 10 s base reload = 105,000.
Shells/min42
7 broadside guns x 60 / 10 s base reload = 42.
Fires/min3.36
42 shells/min x 8% fire chance = 3.36.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time6.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range27.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage154,404
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 12,867 = 154,404.
Per-side salvo damage154,404
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 12,867 = 154,404.

AA defense

Close-range AA DPS17
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (4×3.5×0.95) = 17. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index24
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 km

Armor Beta

Hull HP 12,700, 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.

Bow & stern10 mm

Overmatched by 134+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–13 mm)1,700 (13% of HP)
Overmatch not possible in its bracketAngle bounces 127mm10 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 mm9,500 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–13 mm)1,800 (14% of HP)
Overmatch not possible in its bracketAngle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively 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.
Superstructure13 mm300 (2% 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 HP6,400 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 (76 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 HP3,800 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Okhotnik 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.