World of Warships: Legends ship guide

Orjen

Also called: 奥连 Beta
Pan-Europe · Tier II · Destroyer · Premium · Tátra Variant
Torpedo destroyerBuilt around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 60 kt means the wall arrives before targets can react
  • Avoid: Holding 8-km torpedoes for a perfect shot
Key characteristics
Long, fast torpedoes (8 km)SmokeEngine BoostVisible torps
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Community Data

Orjen Community Stats

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Playstyle

Overview

Orjen is a Tier II European torpedo destroyer reaching 8 km. The torpedoes travel at 60 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit.

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 60 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work. 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 km, and a destroyer here is spotted at about 5.6 km, so you see it coming with roughly 3.6 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. With 3 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Holding 8-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Engine Boost

+8% speed (about +2.6 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE TORPEDOES
  • Fast torpedoes · 60 kt
  • Long-range torps · 8 km
Lingering smoke

109 s smoke cloud linger, best of T2 DDs. Each puff stays up longer after you stop laying it, holding the shield.

Visible torps

1.2 km torpedo detect, worst of T2 DDs. Spotted early, so targets get a long look and room to turn out.

Sluggish rudder

3 s rudder shift, worst of T2 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Orjen

Orjen is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Doubloons and Early Access.

Official WG availability sources

Builds

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

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Commanders frequently paired with this ship Jerzy ŚwirskiMarisa La Loca

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Cohort position

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Where Orjen sits among Tier II DDs (22 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.

BestTorpedo speed60 kt (1/23) Top 10%Torpedo range8.01 km (3/23) Top 25%Stealth profile5.45 km / 2.73 km (5/23 / 5/23) Top 25%Main battery reload4.5 s (5/23) Top 25%AP velocity880 m/s (5/21) Top 25%HE velocity880 m/s (5/23) Top 25%Acceleration14.9 s (5/23) Top 25%Displacement850 t (5/23) Top 25%Power-to-weight24.12 hp/t (5/23) Top 25%Torpedo reload30 s (5/23) Bottom 25%Main battery caliber100 mm (19/23) WorstRudder shift3 s (1 of 2 tied) WorstNo AA (6 of 23 in cohort) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 8 tied) WorstDeck armor6 mm (1 of 9 tied)
See 22 mid-pack stats

Not standouts for Orjen -- 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.

