World of Warships: Legends ship guide

Rahmat

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Hold 12-15 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (9 km)2 sigma accuracyHigh HE / fire outputLobs over islandsFragile
Community Data

Rahmat Community Stats

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Playstyle

Overview

Rahmat is a Tier V Pan-Asian light cruiser with 133mm guns at 14 km, 6.8-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: best high-arc AP shells in T5 CAs (52.7°).

Positioning

Hold 12-15 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.

Potato Avoidance

Open-water broadside trading

Her 133mm shells citadel cruisers on the wrong frame, and her 23,600-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/28 T5 CAs.

High-arc AP shells

52.7° impact angle at max range, best of T5 CAs. Lobs over island cover.

High-arc HE shells

52.7° HE impact angle at max range, best of T5 CAs. Lobs over cover.

Stealthy torps

0.8 km torpedo detect, top decile of T5 CAs. Harder to dodge.

Fragile HP pool

23600.0 HP, bottom decile of T5 CAs. Trade hits sparingly.

Short gun range

14.02 km main battery reach, bottom decile of T5 CAs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Rahmat

Rahmat is available in the Destroyer-Cruisers branch of the Pan-Asia Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Rahmat sits in the Destroyer-Cruisers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Use a Pan cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.

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Cohort position

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Where Rahmat sits among Tier V CAs (28 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.

BestDisplacement6,900 t (1 of 2 tied) Top 10%HE DPM167,647 (3/26) Top 10%Main dispersion120.9 m (2/28) Top 10%AP arming threshold22 mm (3/28) Top 10%Torpedo damage16,867 (3/24) Top 25%Rudder shift8.5 s (4/28) Top 25%Traverse-to-turn ratio6.09 × (7/28) Top 25%Main battery reload6.8 s (6/28) Top 25%AP DPM225,000 (7/28) Top 25%Torpedo range9.46 km (6/24) Bottom 25%HE fire chance8% (23/26) Bottom 25%AP velocity792 m/s (26/28) Bottom 25%Engine power62,000 hp (25/28) Bottom 25%Turn-speed retention106.9 hp/m (25/28) Bottom 25%Max armor89 mm (24/28) WorstHit points23,600 HP (28/28) WorstMain battery caliber133 mm (1 of 2 tied) WorstMain battery range14.02 km (28/28) WorstNo secondaries (3 of 28 in cohort) WorstHE velocity792 m/s (1 of 3 tied)
See 19 mid-pack stats

Not standouts for Rahmat -- 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.

Max speed32.3 kt(19/28) Concealment11.07 km(10/28) Air detection6.97 km(14/28) Sigma2(15/28) Fires per minute7.06(9/26) Acceleration9.7 s(15/28) AP fuse timer0.03 s(17/28) Power-to-weight8.99 hp/t(11/28) AA DPS247(11/28) AA range4.5 km(13/28) AA threat865(9/28) Torpedo speed61 kt(11/24) Torpedo reload75 s(11/24) Citadel belt89 mm(18/28) Stern armor30 mm(15/28) Deck armor89 mm(15/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

