AL Harbin
Beta- Hold 12-15 km with islands tight enough to break vision on demand
- Avoid: Open-water broadside trading
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AL Harbin Community Stats
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AL Harbin Community Stats
Record History
Playstyle
Overview
AL Harbin is a Tier VII Pan-Asian all-rounder light cruiser with 130mm guns at 14.5 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best extra smoke charges in T7 CAs (5) and top-decile turret traverse rate in T7 CAs (25).
Positioning
Hold 12-15 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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.
Potato Avoidance
Open-water broadside trading
Her 130mm shells citadel cruisers on the wrong frame, and her 34,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
5.0 Smoke Generator charges, best of T7 CAs.
- Fast turret traverse · 25.0°
- Fast reload · 4.3 s
- Tight dispersion · 123.8 m
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.
17400.0 damage per torpedo, top decile of T7 CAs.
14.48 km main battery reach, bottom decile of T7 CAs. Outranged by peers; close distance or lean on terrain.
16.0 mm bow, bottom quartile of T7 CAs. Bow-on doesn't save you against same-tier guns.
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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- Early AccessOfficial WG line/source notes indicate a temporary Early Access window before normal acquisition.
Best listed chance for this ship
- Azur Lane VI Crate 1.666667% Azur Lane Premium Ship Collaboration containers · Azur Lane VI Crate · 1 of 3 ships
- Azur Lane Crate: Ultimate III 0.5% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate III · 1 of 12 ships
Official WG availability sources
- Rabbit and Dragons: Lunar New Year and Early Access Pan-Asian Cruisers Early Access / event Start: 2023-01-31 · End: 2023-03-01 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.
Show direct source rows
- Azur Lane Crate: Ultimate III 0.5% · Azur Lane Premium Ship
- Azur Lane VI Crate 1.666667% · Azur Lane Premium Ship
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where AL Harbin sits among Tier VII CAs (55 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.
See 13 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.
Peers in this cohort
Show all 54 peers
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
10 broadside guns x 60 / 4.8 s base reload = 125.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,800 HE damage x 10 broadside guns = 18,000.ƒ
18,000 HE full-salvo alpha x 60 / 4.8 s base reload = 225,000.ƒ
18,000 HE full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 251,163.ƒ
125 shells/min x 8% fire chance = 10.AP shells
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floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 316.3 m/s: .ƒ
2,300 AP damage x 10 broadside guns = 23,000.ƒ
23,000 AP full-salvo alpha x 60 / 4.8 s base reload = 287,500.ƒ
23,000 AP full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 320,930.ƒ
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.ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 17,400 = 104,400.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (73×3.5×0.9) + (30×3.5×0.85) + (26×3.5×0.9) = 401. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 26 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 26 + Medium 73 = 99ƒ
Far 26 + Medium 73 + Near 30 = 129ƒ
Time to reach 90% of top speed (30.1 kt of 33.4 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active
Repair Party2 charges · 60 s reload · 28 s active · 5,712 HP (16.8% of max HP) total heal (per charge) ƒ
Heal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.ƒ
16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.ƒ
0.6% 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 · +100% flak burst boost
Torpedo Reload Booster1 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time ƒ
While 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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13160}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 123.8\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 123.8 \cdot 0.6 = 74.3\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 123.8 \cdot 0.313\;(\sigma = 2.05) = 38.8\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 74.3 \cdot 0.314\;(\sigma = 2.05) = 23.3\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1700 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 870^{1.38} = 193.8\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 316.3 m/s: $P = 10^{-7}\cdot 1700 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 316.3^{1.38} = 48\,\text{mm}$.22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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.All 10 barrels bear on the broadside.180 degrees / 25 deg/s traverse speed = 7.2 s.1,800 HE damage x 10 broadside guns = 18,000.2,300 AP damage x 10 broadside guns = 23,000.18,000 HE full-salvo alpha x 60 / 4.8 s base reload = 225,000.23,000 AP full-salvo alpha x 60 / 4.8 s base reload = 287,500.18,000 HE full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 251,163.23,000 AP full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 320,930.10 broadside guns x 60 / 4.8 s base reload = 125.10 broadside guns x 60 / 4.3 s installed Artillery reload = 139.5.125 shells/min x 8% fire chance = 10.139.5 shells/min x 8% fire chance = 11.16.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 17,400 = 208,800.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 17,400 = 104,400.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (73×3.5×0.9) + (30×3.5×0.85) + (26×3.5×0.9) = 401. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.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.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.
Overmatched by 140+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | ≈ 1,700 (~5% of HP) | Overmatched by 283mm+ (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+ (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. |
| Stern | 16 mm primary (range 16–50 mm) | ≈ 1,700 (~5% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 100 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. |
| Superstructure | 16 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior AL Harbin can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAzur 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.
