World of Warships: Legends ship guide

AL Harbin

Also called: AL 哈尔滨 Beta
Pan-Asia · Tier VII · CL Cruiser · Premium · Harbin Variant
Smoke cruiserA smoke platform: farm from the cloud and reset when the smoke runs dry.
Playstyle
  • Anchor near your smoke cycle on a contested cap and trade DPM from inside the cloud
  • Avoid: Burning Torpedo Reload Booster on a hopeful salvo
Key characteristics
Long, heavy torpedoes (11 km)2.05 sigma accuracyHigh HE DPMSmokeTorp Reload BoosterFragile
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Community Data

AL Harbin Community Stats

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Playstyle

Overview

AL Harbin is a Tier VII Pan-Asian light cruiser whose Smoke Generator lets her trade DPM from cover instead of from open water. The kit rewards static, sustained fire rather than rotation play. Standout traits: best extra smoke charges in T7 CAs (5) and top-decile repairs citadel hits in T7 CAs (50).

Positioning

Anchor near your smoke cycle on a contested cap and trade DPM from inside the cloud. The kit rewards a static firing position; rotating mid-smoke wastes the consumable for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 6.1 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 0.89 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.4 km) and radar (about 9.5 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. She is genuinely evasive in both phases of a turn, answering the helm in 7 s and carving a 660 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Burning Torpedo Reload Booster on a hopeful salvo

With a single charge it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra torpedo salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

Extra smoke charges

5 Smoke Generator charges, best of the 20 T7 CAs with smoke.

Repairs citadel hits

50% of citadel damage heals back, top decile of T7 CAs. Most peers recover a tenth of it.

ELITE MAIN BATTERY
  • Fast turret traverse · 25°
  • Fast reload · 4.3 s
Nimble for the tonnage

10.44 hp per ton, top decile of T7 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Heavy torpedoes

17400 damage per torpedo, top decile of the 42 T7 CAs with torpedoes.

MIXED MAIN BATTERY
  • Short gun range · 14.5 km
  • Pattern widens fast with range
Acquisition

How to get AL Harbin

AL Harbin is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Early Access. 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.

Best listed chance for this ship

Official WG availability sources
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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where AL Harbin sits among Tier VII CAs (56 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.

BestDisplacement7,666 t (1 of 2 tied) Top 10%Turning circle660 m (5/57) Top 10%Traverse-to-turn ratio16.76 × (3/57) Top 10%Main battery reload4.3 s (3/57) Top 10%Main dispersion132.9 m (3/57) Top 10%Power-to-weight10.44 hp/t (3/56) Top 10%Torpedo damage≈17,400 (3/42) Top 25%Concealment11.8 km (10/57) Top 25%Smoke fire bloom6.06 km (13/57) Top 25%Rudder shift7 s (11/57) Top 25%Sigma2.05 (7/57) Top 25%Fires per minute11.16 (11/49) Top 25%HE DPM251,163 (6/49) Top 25%Acceleration24.2 s (9/56) Top 25%AP arming threshold22 mm (9/57) Top 25%Effective HE DPM (incl. fire)333,946 (7/49) Top 25%AA range5.2 km (7/57) Bottom 25%Hit points34,000 HP (51/57) Bottom 25%AP fuse timer0.01 s (49/57) Bottom 25%Engine power80,000 hp (51/56) Bottom 25%Turn-speed retention121.2 hp/m (47/56) Bottom 25%Torpedo reload115 s (36/42) Bottom 25%Citadel belt100 mm (44/54) Bottom 10%Main battery caliber130 mm (55/57) Bottom 10%AP shell damage2,300 (54/57) Bottom 10%AP pen at 10 km77 mm (55/57) Bottom 10%Max armor100 mm (53/57) WorstMain battery range14.48 km (1 of 2 tied) WorstNo secondaries (7 of 57 in cohort) WorstEnd plates16 mm (1 of 8 tied / 1 of 8 tied)
See 17 mid-pack stats