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

Def-AASmoke
Survivability
Hit PointsInitial: 21,200 → 23,600
Displacement6,900 t
Armor range10–89 mm
Plate armor thicknesses10, 13, 25, 30, 38, 51, 89 mm
Armor material/layer entries53
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction7%
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.
11,800
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.
7,100
Main Battery
ModuleArtillery: 10×133 mm
Mounts / barrels5 mounts / 10 barrels
Reload time7.5 s
Firing range (base)12.7 km
Firing range (top fire control)14 km
Turret traverse10 °/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 = (12745/30·(8−1.1)/1000 + 1.1)·30 = 120.9 m
120.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 120.9 × 0.6 = 72.6 m
72.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 120.9 × 0.319 (σ=2) = 38.6 m
38.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 72.6 × 0.32 (σ=2) = 23.2 m
23.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ10 broadside guns x 60 / 7.5 s base reload = 80.
80
HE shells
HE Damage1,900
HE Velocity792 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 133 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 10 broadside guns = 19,000.
19,000
Base HE DPM
ƒ19,000 HE full-salvo alpha x 60 / 7.5 s base reload = 152,000.
152,000
Base fires/min
ƒ10 HE shells x 60 / 7.5 s reload x 8% fire chance = 6.4.
6.4
AP shells
AP Damage2,550
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(133 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 × 2882 × 36.3^0.69 × 0.133^-1.07 × 792^1.38 = 297.7 mm. Matches the in-game spec card.
297.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 276 m/s: 1e-7 × 2882 × 36.3^0.69 × 0.133^-1.07 × 276^1.38 = 69.5 mm.
69.5 mm
AP full-salvo alpha
ƒ2,550 AP damage x 10 broadside guns = 25,500.
25,500
Base AP DPM
ƒ25,500 AP full-salvo alpha x 60 / 7.5 s base reload = 204,000.
204,000
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.
10
Torpedoes
ModuleTorpedoes: 533 mm TR Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time75 s
Projectile speed61 kt
Range9.46 km
Maximum simulated damage15,767 (est.)
Alpha damage47,300
Torpedo detectability0.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming188 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
47,301
AA Defense
AA mount pointsInitial: 9 → 11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.9) + (13×3.5×0.85) + (19×3.5×0.9) = 247. 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.
247
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm Bofors Mk IV (upgraded hull only)2×2 40mm
40 mm/56 OQF Mk.VII (upgraded hull only)4×1 40mm
20 mm Oerlikon Mk4Initial: 2×1 → 4×1 20mm
20 mm Oerlikon Mk.IV1×1 20mm
40 mm Vickers 2-pdr. Mk.VII (stock hull only)2×4 40mm
20 mm Oerlikon Mk20 (stock hull only)4×2 20mm
Far aura
DPS
ƒIncludes 19 continuous AA damage from dual-purpose main battery firing as AA in this range band.
19
Range4.5 km
Medium aura
DPS47
Range3.5 km
Total DPS in Aura
ƒFar 19 + Medium 47 = 66
66
Near aura
DPSInitial: 28 → 13
Range2 km
Total DPS in Aura
ƒFar 19 + Medium 47 + Near 13 = 79
79
Maneuverability
Engine moduleEngine: 62,000 hp
Engine power62,000 hp
Maximum speed32.3 kt
Turning circle radius580 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.1× slow
Concealment
Detectability by sea11.07 km
Detectability by air6.97 km
Smoke firing penalty5.55 km
Detect after firing main guns11.07 km
Detect Fire Sea13.07 km
Detect Fire Air9.97 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator3 charges · 130 s reload · 15 s emit / 70 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points21,200 → 23,600
  • Rudder shift11.9 → 8.5 s
  • AA mounts9 → 11
  • Close-range AA DPS45 → 60
  • Maximum AA range2.5 → 3.5 km
Fire controlUpgrade
  • Main battery range12,745 → 14019.5 m
TorpedoesUpgrade
  • Reload83 → 75 s
  • Alpha damage44,300 → 47,300
  • Display damage14,767 → 15,767

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 Disp120.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12745/30·(8−1.1)/1000 + 1.1)·30 = 120.9 m
Max Vert Disp72.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 120.9 × 0.6 = 72.6 m
Med Horiz Disp38.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 120.9 × 0.319 (σ=2) = 38.6 m
Med Vert Disp23.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 72.6 × 0.32 (σ=2) = 23.2 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close297.7 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 × 2882 × 36.3^0.69 × 0.133^-1.07 × 792^1.38 = 297.7 mm. Matches the in-game spec card.
AP Pen Far69.5 mm
Same formula at the ship's max firing range (17.4 km), where the shell has slowed to 276 m/s: 1e-7 × 2882 × 36.3^0.69 × 0.133^-1.07 × 276^1.38 = 69.5 mm.
HE penetration22 mm
22 mm ≈ 133 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(133 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha19,000
1,900 HE damage x 10 broadside guns = 19,000.
AP full-salvo alpha25,500
2,550 AP damage x 10 broadside guns = 25,500.
Base HE DPM152,000
19,000 HE full-salvo alpha x 60 / 7.5 s base reload = 152,000.
Base AP DPM204,000
25,500 AP full-salvo alpha x 60 / 7.5 s base reload = 204,000.
Base shells/min80
10 broadside guns x 60 / 7.5 s base reload = 80.
Base fires/min6.4
10 HE shells x 60 / 7.5 s reload x 8% fire chance = 6.4.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range59.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage94,602
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage47,301
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS247
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.9) + (13×3.5×0.85) + (19×3.5×0.9) = 247. 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 index865
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

Armor

Hull HP 21,20023,600 with hull upgrade, 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
Bow30 mm primary (range 13–30 mm)3,200 (14% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 13–38 mm)17,700 (75% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 13–30 mm)1,300 (6% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 13–89 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure10 mm primary (range 10–89 mm)1,500 (6% 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 HP11,800 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 (40 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 HP7,100 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 Rahmat can equip, from in-game data.

  • Rahmat 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.