World of Warships: Legends ship guide

Orkan W

Also called: 奥坎冬季 · Зимний Orkan · Orkan hivernal · Orkan de Inverno Beta
Pan-Europe · Tier VI · Destroyer · Premium · Orkan Variant
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Radar (9 km)High HE / fire outputHigh fire chanceSmokeEngine BoostSlow AP shells
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Community Data

Orkan W Community Stats

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Playstyle

Overview

Orkan W is a Tier VI European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Surveillance Radar is what sets her apart here: she can open a cap fight by revealing the defender instead of trading blind. Standout traits: best extra smoke charges in T6 DDs (6) and best radar range in T6 DDs (9 km).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.6 km of reach against 6.9 km of detection leaves about 3.7 km in which you can shoot before the answer arrives. 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 2.5 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 4.5 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (9 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.2 km) and radar (about 9 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 3.1 s and carving a 590 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 6.9 km with 15,700 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Surveillance Radar

9 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.

Engine Boost

+8% speed (about +2.9 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.

Extra smoke charges

6 Smoke Generator charges, best of T6 DDs.

ELITE RADAR
  • Long-range radar · 9 km
  • Long-duration radar · 20 s
ELITE MAIN BATTERY
  • High fire chance · 9%
  • High fire pressure · 6.89 fires
Slow AP shells

774 m/s AP muzzle velocity, bottom decile of T6 DDs. Lobby trajectory, more lead, easier to dodge at range.

Acquisition

How to get Orkan W

Orkan W is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Campaign, 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

  • Explorer's Chest 0.148148% One of these ships New · Explorer's Chest · 1 of 27 ships
Official WG availability sources
  • Merry Shipmas Campaign Breakdown Campaign Start: 2025-12-01 · End: 2026-01-18 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Sailing United: Pan-European Destroyers Arrive in Early Access Early Access / event Start: 2022-05-18 · End: 2022-06-15 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • 5 Years Strong: Loyalty Reward for All Captains! Event/store source Start: 2024-03-25 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • Through the Spy Glass: Öland Ship feature / release Start: 2022-05-23 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
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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Commanders frequently paired with this ship Jerzy ŚwirskiMarisa La Loca

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Cohort position

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Where Orkan W sits among Tier VI DDs (40 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.

Top 10%Fires per minute6.89 (5/41) Top 10%Torpedo reload60 s (4/41) Top 25%Smoke fire bloom2.45 km (9/41) Top 25%Rudder shift3.1 s (8/41) Top 25%Turning circle590 m (9/41) Top 25%Traverse-to-turn ratio11.12 × (7/41) Top 25%AP arming threshold20 mm (7/37) Top 25%Effective HE DPM (incl. fire)185,567 (7/41) Bottom 25%Main battery caliber120 mm (33/41) Bottom 25%Power-to-weight18.04 hp/t (33/41) Bottom 25%Torpedo damage≈9,800 (35/41) Bottom 25%Torpedo reaction time9.2 s (37/41) Bottom 10%AP velocity774 m/s (35/37) Bottom 10%HE velocity774 m/s (39/41) WorstSecondary DPM (per side)11,250 (1 of 2 tied)
See 35 mid-pack stats

Not standouts for Orkan W -- 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 points15,700 HP(17/41) Max speed36 kt(28/41) Concealment6.9 km(21/41) Air detection3.45 km(20/41) Main battery range10.59 km(29/41) Main battery reload4.7 s(17/41) HE shell damage1,750(25/41) HE DPM134,043(13/41) AP shell damage2,250(17/37) AP DPM172,340(13/37) Main dispersion94.4 m(15/41) Acceleration17.7 s(23/41) Engine power48,000 hp(31/41) Turn-speed retention81.4 hp/m(27/41) Displacement2,661 t(23/41) AP pen at 10 km71 mm(11/35) AA DPS140(17/41) AA range4.5 km(13/41) AA threat378(23/41) Flak per wave (expected)360(13/17) Torpedo range9 km(20/41) Torpedo speed65 kt(19/41) Deck armor16 mm(14/29) NormSecondary HE alpha1,500(3 of 4 tied at this value) NormSecondary fire chance6%(3 of 4 tied at this value) NormSecondary HE pen17 mm(3 of 4 tied at this value) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormSecondary range5 km(3 of 4 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit Points15,700
Displacement2,661 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries22
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.
30%
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 (1,413 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 (1,570 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.
7,900
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.
4,700
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: 6×120 mm
Mounts / barrels3 mounts / 6 barrels
Reload time4.7 s
Firing range10.6 km
Turret traverse20 °/s
Turret armor6 mm
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.
20° off bow / 39° off stern
HE fire DPM vs T6 BB51551
Effective HE DPM vs T6 BB185594
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 =(1059030·80.51000+0.5)·30=94.4m
94.4 m at 10.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.4·0.6=56.7m
56.7 m at 10.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =94.4·0.62=28.3m
28.3 m at 10.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.7·0.62=17m
17 m at 10.6 km
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒ6 broadside guns x 60 / 4.7 s base reload = 76.6.
76.6
HE shells
HE Damage1,750
HE Velocity774 m/s
Fire Chance9%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 6 broadside guns = 10,500.
10,500
HE DPM
ƒ10,500 HE full-salvo alpha x 60 / 4.7 s base reload = 134,043.
134,043
Fires/min
ƒ76.6 shells/min x 9% fire chance = 6.89.
6.89
AP shells
AP Damage2,250
AP Velocity774 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·28.120.69·0.121.07·7741.38=215.4mm. Matches the in-game spec card.
215.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.6 km), where the shell has slowed to 334.3 m/s: P=107·2300·28.120.69·0.121.07·334.31.38=67.6mm.
67.6 mm at 10.6 km
AP full-salvo alpha
ƒ2,250 AP damage x 6 broadside guns = 13,500.
13,500
AP DPM
ƒ13,500 AP full-salvo alpha x 60 / 4.7 s base reload = 172,340.
172,340
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.
8
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes1 launchers × 4 tubes = 4 tubes
Reload time60 s
Projectile speed65 kt
Range9 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=29,400·0.333=9,800.
≈ 9,800
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.
10,700
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km65 kt×2.6855=9.2 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.
9.2 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. 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.
173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,800 = 39,200.
39,200
AA Defense
AA mount points7
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
4.5 km
40 mm QF Mk VII1×4 40mm
20 mm Oerlikon Mk IV6×1 20mm
102 mm/45 Mk V (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
1×1 102mm
Outer 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 28 from dual-purpose main battery firing as AA in this range band.
28
Range4.5 km
Inner Far aura
Guns102 mm/45 Mk V (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 7 from dual-purpose secondaries firing as AA in this range band.
7
Range3.5 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 7 = 35
35
Medium aura
Guns40 mm QF Mk VII
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 1 hit probability = 35 - the same in-game units as the Close-range AA DPS headline.
35
Range2.5 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 7 + Medium 35 = 70
70
Near aura
Guns20 mm Oerlikon Mk IV
Continuous DPS
ƒEffective DPS: 21 raw aura damage × 3.5 × 0.95 hit probability = 70 - the same in-game units as the Close-range AA DPS headline.
70
Range2 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 7 + Medium 35 + Near 70 = 140
140
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 180 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
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 4.5 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.
2.5-4.5 km
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 180 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary 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 3.5 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.
2.5-3.5 km
S
Secondary Battery
Mounts1
Firing range5.0 km
Shell Grouping (σ)1
102 mm/45 Mk V (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
1×1 102mm
Caliber102 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power48,000 hp
Maximum speed36 kt
Turning circle radius590 m
Rudder shift time3.1 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 = 36 / 4 + 4.9 = 13.9 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.
13.9 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.
15.2 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).
5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
17.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
30.3 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·36.0·0.5144590=1.80°/s, so ratio=ωturretωhull=201.80=11.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
11.1× ok
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 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.
10.59 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.85 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.
8.9 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.
6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Choose one
Surveillance Radar2 charges · 180 s reload · 20 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius

