Okhotnik
Beta- Hold concealment edges around the contested cap until detection windows open, then peel out before the…
- Avoid: Overstaying detection after a torpedo drop
Okhotnik Community Stats
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Okhotnik Community Stats
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
9.1 mm overmatch threshold, best of T4 DDs. Punishes bow-tanking ships peers can't crack.
59.0 mm AP pen at max range, top decile of T4 DDs. Threatens citadels even from range.
13.0 mm superstructure, best of T4 DDs. HE farms less.
8.1 s HE flight time to max range, top decile of T4 DDs. Harder to dodge.
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.
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.
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
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Anniversary Soviet Crate
2.5%
IV Okhotnik or VI Poltava*
Event containers · Anniversary Soviet Crate · 1 of 2 ships
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Spectral Vault 2.0
0.178571%
Tier IV Premium ship
Event containers · Spectral Vault 2.0 · 1 of 14 ships
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Santa Level 2
0.166667%
Tier IV Premium ship
Event containers · Santa Level 2 · 1 of 15 ships
Show all 8 containers (5 more)
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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%
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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%
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Secret Santa '22
0.055833%
Premium Ship
Event containers · Secret Santa '22 · 1 of 12 ships
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Secret Santa '23
0.053333%
Tier IV Premium ship
Event containers · Secret Santa '23 · 1 of 15 ships
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Mystic Box
0.05%
Tier IV Premium ship
Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Anniversary Soviet Crate 2.5% · IV Okhotnik or VI Poltava*
- Mystic Box 0.05% · Tier IV Premium ship
- Santa Level 1 0.053333% · Tier IV Premium ship
- Santa Level 2 0.166667% · Tier IV Premium ship
- Secret Santa '22 0-0.055833% · Premium Ship
Builds Beta
Build for concealment, torpedo reload, smoke utility, speed, and survivability.
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 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.
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.
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 = (9764/30·(8−0.5)/1000 + 0.5)·30 = 88.2 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.2 × 0.6 = 52.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.2 × 0.32 (σ=2) = 28.2 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.9 × 0.319 (σ=2) = 16.9 mƒ
180 degrees / 5.5 deg/s traverse speed = 32.7 s.ƒ
7 broadside guns x 60 / 10 s base reload = 42.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 7 broadside guns = 13,300.ƒ
13,300 HE full-salvo alpha x 60 / 10 s base reload = 79,800.ƒ
7 HE shells x 60 / 10 s reload x 8% fire chance = 3.36.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 × 1610 × 33.5^0.69 × 0.13^-1.07 × 861^1.38 = 180.9 mm. Matches the in-game spec card.ƒ
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.ƒ
2,500 AP damage x 7 broadside guns = 17,500.ƒ
17,500 AP full-salvo alpha x 60 / 10 s base reload = 105,000.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: (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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Far 1 + Near 4 = 5
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
See all derived stats
Show
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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 = (9764/30·(8−0.5)/1000 + 0.5)·30 = 88.2 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.2 × 0.6 = 52.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.2 × 0.32 (σ=2) = 28.2 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.9 × 0.319 (σ=2) = 16.9 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 × 1610 × 33.5^0.69 × 0.13^-1.07 × 861^1.38 = 180.9 mm. Matches the in-game spec card.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.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 7 barrels bear on the broadside.180 degrees / 5.5 deg/s traverse speed = 32.7 s.1,900 HE damage x 7 broadside guns = 13,300.2,500 AP damage x 7 broadside guns = 17,500.13,300 HE full-salvo alpha x 60 / 10 s base reload = 79,800.17,500 AP full-salvo alpha x 60 / 10 s base reload = 105,000.7 broadside guns x 60 / 10 s base reload = 42.7 HE shells x 60 / 10 s reload x 8% fire chance = 3.36.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 3 tubes.12 (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: (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.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 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 |
|---|---|---|---|---|
| Bow | 13 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 mm | 9,500 (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. |
| Stern | 13 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. |
| Citadel | 16 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). |
| Superstructure | 13 mm | 300 (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 HP | 6,400 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 (76 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 | 3,800 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.
Skins & permanent camouflages
Every custom exterior Okhotnik 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.
