Okhotnik
Also called: 猎人 · Охотник · Ochotnik Beta- Hold concealment edges around the contested cap until detection windows open, then peel out before the radar or spot timer matters
- Avoid: Overstaying detection after a torpedo drop
On this page
Okhotnik Community Stats
Across 4,000+ Standard battles from 160+ players, Okhotnik averages a 63% win rate, 37,600 damage and 1.5 kills per battle, and survives 35% of them.
Okhotnik Community Stats
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Okhotnik Community Stats
Record History
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
+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.
- Heavy AP shells · 2500 damage
- Big-caliber AP overmatch · 9 mm
- Long-range AP brick · 71.86 mm
- Flat AP trajectory
- Big torpedo salvo · 12 tubes
- Many torpedo launchers · 4 launchers
- Slow reload · 10 s
- Stiff AP fuse · over-pens plate under 22 mm
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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Anniversary Soviet crate
4%
IV Okhotnik
Event · Anniversary Soviet crate
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Super Santa '22
0.25%
Tier IV or V Premium ship
Archived · Super Santa '22 · 1 of 28 ships
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Spectral Vault 2.0
0.178571%
Tier IV Premium ship
Archived · Spectral Vault 2.0 · 1 of 14 ships
Show all 9 containers (6 more)
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Santa Level 2
0.166667%
Tier IV Premium ship
Archived · Santa Level 2 · 1 of 15 ships
-
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
0.047059%
Tier IV Premium ship
Event · Mystic Box · 1 of 17 ships
Official WG availability sources
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Update: July 2020
Crates
Start: 2020-07-23
- What's particularly interesting about the crates within this project is that the Soviet, German, and U.S. crates offer chances to get Premium ships that were not available in this way before.
- In particular, the Soviet crates may contain Okhotnik or Poltava; German crates—Admiral Graf Spee or T-61; and U.S. crates—Marblehead or Boise.
Show direct source rows
- Anniversary Soviet crate 4% · IV Okhotnik
- Mystic Box 0.047059% · 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
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
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, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Okhotnik sits among Tier IV DDs (20 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 16 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 →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (9.8 km) shells land in an ellipse about 88 m wide and 53 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
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
42 shells/min × 0.08 (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
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (9.8 km), where the shell has slowed to 440.8 m/s: .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
Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
38,600 warhead alpha / 3 + 800 blast = 13,667. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.29 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 12,867 = 154,404. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 4 + Near 13 = 17ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 110 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one AA mount is operational - it stops only once every AA mount is knocked out.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 3 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top speed / 4 + 4.9 = 34.5 / 4 + 4.9 = 13.5 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (31.1 kt of 34.5 kt).ƒ
Time 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.ƒ
With the rudder hard over the hull turns 6.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5.5 − 6.1 = -0.6°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.35 km x 0.955 = 6.06 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 6.35 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.06 km.ƒ
max(main battery range, sea detectability 6.35 km) = 9.76 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 3.18 km + gun-firing bloom 2.6 km = 5.78 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.ƒ
Sea detectability 6.35 km + 2.0 km while burning = 8.35 km.ƒ
Air detectability 3.18 km + 3.0 km while burning = 6.18 km.
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
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard destroyer dispersion curve.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 605.6 m/s is the shell's speed when it arrives at 5 km (from 861 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.7 mounts × 1 barrels = 7; all 7 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1000 m / (62.0 kt × 2.6855) = 6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).4500 m / (62.0 kt × 2.6855) = 27 s. range / (speed kt x 2.6855 m/s per knot on the game clock).4 launchers × 3 tubes.4 launchers × 3 tubes = 12, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 12,867 = 154,404. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 76 2mm 30 Lender 8 K 2x1 -> 4 DPS @ 3 km; MachineGunMaxim 7 62 4x1 -> 13 DPS @ 1 km.@ 3 km: 4 from one family; @ 1 km: 4 + 13 = 17. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.4 + 13 = 17 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).4 × 3 + 13 × 1 = 25. 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.Ship Charts
Background
An original project for a unique large destroyer that was created during World War I to remedy the lack of modern cruisers in the Russian Navy. The ship's dimensions - too big for her type - allowed her to carry multiple guns and torpedo tubes.
Armor Beta
Hull HP 12,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 10 mm primary (range 10–13 mm) | 1,700 (13% of HP) | Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle 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 mm | 9,500 (75% of HP) | Overmatched by 283mm+ AP (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 | 10 mm primary (range 10–13 mm) | 1,800 (14% of HP) | Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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: 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. |
| 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 | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.
Skins & permanent camouflages
Every custom exterior Okhotnik can equip.
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.
