World of Warships: Legends ship guide

Khabarovsk

Also called: 哈巴罗夫斯克 · Хабаровск · Chabarowsk Beta
U.S.S.R. · Tier ★ · Destroyer · Premium
Long-range gunboatA long-arm gunboat: farm from range where shorter-ranged DDs cannot answer.
Playstyle
  • Sit in open water at the edge of 12.3 km where peer DDs cannot return fire and most cruisers have to push to engage
  • Avoid: Idling beam-on in an obvious torpedo lane
Key characteristics
2.1 sigma accuracy12 km gun rangeSmokeEngine BoostThickest plateSluggish rudder
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Community Data

Khabarovsk Community Stats

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Playstyle

Overview

Khabarovsk is a Legendary Soviet long-range gunboat destroyer reaching 12.3 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 fast heal cycle in Legendary DDs (2,779 HP) and best sigma in Legendary DDs (2.1).

Positioning

Sit in open water at the edge of 12.3 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. 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 2.9 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 4.2 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 4.9 km) and radar (about 9.9 km) read straight in regardless. Both phases of a turn are slow (11.2 s on the rudder, a 760 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Idling beam-on in an obvious torpedo lane

Unspotted is not unseen: once the enemy has reason to think a destroyer is holding this cap they will put torpedoes into the water you are probably in, and one fish the size of your own (18,300 damage against 22,500 HP) takes 81% of the ship. Keep way on, cross lanes bow or stern first, and never sit still beam-on to a chokepoint you would torpedo yourself.

Signature Traits

Engine Boost

+8% speed (about +3.4 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

Thickest plate

50 mm on her single heaviest plate, best of Legendary DDs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Fast heal cycle

2779 HP restored per minute of cycling, best of Legendary DDs. Gets you back into the fight sooner rather than healing more overall.

ELITE MAIN BATTERY
  • Long gun range · 12.3 km
  • Tight grouping
Long-reach AA

5.2 km AA reach, best of Legendary DDs.

Sluggish rudder

11.2 s rudder shift, worst of Legendary DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Khabarovsk

Khabarovsk is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

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 Khabarovsk sits among Legendary DDs (11 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 range12.3 km (1/12) BestSigma2.1 (1/12) BestEngine power130,000 hp (1/11) BestTurn-speed retention171.1 hp/m (1/11) BestPower-to-weight30.37 hp/t (1/11) BestAA range5.2 km (1 of 2 tied) BestTorpedo reaction time3.9 s (1/12) BestMax armor50 mm (1/12) BestCitadel belt50 mm (1/12) Top 10%HE velocity900 m/s (2/12) Top 25%Hit points22,500 HP (4/12) Top 25%Max speed43 kt (3/12) Top 25%AP velocity900 m/s (3/10) Top 25%AP pen at 10 km85 mm (3/10) Top 25%Torpedo damage≈18,300 (3/12) Bottom 25%Smoke fire bloom2.93 km (10/12) Bottom 25%Turning circle760 m (10/12) Bottom 25%Torpedo speed58 kt (10/12) WorstStealth profile7.69 km / 3.85 km (12/12 / 12/12) WorstRudder shift11.2 s (12/12) WorstMain dispersion107.2 m (12/12) WorstTorpedo range6 km (12/12) WorstRepair heal rate0.5 %/s (3/3)
See 22 mid-pack stats

Not standouts for Khabarovsk -- 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.

