World of Warships: Legends ship guide

Okhotnik

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
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 pen2 sigma accuracySmokeEngine BoostSlow
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

Big-caliber overmatch

9.1 mm overmatch threshold, best of T4 DDs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

59.0 mm AP pen at max range, top decile of T4 DDs. Threatens citadels even from range.

Hardened superstructure

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

Fast HE shells

8.1 s HE flight time to max range, top decile of T4 DDs. Harder to dodge.

Stiff AP fuse

22.0 mm AP arming threshold, worst of T4 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Bleeds speed in turns

48.2 hp per metre of turn radius, bottom decile of T4 DDs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

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

  • Anniversary Soviet Crate 2.5% IV Okhotnik or VI Poltava* Event containers · Anniversary Soviet Crate · 1 of 2 ships
  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Event containers · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Event containers · Santa Level 2 · 1 of 15 ships
Show all 8 containers (5 more)
  • Santa Level 1 0.078333% Tier IV Premium ship Event containers · 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 Event containers · 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 Event containers · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Event containers · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
Show direct source rows

Builds Beta

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

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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) BestAcceleration9.5 s (1 of 2 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 (5/20) Bottom 25%Max speed34.5 kt (19/21) Bottom 25%Stealth profile6.35 km / 3.18 km (17/21 / 18/21) Bottom 25%Rudder shift4.2 s (19/21) Bottom 25%Main battery range9.76 km (17/21) Bottom 25%Main battery reload9 s (19/21) 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) WorstAP arming threshold22 mm (1 of 8 tied) WorstTurn-speed retention48.2 hp/m (21/21)
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 minute3.73(7/21) HE DPM88,667(9/21) AP DPM116,667(7/19) Main dispersion88.2 m(15/21) Engine power35,200 hp(15/21) Displacement2,100 t(15/21) AA range3 km(13/21) Torpedo damage13,667(11/21) Torpedo speed62 kt(11/21) Max armor16 mm(9/21) Bow armor13 mm(9/20) Stern armor13 mm(9/20) Deck armor13 mm(8/19) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)

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

SmokeEngine Boost
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%
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.
6,400
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.
3,800
Main Battery
ModuleArtillery: 130 mm/55 B-7
Mounts / barrels7 mounts / 7 barrels
Reload time10 s
Firing range9.8 km
Turret traverse5.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9764/30·(8−0.5)/1000 + 0.5)·30 = 88.2 m
88.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.2 × 0.6 = 52.9 m
52.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.2 × 0.32 (σ=2) = 28.2 m
28.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.9 × 0.319 (σ=2) = 16.9 m
16.9 m
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Base 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
Base HE DPM
ƒ13,300 HE full-salvo alpha x 60 / 10 s base reload = 79,800.
79,800
Base fires/min
ƒ7 HE shells x 60 / 10 s reload 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1610 × 33.5^0.69 × 0.13^-1.07 × 861^1.38 = 180.9 mm. 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: 1e-7 × 1610 × 33.5^0.69 × 0.13^-1.07 × 382.2^1.38 = 59 mm.
59 mm
AP full-salvo alpha
ƒ2,500 AP damage x 7 broadside guns = 17,500.
17,500
Base 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 damage12,867 (est.)
Alpha damage38,600
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
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.
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
DPS1
Range3 km
Near aura
DPS4
Range1 km
Total DPS in Aura
ƒFar 1 + Near 4 = 5
5
Maneuverability
Engine moduleEngine: 35,200 hp
Engine power35,200 hp
Maximum speed34.5 kt
Turning circle radius730 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.9× drags
Concealment
Detectability by sea6.35 km
Detectability by air3.18 km
Smoke firing penalty2.43 km
Detect after firing main guns6.35 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 · 15 s emit / 77 s cloud active
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 traverse5.5 → 20 °/s

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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp88.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9764/30·(8−0.5)/1000 + 0.5)·30 = 88.2 m
Max Vert Disp52.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.2 × 0.6 = 52.9 m
Med Horiz Disp28.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.2 × 0.32 (σ=2) = 28.2 m
Med Vert Disp16.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.9 × 0.319 (σ=2) = 16.9 m
AP Pen Close180.9 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 × 1610 × 33.5^0.69 × 0.13^-1.07 × 861^1.38 = 180.9 mm. 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: 1e-7 × 1610 × 33.5^0.69 × 0.13^-1.07 × 382.2^1.38 = 59 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 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.
Base HE DPM79,800
13,300 HE full-salvo alpha x 60 / 10 s base reload = 79,800.
Base AP DPM105,000
17,500 AP full-salvo alpha x 60 / 10 s base reload = 105,000.
Base shells/min42
7 broadside guns x 60 / 10 s base reload = 42.
Base fires/min3.36
7 HE shells x 60 / 10 s reload 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage154,404
per-side salvo x per-torpedo simulated damage.

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.
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

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.

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 10–13 mm)1,700 (13% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 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)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 10–13 mm)1,800 (14% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 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 ×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).
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.

Shell ballistics chart

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