World of Warships: Legends ship guide

Tashkent

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit in open water at the edge of 12 km where peer DDs cannot return fire and most cruisers have to push…
  • Avoid: Overstaying detection after a torpedo drop
Key characteristics
2 sigma accuracy12 km gun rangeSmokeEngine BoostSluggish rudder
Community Data

Tashkent Community Stats

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Playstyle

Overview

Tashkent is a Tier VII Soviet long-range gunboat destroyer reaching 12 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is HE spam from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. Standout traits: best power per turn radius in T7 DDs (171.9 HP) and best nimble for the tonnage in T7 DDs (30.1 HP).

Positioning

Sit in open water at the edge of 12 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it.

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

Long gun range

12.03 km main battery reach, best of T7 DDs.

Holds speed in turns

171.9 hp per metre of turn radius, best of T7 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Nimble for the tonnage

30.06 hp per ton, best of T7 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Long heal window

28.0 s Repair Party duration, best of T7 DDs. Restores HP for longer per activation.

Sluggish rudder

7.1 s rudder shift, bottom decile of T7 DDs. Hard to dodge incoming AP; lean on island cover.

Soft superstructure

6.0 mm superstructure, bottom quartile of T7 DDs. HE farms harder.

Acquisition

How to get Tashkent

Tashkent is available in the Fiery Destroyers branch of the U.S.S.R. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,950,000 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Tashkent sits in the Fiery Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

Build for speed, gun reload/range, survivability, and either Repair Party trading or Smoke safety. Concealment helps, but open-water control remains central.

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Cohort position

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Where Tashkent sits among Tier VII DDs (30 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 range12.03 km (1/30) BestTurn-speed retention171.9 hp/m (1/30) BestPower-to-weight30.06 hp/t (1/30) BestTorpedo reload69 s (1/29) Top 10%Hit points21,500 HP (4/30) Top 10%Max speed42.5 kt (3/30) Top 10%Engine power125,500 hp (2/30) Top 10%Deck armor20 mm (2/25) Top 25%Fires per minute7.2 (8/30) Bottom 25%Stealth profile7.23 km / 3.62 km (24/30 / 27/30) Bottom 25%Traverse-to-turn ratio5.65 × (26/30) Bottom 25%HE shell damage1,750 (24/30) Bottom 25%Main dispersion97 m (24/30) Bottom 25%Torpedo range8.01 km (23/29) Bottom 25%Torpedo damage14,400 (23/29) Bottom 10%Rudder shift7.1 s (29/30) Bottom 10%Displacement4,175 t (28/30) WorstRepair heal rate0.5 %/s (1 of 2 tied)
See 21 mid-pack stats

Not standouts for Tashkent -- 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.

Main battery caliber130 mm(11/30) Main battery reload4 s(15/30) HE fire chance8%(14/30) HE DPM157,500(12/30) AP shell damage2,250(14/28) AP DPM202,500(12/28) AP velocity870 m/s(11/28) HE velocity870 m/s(11/30) Acceleration10.9 s(19/30) AP arming threshold22 mm(19/28) AA DPS216(11/30) AA range3.5 km(19/30) AA threat565(13/30) Torpedo speed60 kt(21/29) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) NormAP fuse timer0.01 s(23 of 28 tied at this value) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value)