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 Disp94.4 m at 10.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1059030·80.51000+0.5)·30=94.4m
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 Disp56.7 m at 10.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.4·0.6=56.7m
Shell scatter height @ 10 km53 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=0.5·10590=5295 m, and radiusOnMax=0.6 at 10590 m. Above the kink: k=0.5+(0.60.5)·100005295105905295=0.5889, so σV=σH·k=90·0.5889=53m.
Med Horiz Disp28.3 m at 10.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =94.4·0.62=28.3m
Med Vert Disp17 m at 10.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =56.7·0.62=17m
AP Pen Close215.4 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·28.120.69·0.121.07·7741.38=215.4mm. Matches the in-game spec card.
AP Pen Far67.6 mm at 10.6 km
Same formula at the ship's max firing range (10.6 km), where the shell has slowed to 334.3 m/s: P=107·2300·28.120.69·0.121.07·334.31.38=67.6mm.
AP pen 5 km121 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 km71 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 km7.33 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·0.343·0.1228·28.12=6.9×105. That runs from a 774 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 km7.33 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·0.343·0.1228·28.12=6.9×105. That runs from a 774 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 penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha10,500
1,750 HE damage x 6 broadside guns = 10,500.
AP full-salvo alpha13,500
2,250 AP damage x 6 broadside guns = 13,500.
HE DPM134,043
10,500 HE full-salvo alpha x 60 / 4.7 s base reload = 134,043.
AP DPM172,340
13,500 AP full-salvo alpha x 60 / 4.7 s base reload = 172,340.
Shells/min76.6
6 broadside guns x 60 / 4.7 s base reload = 76.6.
Fires/min6.89
76.6 shells/min x 9% fire chance = 6.89.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time9.2 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 speed65 kt
Travel time to max range51.6 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage900
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 count4
1 launchers x 4 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage39,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 9,800 = 39,200.
Per-side salvo damage39,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,800 = 39,200.

AA defense

AA DPS at max range28
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 1x4 -> 35 DPS @ 2.5 km; 20mm Oerlikon MK4 6x1 -> 70 DPS @ 2 km; 4in 45 MK V 1x1 -> 7 DPS @ 3.5 km; Far AA (?) -> 28 DPS @ 4.5 km.
Maximum AA range4.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range28 DPS @ 4.5 km, 35 DPS @ 3.5 km, 70 DPS @ 2.5 km, 140 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-blank140
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index378
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)11,250
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 1×1 102 mm (0.5/side) × 60/4 × 1500 = 11,250. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 102 mm family.

Armor Beta

Hull HP 15,700, 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 125+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)≈ 785 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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≈ 11,775 (~75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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 15–16 mm)≈ 785 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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 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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×4Main Battery ×2Consumable ×5
2025-11-27

Holiday Update: Christmas on the Waves

  • Added Smoke Generator consumable to slot 3 as an alternative to Radar:
  • Number of charges: 6.
  • Duration: 10 seconds.
  • Dispersion time: 40 seconds.
  • Cooldown time: 60 seconds.
  • Main battery reload time reduced from 5 to 4.7 seconds.
  • Torpedo reload time reduced from 70 to 60 seconds.
  • Maximum speed increased from 35 to 36 knots.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Orkan W 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.