Hit points8,100 HP(15/23) Max speed32.5 kt(17/23) Smoke fire bloom2 km(13/23) Turning circle460 m(9/23) Traverse-to-turn ratio4.8 ×(15/23) Main battery range8.65 km(15/23) HE shell damage1,450(16/23) HE fire chance6%(11/23) Fires per minute1.6(18/23) HE DPM38,667(18/23) AP shell damage1,650(15/21) AP DPM44,000(16/21) Main dispersion79.9 m(9/23) AP arming threshold17 mm(10/21) Engine power20,500 hp(17/23) Turn-speed retention44.6 hp/m(17/23) Torpedo damage≈6,800(12/23) Torpedo reaction time7.4 s(8/23) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormAP ricochet start45°(20 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit Points8,100
Displacement850 t
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries21
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.
3.3%
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 (729 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 (810 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.
4,000
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.
2,300
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 100 mm/50 Škoda K10
Mounts / barrels2 mounts / 2 barrels
Reload time4.5 s
Firing range8.7 km
Turret traverse10 °/s
Turret armor6 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.
±150°, ±145°
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.
30° off bow / 35° off stern
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(865030·80.51000+0.5)·30=79.9m
79.9 m at 8.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =79.9·0.6=47.9m
47.9 m at 8.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =79.9·0.62=24m
24 m at 8.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =47.9·0.62=14.4m
14.4 m at 8.7 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ2 broadside guns x 60 / 4.5 s base reload = 26.7.
26.7
HE shells
HE Damage1,450
HE Velocity880 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,450 HE damage x 2 broadside guns = 2,900.
2,900
HE DPM
ƒ2,900 HE full-salvo alpha x 60 / 4.5 s base reload = 38,667.
38,667
Fires/min
ƒ26.7 shells/min x 6% fire chance = 1.6.
1.6
AP shells
AP Damage1,650
AP Velocity880 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
6 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1721·13.750.69·0.1021.07·8801.38=139.8mm. Matches the in-game spec card.
139.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.7 km), where the shell has slowed to 273.4 m/s: P=107·1721·13.750.69·0.1021.07·273.41.38=27.8mm.
27.8 mm at 8.7 km
AP full-salvo alpha
ƒ1,650 AP damage x 2 broadside guns = 3,300.
3,300
AP DPM
ƒ3,300 AP full-salvo alpha x 60 / 4.5 s base reload = 44,000.
44,000
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.
3
Torpedoes
ModuleTorpedoes: 450 mm Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time30 s
Projectile speed60 kt
Range8.01 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=20,400·0.333=6,800.
≈ 6,800
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.
7,500
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km60 kt×2.6855=7.4 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.
7.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 0.63 per hit, shown as 0.63×100=63%. 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.
63%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,800 = 40,800.
40,800
AA Defense
AA mount points0
Maximum AA range
ƒIn-game AA card max range: None km. Only the longest-reach family contributes at this distance.
None km
Maneuverability
Engine power20,500 hp
Maximum speed32.5 kt
Turning circle radius460 m
Rudder shift time3 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 = 32.5 / 4 + 4.9 = 13 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 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.
16.1 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 (29.2 kt of 32.5 kt), from our in-house acceleration model.
14.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
24.9 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·32.5·0.5144460=2.08°/s, so ratio=ωturretωhull=102.08=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea5.45 km
Detectability by air2.73 km
Smoke firing penalty2 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.
8.65 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
4.73 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.
7.45 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.
5.73 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 23 s emit / 109 s cloud active · 450 m radius
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
Max Horiz Disp79.9 m at 8.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(865030·80.51000+0.5)·30=79.9m
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.
Max Vert Disp47.9 m at 8.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =79.9·0.6=47.9m
Med Horiz Disp24 m at 8.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =79.9·0.62=24m
Med Vert Disp14.4 m at 8.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =47.9·0.62=14.4m
AP Pen Close139.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1721·13.750.69·0.1021.07·8801.38=139.8mm. Matches the in-game spec card.
AP Pen Far27.8 mm at 8.7 km
Same formula at the ship's max firing range (8.7 km), where the shell has slowed to 273.4 m/s: P=107·1721·13.750.69·0.1021.07·273.41.38=27.8mm.
AP pen 5 km53 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.
HE penetration17 mm
17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).
AP overmatch6 mm
floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha2
All 2 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha2,900
1,450 HE damage x 2 broadside guns = 2,900.
AP full-salvo alpha3,300
1,650 AP damage x 2 broadside guns = 3,300.
HE DPM38,667
2,900 HE full-salvo alpha x 60 / 4.5 s base reload = 38,667.
AP DPM44,000
3,300 AP full-salvo alpha x 60 / 4.5 s base reload = 44,000.
Shells/min26.7
2 broadside guns x 60 / 4.5 s base reload = 26.7.
Fires/min1.6
26.7 shells/min x 6% fire chance = 1.6.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.4 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 speed60 kt
Travel time to max range49.7 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage700
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 count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage40,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 6,800 = 40,800.
Per-side salvo damage40,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,800 = 40,800.

AA defense

AA DPS at point-blankNone
In-game AA card sum: None DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at None km is unknown.
Maximum AA rangeNone km
In-game AA card max range: None km. Only the longest-reach family contributes at this distance.

Armor Beta

Hull HP 8,100, 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 & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm≈ 405 (~5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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)6 mm≈ 6,075 (~75% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm≈ 405 (~5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 mmno 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.
Superstructure6 mmno 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Orjen 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.