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

Repair 2SmokeEngine Boost
Survivability
Hit PointsInitial: 16,400 → 21,500
Displacement4,175 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries28
Fire resistanceInitial: 33.3% → 36.6%
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.
10,800
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.
6,500
Main Battery
ModuleArtillery: 130 mm/50 B-2LM U
Mounts / barrels3 mounts / 6 barrels
Reload time4.5 s
Firing range (base)10.9 km
Firing range (top fire control)12 km
Turret traverse9.7 °/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 = (10933/30·(8−0.5)/1000 + 0.5)·30 = 97 m
97 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97 × 0.6 = 58.2 m
58.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97 × 0.32 (σ=2) = 31 m
31 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.2 × 0.32 (σ=2) = 18.6 m
18.6 m
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
Base shells/min
ƒ6 broadside guns x 60 / 4.5 s base reload = 80.
80
HE shells
HE Damage1,750 → 1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 6 broadside guns = 11,400.
11,400
Base HE DPM
ƒ11,400 HE full-salvo alpha x 60 / 4.5 s base reload = 152,000.
152,000
Installed HE DPM
ƒ11,400 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 171,000.
171,000
Base fires/min
ƒ6 HE shells x 60 / 4.5 s reload x 8% fire chance = 6.4.
6.4
AP shells
AP Damage2,250 → 2,500
AP Velocity870 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
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 × 1615 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 184.1 mm. Matches the in-game spec card.
184.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (15 km), where the shell has slowed to 343.1 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 343.1^1.38 = 51 mm.
51 mm
AP full-salvo alpha
ƒ2,500 AP damage x 6 broadside guns = 15,000.
15,000
Base AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 4.5 s base reload = 200,000.
200,000
Installed AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 225,000.
225,000
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: 53-36 mod. 2
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time69 s
Projectile speed60 kt
Range8.01 km
Maximum simulated damage13,400 (est.)
Alpha damage40,200
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming185 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
120,600
AA Defense
AA mount pointsInitial: 13 → 12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (25×3.5×0.95) = 216. 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.
216
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm V-11Initial: 37 mm 70-K (6×1) → 37 mm V-11 (6×2)
12.7 mm DShKM-2Initial: 12.7 mm DShK (6×1) → 12.7 mm DShKM-2 (6×2)
76 mm 39-K (stock hull only)1×2 76mm
Medium aura
DPS38
Range3.5 km
Near aura
DPSInitial: 21 → 25
Range1.2 km
Total DPS in Aura
ƒMedium 38 + Near 25 = 63
63
Maneuverability
Engine moduleEngine: 125,500 hp
Engine power125,500 hp
Maximum speed42.5 kt
Turning circle radius730 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.7× slow
Concealment
Detectability by sea7.23 km
Detectability by air3.62 km
Smoke firing penalty2.75 km
Detect after firing main guns7.23 km
Detect Fire Sea9.23 km
Detect Fire Air6.62 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Choose one
Smoke Generator2 charges · 240 s reload · 15 s emit / 89 s cloud active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points16,400 → 21,500
  • Rudder shift9.9 → 7.1 s
  • AA mounts13 → 12
  • Close-range AA DPS50 → 63
  • Turret traverse9.7 → 9.85 °/s
Fire controlUpgrade
  • Main battery range10,933 → 12026.3 m
TorpedoesTrade-off
  • Range6.03 → 8.01 km
  • Reload74 → 69 s
  • Alpha damage50,200 → 40,200
  • Display damage16,733 → 13,400
  • Speed70 → 60 kt

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 Disp97 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10933/30·(8−0.5)/1000 + 0.5)·30 = 97 m
Max Vert Disp58.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97 × 0.6 = 58.2 m
Med Horiz Disp31 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97 × 0.32 (σ=2) = 31 m
Med Vert Disp18.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.2 × 0.32 (σ=2) = 18.6 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close184.1 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 × 1615 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 184.1 mm. Matches the in-game spec card.
AP Pen Far51 mm
Same formula at the ship's max firing range (15 km), where the shell has slowed to 343.1 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 343.1^1.38 = 51 mm.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 time18.6 s
180 degrees / 9.7 deg/s traverse speed = 18.6 s.
HE full-salvo alpha11,400
1,900 HE damage x 6 broadside guns = 11,400.
AP full-salvo alpha15,000
2,500 AP damage x 6 broadside guns = 15,000.
Base HE DPM152,000
11,400 HE full-salvo alpha x 60 / 4.5 s base reload = 152,000.
Base AP DPM200,000
15,000 AP full-salvo alpha x 60 / 4.5 s base reload = 200,000.
Installed HE DPM171,000
11,400 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 171,000.
Installed AP DPM225,000
15,000 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 225,000.
Base shells/min80
6 broadside guns x 60 / 4.5 s base reload = 80.
Installed shells/min90
6 broadside guns x 60 / 4 s installed Artillery reload = 90.
Base fires/min6.4
6 HE shells x 60 / 4.5 s reload x 8% fire chance = 6.4.
Installed fires/min7.2
6 HE shells x 60 / 4 s installed reload x 8% fire chance = 7.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range51.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage120,600
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage120,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS216
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (25×3.5×0.95) = 216. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index565
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 range1.2 km

Armor

Hull HP 16,40021,500 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
Bow20 mm primary (range 19–20 mm)2,900 (13% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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)19 mm16,100 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 19–20 mm)1,800 (8% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 19–20 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).
Superstructure6 mm primary (range 6–20 mm)1,800 (8% 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 HP10,800 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 (37 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 HP6,500 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.

Balance History

Balance updates affecting Tashkent. Cards are condensed; use each source link for full context.

Buff ×1Consumable ×1
2021-08-26

September update: the Redinforcements

  • Repair party added to the slot with Smoke Generator as a consumable of choice.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.