Traverse-to-turn ratio11.99 ×(5/12) Main battery caliber130 mm(5/12) Main battery reload4.5 s(7/12) HE shell damage1,900(6/12) HE fire chance8%(7/12) Fires per minute8.53(5/12) HE DPM202,667(5/12) AP shell damage2,600(5/10) AP DPM277,333(7/10) Acceleration17.5 s(4/11) AP arming threshold22 mm(8/10) Displacement4,280 t(9/12) Effective HE DPM (incl. fire)272,589(5/12) AA DPS244(7/12) AA threat897(8/12) Flak per wave (expected)1,200(5/9) Torpedo reload100 s(8/12) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormAP ricochet start45°(7 of 10 tied at this value) NormAP auto-bounce angle60°(7 of 10 tied at this value) NormTurn speed retained81%(9 of 12 tied at this value) NormDeck armor19 mm(8 of 10 tied at this value)
Survivability
Hit Points22,500
Displacement4,280 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.
142 x 14.7 m (published figure)
Armor range13–50 mm
Plate armor thicknesses13, 16, 19, 20, 25, 50 mm
Armor material/layer entries33
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.
40%
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 (2,025 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 (2,250 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.
11,300
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.
6,800
Effective HP
ƒBase 22,500 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 3,150 HP per charge, x2 charges = 6,300 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.
28,800
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 8×130 mm
Mounts / barrels4 mounts / 8 barrels
Reload time5 s
Firing range12.3 km
Turret traverse20 °/s
Turret armor50 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.
±148°, 2x ±140°, ±150°
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.
40° off bow / 32° off stern
HE fire DPM vs T8 BB62954
Effective HE DPM vs T8 BB245354
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1230030·80.51000+0.5)·30=107.2m
107.2 m at 12.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =107.2·0.6=64.4m
64.4 m at 12.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =107.2·0.62.1=30.6m
30.6 m at 12.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =64.4·0.62.1=18.4m
18.4 m at 12.3 km
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 4.5 s all-upgrades reload = 106.7.
Initial: 96 → 106.7
HE shells
HE Damage1,900
HE Velocity900 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 8 broadside guns = 15,200.
15,200
HE DPM
ƒZero upgrades: 15,200 HE full-salvo alpha x 60 / 5 s base reload = 182,400. All upgrades (Main Battery Mod. 3 = -10% reload): 15,200 HE full-salvo alpha x 60 / 4.5 s all-upgrades reload = 202,667.
Initial: 182,400 → 202,667
Fires/min
ƒZero upgrades: 96 shells/min x 8% fire chance = 7.68. All upgrades (Main Battery Mod. 3 = -10% reload): 106.7 shells/min x 8% fire chance = 8.53.
Initial: 7.68 → 8.53
AP shells
AP Damage2,600
AP Velocity900 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 =107·1634·33.50.69·0.131.07·9001.38=195.2mm. Matches the in-game spec card.
195.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (12.3 km), where the shell has slowed to 435.2 m/s: P=107·1634·33.50.69·0.131.07·435.21.38=71.6mm.
71.6 mm at 12.3 km
AP full-salvo alpha
ƒ2,600 AP damage x 8 broadside guns = 20,800.
20,800
AP DPM
ƒZero upgrades: 20,800 AP full-salvo alpha x 60 / 5 s base reload = 249,600. All upgrades (Main Battery Mod. 3 = -10% reload): 20,800 AP full-salvo alpha x 60 / 4.5 s all-upgrades reload = 277,333.
Initial: 249,600 → 277,333
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 Quintuple 2-N
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time100 s
Projectile speed58 kt
Range6 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=54,900·0.333=18,300.
≈ 18,300
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.
19,500
Torpedo detectability0.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.6 km58 kt×2.6855=3.9 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.
3.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.32 per hit, shown as 3.32×100=332%. 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.
332%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming186 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 18,300 = 183,000.
183,000
AA Defense
AA mount points10
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 V-112×2 37mm
37 mm 46-K4×4 37mm
12.7 mm DShK4×1 13mm
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 70 from dual-purpose main battery firing as AA in this range band.
70
Range5.2 km
Medium aura
Guns37 mm 46-K + 37 mm V-11
Continuous DPS
ƒEffective DPS: 40 raw aura damage × 3.5 × 1 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.
140
Range3.5 km
Total DPS in Aura
ƒFar 70 + Medium 140 = 210
210
Near aura
Guns12.7 mm DShK
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.95 hit probability = 33 - the same in-game units as the Close-range AA DPS headline.
33
Range1.2 km
Total DPS in Aura
ƒFar 70 + Medium 140 + Near 33 = 243
243
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 240 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 × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 power130,000 hp
Maximum speed43 kt
Turning circle radius760 m
Rudder shift time11.2 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 43 / 4 + 4.9 = 15.7 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.
15.7 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.
14.6 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).
15 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (38.7 kt of 43 kt), from our in-house acceleration model.
17.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (42.6 kt of 43 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.
29.5 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·43.0·0.5144760=1.67°/s, so ratio=ωturretωhull=201.67=12.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
12.0× ok
Concealment
Detectability by sea7.69 km
Detectability by air3.85 km
Smoke firing penalty2.93 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.
12.3 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.
6.45 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.
9.69 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.
6.85 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 89 s cloud active · 450 m radius
Repair Party2 charges · 80 s reload · 28 s active · 3,150 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 6,300 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 112 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (22,500 HP) per second = 112 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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)2.1
Max Horiz Disp107.2 m at 12.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1230030·80.51000+0.5)·30=107.2m
Shell scatter width @ 5 km52.5 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 km90 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 Disp64.4 m at 12.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =107.2·0.6=64.4m
Shell scatter height @ 10 km50.6 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=0.5·12300=6150 m, and radiusOnMax=0.6 at 12300 m. Above the kink: k=0.5+(0.60.5)·100006150123006150=0.5626, so σV=σH·k=90·0.5626=50.6m.
Med Horiz Disp30.6 m at 12.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =107.2·0.62.1=30.6m
Med Vert Disp18.4 m at 12.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =64.4·0.62.1=18.4m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close195.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1634·33.50.69·0.131.07·9001.38=195.2mm. Matches the in-game spec card.
AP Pen Far71.6 mm at 12.3 km
Same formula at the ship's max firing range (12.3 km), where the shell has slowed to 435.2 m/s: P=107·1634·33.50.69·0.131.07·435.21.38=71.6mm.
AP pen 5 km128 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 km85 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.
HE flight time @ 10 km5.55 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·0.2549·0.1328·33.4=5.06×105. That runs from a 900 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.
AP flight time @ 10 km5.55 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·0.2549·0.1328·33.5=5.05×105. That runs from a 900 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 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 alpha8
All 8 barrels bear on the broadside.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha15,200
1,900 HE damage x 8 broadside guns = 15,200.
AP full-salvo alpha20,800
2,600 AP damage x 8 broadside guns = 20,800.
HE DPMInitial: 182,400 → 202,667
Zero upgrades: 15,200 HE full-salvo alpha x 60 / 5 s base reload = 182,400. All upgrades (Main Battery Mod. 3 = -10% reload): 15,200 HE full-salvo alpha x 60 / 4.5 s all-upgrades reload = 202,667.
AP DPMInitial: 249,600 → 277,333
Zero upgrades: 20,800 AP full-salvo alpha x 60 / 5 s base reload = 249,600. All upgrades (Main Battery Mod. 3 = -10% reload): 20,800 AP full-salvo alpha x 60 / 4.5 s all-upgrades reload = 277,333.
Shells/minInitial: 96 → 106.7
Zero upgrades: 8 broadside guns x 60 / 5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 4.5 s all-upgrades reload = 106.7.
Fires/minInitial: 7.68 → 8.53
Zero upgrades: 96 shells/min x 8% fire chance = 7.68. All upgrades (Main Battery Mod. 3 = -10% reload): 106.7 shells/min x 8% fire chance = 8.53.

