World of Warships: Legends ship guide

Orkan W

Beta
Pan-European · Tier VI · Destroyer · Orkan Variant
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
Playstyle
  • Work cap edges and flanks with an exit route, spotting first and choosing fights that your support can…
  • Avoid: Do not trade health casually early; destroyers become more valuable as enemy radar, carriers, and scree…
Community Data

Orkan W Community Stats

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Playstyle

Overview

Orkan W is a Tier VI European premium destroyer best treated as a destroyer focused on vision, objective control, and creating torpedo or gun pressure where the team can follow up. Its value comes from surviving long enough to keep vision active, choose favorable trades, and turn torpedo or gun pressure into objective control.

Positioning

Work cap edges and flanks with an exit route, spotting first and choosing fights that your support can help finish. Choose cap edges and flank lanes with an escape route, balancing spotting, gun trades, and torpedo angles without getting trapped.

Potato Avoidance

Trade health casually early; destroyers become more valuable as enemy…

The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Acquisition

How to get Orkan W

Orkan W is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and Early Access.

Official WG availability sources
  • Merry Shipmas Campaign Breakdown Campaign Start: 2025-12-01 · End: 2026-01-18 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Sailing United: Pan-European Destroyers Arrive in Early Access Early Access / event Start: 2022-05-18 · End: 2022-06-15 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
  • 5 Years Strong: Loyalty Reward for All Captains! Event/store source Start: 2024-03-25 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • Through the Spy Glass: Öland Ship feature / release Start: 2022-05-23 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

Jerzy Swirski, Marisa La Loca, and Stig Ericson are useful European destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Jerzy ŚwirskiMarisa La LocaStig Hansson Ericson

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

The stats below come from the base ship, Orkan. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Radar 10 kmSmokeEngine Boost
Survivability
Hit Points15,700
Displacement2,661 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries22
Fire resistance30%
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.
7,900
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.
4,700
Main Battery
ModuleArtillery: 6×120 mm
Mounts / barrels3 mounts / 6 barrels
Reload time4.7 s
Firing range10.6 km
Turret traverse20 °/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 = (10590/30·(8−0.5)/1000 + 0.5)·30 = 94.4 m
94.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.4 × 0.6 = 56.7 m
56.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.4 × 0.32 (σ=2) = 30.2 m
30.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.7 × 0.319 (σ=2) = 18.1 m
18.1 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Base shells/min
ƒ6 broadside guns x 60 / 4.7 s base reload = 76.6.
76.6
HE shells
HE Damage1,750
HE Velocity774 m/s
Fire Chance9%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 6 broadside guns = 10,500.
10,500
Base HE DPM
ƒ10,500 HE full-salvo alpha x 60 / 4.7 s base reload = 134,043.
134,043
Base fires/min
ƒ6 HE shells x 60 / 4.7 s reload x 9% fire chance = 6.89.
6.89
AP shells
AP Damage2,250
AP Velocity774 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 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 × 2300 × 28.12^0.69 × 0.12^-1.07 × 774^1.38 = 215.4 mm. Matches the in-game spec card.
215.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 292.5 m/s: 1e-7 × 2300 × 28.12^0.69 × 0.12^-1.07 × 292.5^1.38 = 56.2 mm.
56.2 mm
AP full-salvo alpha
ƒ2,250 AP damage x 6 broadside guns = 13,500.
13,500
Base AP DPM
ƒ13,500 AP full-salvo alpha x 60 / 4.7 s base reload = 172,340.
172,340
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.
8
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes1 launchers × 4 tubes = 4 tubes
Reload time60 s
Projectile speed65 kt
Range9 km
Maximum simulated damage9,800 (est.)
Alpha damage29,400
Torpedo detectability1.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
39,200
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (21×3.5×0.95) + (2×3.5×1) + (8×3.5×1) = 140. 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.
140
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm QF Mk VII1×4 40mm
20 mm Oerlikon Mk IV6×1 20mm
102 mm/45 Mk V (DP)1×1 102mm
Outer Far aura
DPS
ƒIncludes 8 continuous AA damage from dual-purpose main battery firing as AA in this range band.
8
Range4.5 km
Inner Far aura
DPS
ƒIncludes 2 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
2
Range3.5 km
Total DPS in Aura
ƒOuter Far 8 + Inner Far 2 = 10
10
Medium aura
DPS10
Range2.5 km
Total DPS in Aura
ƒOuter Far 8 + Inner Far 2 + Medium 10 = 20
20
Near aura
DPS21
Range2 km
Total DPS in Aura
ƒOuter Far 8 + Inner Far 2 + Medium 10 + Near 21 = 41
41
S
Secondary Battery
Mounts1
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 48,000 hp
Engine power48,000 hp
Maximum speed36 kt
Turning circle radius590 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio11.1× ok
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect after firing main guns6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Choose one
Surveillance Radar2 charges · 180 s reload · 20 s active · 10 km radar range
Smoke Generator6 charges · 60 s reload · 20 s emit / 40 s cloud active

See all derived stats

Show

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 Disp94.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10590/30·(8−0.5)/1000 + 0.5)·30 = 94.4 m
Max Vert Disp56.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.4 × 0.6 = 56.7 m
Med Horiz Disp30.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.4 × 0.32 (σ=2) = 30.2 m
Med Vert Disp18.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.7 × 0.319 (σ=2) = 18.1 m
AP Pen Close215.4 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 × 2300 × 28.12^0.69 × 0.12^-1.07 × 774^1.38 = 215.4 mm. Matches the in-game spec card.
AP Pen Far56.2 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 292.5 m/s: 1e-7 × 2300 × 28.12^0.69 × 0.12^-1.07 × 292.5^1.38 = 56.2 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha10,500
1,750 HE damage x 6 broadside guns = 10,500.
AP full-salvo alpha13,500
2,250 AP damage x 6 broadside guns = 13,500.
Base HE DPM134,043
10,500 HE full-salvo alpha x 60 / 4.7 s base reload = 134,043.
Base AP DPM172,340
13,500 AP full-salvo alpha x 60 / 4.7 s base reload = 172,340.
Base shells/min76.6
6 broadside guns x 60 / 4.7 s base reload = 76.6.
Base fires/min6.89
6 HE shells x 60 / 4.7 s reload x 9% fire chance = 6.89.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time9.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range53.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
1 launchers x 4 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage39,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage39,200
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS140
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (21×3.5×0.95) + (2×3.5×1) + (8×3.5×1) = 140. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index378
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 range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)11,250
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 1×1 102 mm (0.5/side) × 60/4 × 1500 = 11,250. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 102 mm family.
Exteriors

Skins & permanent camouflages

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

  • Orkan W 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.