World of Warships: Legends ship guide

Okhotnik

Also called: 猎人 · Охотник · Ochotnik Beta
U.S.S.R. · Tier IV · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • 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
Key characteristics
Heavy AP penSmokeEngine BoostHeavy AP shellsBig torpedo salvoSlow
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Community Data

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.

Community Data

Okhotnik Community Stats

Log in to GamingDiver and upload your data to see Community Data for Okhotnik: community win rate, damage, survival, spotting, and your own comparison.

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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 (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.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 2500 damage
  • Big-caliber AP overmatch · 9 mm
  • Long-range AP brick · 71.86 mm
  • Flat AP trajectory
ELITE TORPEDOES ↗
  • Big torpedo salvo · 12 tubes
  • Many torpedo launchers · 4 launchers
MAIN BATTERY DOWNSIDES ↗
  • Slow reload · 10 s
  • Stiff AP fuse · over-pens plate under 22 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

Show all 9 containers (6 more)
  • 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
  • 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

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.

Open in Build Tool →

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.

BestMain battery caliber130 mm (1 of 8 tied) BestAP shell damage2,500 (1 of 4 tied) Top 10%Torpedo reaction time6 s (3/21) Top 10%Torpedo reload47 s (3/21) Top 25%Main dispersion88.2 m (5/21) 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%Smoke fire bloom2.43 km (18/21) Bottom 25%Rudder shift3.2 s (19/21) Bottom 25%Main battery range9.76 km (17/21) Bottom 25%Time to 90% speed16.5 s (17/21) Bottom 25%Acceleration (0-12 kt)5.3 s (19/21) Bottom 25%Power-to-weight16.76 hp/t (19/21) Bottom 25%AA DPS17 (17/21) Bottom 25%AA threat25 (19/21) Bottom 10%Torpedo range4.5 km (20/21) WorstTurning circle730 m (21/21) WorstMain battery reload10 s (1 of 4 tied) WorstAP arming threshold22 mm (1 of 8 tied) WorstPower / turn radius48.2 hp/m (21/21) WorstFlak damage per salvo (expected)220 (7/7)
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.

Hit points12,700 HP(7/21) 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) 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) 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
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
134.4 x 11.6 m (ship-model figure)
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries24
Fire resistance
ƒtop hull: 1 − 0.8335 fire coefficient = 16.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
16.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 12,700 HP = 1,143 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 12,700 HP = 1,270 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,700 = 3,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,700
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 9,500 = 19,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
9,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 300 = 600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
300
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,800
Main Battery
ModuleArtillery: 130 mm/55 B-7
Mounts / barrels7 mounts / 7 barrels
Reload time10 s
Firing range9.8 km
Turret traverse5.5 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow 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.
±140°
Guns to bear
ƒ180° − 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.
30° off bow / 40° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn 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.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(976430·8−0.51000+0.5)·30=88.2m
88.2 m at 9.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.2·0.6=52.9m
52.9 m at 9.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =88.2·0.62=26.5m
26.5 m at 9.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =52.9·0.62=15.9m
15.9 m at 9.8 km
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 alpha1,900
HE Velocity861 m/s
Fire Chance8%
HE fire DPM vs T4 BB24312
Effective HE DPM vs T4 BB104112
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 × 0.08 (8% fire chance) = 3.36.
3.36
AP shells
AP alpha2,500
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1610·33.50.69·0.13−1.07·8611.38=180.9mm.
180.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.8 km), where the shell has slowed to 440.8 m/s: P=10−7·1610·33.50.69·0.13−1.07·440.81.38=71.8mm.
71.8 mm at 9.8 km
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 speed62.0 kt
Range4.5 km
Maximum simulated damage
ƒMost 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: Dsim=α·c=38,600·0.333=12,867. 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.
≈ 12,867
Maximum damage (ammunition)
ƒ38,600 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.
13,667
Torpedo module damage
ƒPer-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.
800
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×2.6855=6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.29 per hit, shown as 2.29×100=229%. 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.
229%
Torpedo launcher traverse25 °/s
Launch arcscentreline 260°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
154,404
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
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
AA explosions
ƒEach ~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.
2 per salvo, 1 cloud each
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 salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
Flak zone
ƒThe 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.
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 threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34.5 / 4 + 4.9 = 13.5 kt. Base value; speed modifiers scale it.
13.5 kt
Crash stop
ƒSeconds 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.
15.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt).
16.5 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.
27.6 s
Guns in a full turn
ƒWith 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.
fall behind by 0.6°/s
Concealment
Detectability by sea
ƒBase 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.
6.35 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.35 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.06 km.
6.06 km
Detectability by air3.18 km
Smoke firing penalty2.43 km
Detect when firing (sea)
ƒmax(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.
9.76 km
Detect when firing (air)
ƒAir 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.
5.78 km
Detect when on fire (sea)
ƒSea detectability 6.35 km + 2.0 km while burning = 8.35 km.
8.35 km
Detect when on fire (air)
ƒAir detectability 3.18 km + 3.0 km while burning = 6.18 km.
6.18 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

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

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(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 pen 5 km111 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1610·33.50.69·0.13−1.07·605.61.38=111mm, 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.
Guns per full salvo (alpha, DPM)7
7 mounts × 1 barrels = 7; all 7 bear on the broadside.

Model inputs

Krupp (AP)1,610
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass33.5 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.291
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity861 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity861 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time6 s
1000 m / (62.0 kt × 2.6855) = 6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range27 s
4500 m / (62.0 kt × 2.6855) = 27 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo12 torpedoes
4 launchers × 3 tubes = 12, all to either side (centreline 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range4
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.
AA DPS layered by range4 DPS @ 3 km, 17 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.
AA DPS at point-blank17
4 + 13 = 17 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index25
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.
Near aura range1 km
Open in Charting Tool

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.

Bow & stern10 mm

Overmatched by 136+ AP 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)
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 mm9,500 (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.
Stern10 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.
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 HPTurret knocked outPer-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 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Okhotnik can equip.

  • 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.