Torpedoes

Torpedo detectability0.6 km
Estimated torpedo reaction time3.9 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 speed58 kt
Travel time to max range38.5 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 count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage183,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 18,300 = 183,000.
Per-side salvo damage183,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 18,300 = 183,000.

AA defense

AA DPS at max range70
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37mm 46k 4x4 -> 102 DPS @ 3.5 km; 37mm 67 V21 2x2 -> 39 DPS @ 3.5 km; 12 DShK 4x1 -> 33 DPS @ 1.2 km; Far AA (?) -> 70 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 range70 DPS @ 5.2 km, 211 DPS @ 3.5 km, 244 DPS @ 1.2 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-blank244
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index897
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 Beta

Hull HP 22,500, 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.

Bow & stern19 mm

Overmatched by 74+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel50 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–50 mm)2,800 (12% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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 mm16,900 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–50 mm)1,600 (7% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel50 mm primary (range 13–50 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.
Superstructure19 mm2,300 (10% 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 HP11,300 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 (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 HP6,800 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.

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Ship Charts

Balance History

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

Nerf ×4
2024-10-10

Ministry of Balance: Trick and Treat

  • Bow HP reduced from 4,200 to 2,800.
  • Stern HP reduced from 2,400 to 1,600.
  • Steering gear HP reduced from 9,000 to 6,800.
  • Superstructure HP reduced from 3,450 to 2,300.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Khabarovsk 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.