Not standouts for AL Harbin -- 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 speed33.4 kt(23/57) Air detection7.43 km(24/57) AP DPM320,930(21/57) AP velocity870 m/s(31/57) HE velocity870 m/s(27/49) AA DPS401(25/57) AA threat1,409(27/57) Flak per wave (expected)1,449(29/57) Torpedo range10.99 km(12/42) Torpedo speed64 kt(17/42) Torpedo reaction time7.6 s(21/42) Repair heal rate0.6 %/s(23/56) Deck armor50 mm(27/52) NormAP ricochet start45°(40 of 57 tied at this value) NormAP auto-bounce angle60°(40 of 57 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value) NormRepair charges2(50 of 56 tied at this value)
Survivability
Hit Points34,000
Displacement7,666 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
174.9 x 16 m
Armor range13–100 mm
Plate armor thicknesses13, 16, 30, 40, 50, 100 mm
Armor material/layer entries52
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
36.6%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (3,060 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (3,400 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
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.
14,800
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.
10,200
Effective HP
ƒBase 34,000 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 5,712 HP per charge, x2 charges = 11,424 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
45,424
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 130 mm/50 Model 1936 MK-18
Mounts / barrels5 mounts / 10 barrels
Reload time4.8 s
Firing range14.5 km
Turret traverse25 °/s
Turret armor35 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. 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.
3x ±147°, 2x ±151°
Guns to bear
ƒHow 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
29° off bow / 33° off stern
HE fire DPM vs T7 BB74178
Effective HE DPM vs T7 BB299178
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1447630·81.11000+1.1)·30=132.9m
132.9 m at 14.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =132.9·0.6=79.7m
79.7 m at 14.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =132.9·0.62.05=38.9m
38.9 m at 14.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =79.7·0.62.05=23.3m
23.3 m at 14.5 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 4.8 s base reload = 125. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 4.3 s all-upgrades reload = 139.5.
Initial: 125 → 139.5
HE shells
HE Damage1,800
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,800 HE damage x 10 broadside guns = 18,000.
18,000
HE DPM
ƒZero upgrades: 18,000 HE full-salvo alpha x 60 / 4.8 s base reload = 225,000. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 HE full-salvo alpha x 60 / 4.3 s all-upgrades reload = 251,163.
Initial: 225,000 → 251,163
Fires/min
ƒZero upgrades: 125 shells/min x 8% fire chance = 10. All upgrades (Main Battery Mod. 3 = -10% reload): 139.5 shells/min x 8% fire chance = 11.16.
Initial: 10 → 11.16
AP shells
AP Damage2,300
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: P=107·K·m0.69·d1.07·v01.38 =107·1700·33.50.69·0.131.07·8701.38=193.8mm. Matches the in-game spec card.
193.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.5 km), where the shell has slowed to 350.8 m/s: P=107·1700·33.50.69·0.131.07·350.81.38=55.3mm.
55.3 mm at 14.5 km
AP full-salvo alpha
ƒ2,300 AP damage x 10 broadside guns = 23,000.
23,000
AP DPM
ƒZero upgrades: 23,000 AP full-salvo alpha x 60 / 4.8 s base reload = 287,500. All upgrades (Main Battery Mod. 3 = -10% reload): 23,000 AP full-salvo alpha x 60 / 4.3 s all-upgrades reload = 320,930.
Initial: 287,500 → 320,930
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: 533 mm 1-N
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time115 s
Projectile speed64 kt
Range10.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=52,200·0.333=17,400.
≈ 17,400
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
18,600
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km64 kt×2.6855=7.6 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.2 per hit, shown as 3.2×100=320%. Torpedo flood 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. Not shown on the in-game port screen.
320%
Torpedo launcher traverse25 °/s
Launch arcs150°, 149° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming202 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 17,400 = 104,400.
104,400
AA Defense
AA mount points22
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
37 mm 61 shì10×2 37mm
37 mm 46-K4×4 37mm
20 mm Oerlikon Mk208×2 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 82 from dual-purpose main battery firing as AA in this range band.
82
Range5.2 km
Medium aura
Guns37 mm 46-K + 37 mm 61 shì
Continuous DPS
ƒEffective DPS: 73 raw aura damage × 3.5 × 0.9 hit probability = 230 - the same in-game units as the Close-range AA DPS headline.
230
Range3.5 km
Total DPS in Aura
ƒFar 82 + Medium 230 = 312
312
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.85 hit probability = 89 - the same in-game units as the Close-range AA DPS headline.
89
Range2 km
Total DPS in Aura
ƒFar 82 + Medium 230 + Near 89 = 401
401
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
Maneuverability
Engine power80,000 hp
Maximum speed33.4 kt
Turning circle radius660 m
Rudder shift time7 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.4 / 4 + 4.9 = 13.3 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.3 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
23.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.1 kt of 33.4 kt), from our in-house acceleration model.
24.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.1 kt of 33.4 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.
38.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.4·0.5144660=1.49°/s, so ratio=ωturretωhull=251.49=16.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
16.8× snappy
Concealment
Detectability by sea11.8 km
Detectability by air7.43 km
Smoke firing penalty6.06 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
14.48 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.6 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.03 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
13.8 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
10.43 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active · 600 m radius
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 5,712 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 11,424 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 204 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (34,000 HP) per second = 204 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Torpedo Reload Booster1 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.

See all derived stats

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

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)2.05
Max Horiz Disp132.9 m at 14.5 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1447630·81.11000+1.1)·30=132.9m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp79.7 m at 14.5 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =132.9·0.6=79.7m
Shell scatter height @ 10 km54.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14476=7238 m, and radiusOnMax=0.6 at 14476 m. Above the kink: k=0.5+(0.60.5)·100007238144767238=0.5382, so σV=σH·k=102·0.5382=54.9m.
Med Horiz Disp38.9 m at 14.5 km
50%-hit horizontal radius: σH,50=σH·0.6σ =132.9·0.62.05=38.9m
Med Vert Disp23.3 m at 14.5 km
50%-hit vertical radius: σV,50=σV·0.6σ =79.7·0.62.05=23.3m
AP Pen Close193.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1700·33.50.69·0.131.07·8701.38=193.8mm. Matches the in-game spec card.
AP Pen Far55.3 mm at 14.5 km
Same formula at the ship's max firing range (14.5 km), where the shell has slowed to 350.8 m/s: P=107·1700·33.50.69·0.131.07·350.81.38=55.3mm.
AP pen 5 km120 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km77 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.98 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.5=5.66×105. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.99 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.4=5.68×105. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha18,000
1,800 HE damage x 10 broadside guns = 18,000.
AP full-salvo alpha23,000
2,300 AP damage x 10 broadside guns = 23,000.
HE DPMInitial: 225,000 → 251,163
Zero upgrades: 18,000 HE full-salvo alpha x 60 / 4.8 s base reload = 225,000. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 HE full-salvo alpha x 60 / 4.3 s all-upgrades reload = 251,163.
AP DPMInitial: 287,500 → 320,930
Zero upgrades: 23,000 AP full-salvo alpha x 60 / 4.8 s base reload = 287,500. All upgrades (Main Battery Mod. 3 = -10% reload): 23,000 AP full-salvo alpha x 60 / 4.3 s all-upgrades reload = 320,930.
Shells/minInitial: 125 → 139.5
Zero upgrades: 10 broadside guns x 60 / 4.8 s base reload = 125. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 4.3 s all-upgrades reload = 139.5.
Fires/minInitial: 10 → 11.16
Zero upgrades: 125 shells/min x 8% fire chance = 10. All upgrades (Main Battery Mod. 3 = -10% reload): 139.5 shells/min x 8% fire chance = 11.16.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed64 kt
Travel time to max range63.9 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,200
Per-torpedo module/blast damage parameter from in-game data. 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; the exact module-HP conversion is not published.
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage208,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 17,400 = 208,800.
Per-side salvo damage104,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 17,400 = 104,400.

AA defense

AA DPS at max range82
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V11 10x2 -> 164 DPS @ 3.5 km; 37mm 46k 4x4 -> 66 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin 8x2 -> 89 DPS @ 2 km; Far AA (?) -> 82 DPS @ 5.2 km.
Maximum AA range5.2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range82 DPS @ 5.2 km, 312 DPS @ 3.5 km, 401 DPS @ 2 km
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-blank401
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1409
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 Beta

Hull HP 34,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern16 mm

Overmatched by 141+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–40 mm)≈ 1,700 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 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 primary (range 16–100 mm)≈ 25,500 (~75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–50 mm)≈ 1,700 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 13–100 mm)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.
Superstructure16 mm primary (range 16–50 mm)no cap
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).

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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • AL Harbin default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur HarbinAzur Lane

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.