World of Warships: Legends ship guide

AL Harbin

Beta
Pan-Asia · Tier VII · CL Cruiser · Premium · Harbin Variant
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold 12-15 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long, heavy torpedoes (11 km)2.05 sigma accuracyHigh HE DPMSmokeTorp Reload BoosterFragile
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Community Data

AL Harbin Community Stats

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Playstyle

Overview

AL Harbin is a Tier VII Pan-Asian 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

Extra smoke charges

5.0 Smoke Generator charges, best of T7 CAs.

ELITE MAIN BATTERY
  • Fast turret traverse · 25.0°
  • Fast reload · 4.3 s
  • Tight dispersion · 123.8 m
Nimble for the tonnage

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

Heavy torpedoes

17400.0 damage per torpedo, top decile of T7 CAs.

Short gun range

14.48 km main battery reach, bottom decile of T7 CAs. Outranged by peers; close distance or lean on terrain.

Thin bow plate

16.0 mm bow, bottom quartile of T7 CAs. Bow-on doesn't save you against same-tier guns.

Acquisition

How to get AL Harbin

AL Harbin is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Early Access. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • 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
Show direct source rows

Builds Beta

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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.

BestDisplacement7,666 t (1 of 2 tied) Top 10%Traverse-to-turn ratio16.76 × (3/55) Top 10%Main battery reload4.3 s (2/55) Top 10%HE DPM251,163 (4/48) Top 10%Main dispersion123.8 m (3/55) Top 10%Power-to-weight10.44 hp/t (3/54) Top 10%Torpedo damage≈17,400 (3/40) Top 25%Concealment11.8 km (9/55) Top 25%Rudder shift7 s (11/55) Top 25%Sigma2.05 (7/55) Top 25%Fires per minute11.16 (10/48) Top 25%Acceleration24.2 s (9/54) Top 25%AP arming threshold22 mm (9/55) Top 25%AA range5.2 km (7/55) Top 25%Torpedo range10.99 km (9/40) Bottom 25%Hit points34,000 HP (49/55) Bottom 25%AP fuse timer0.01 s (47/55) Bottom 25%Engine power80,000 hp (49/54) Bottom 25%Turn-speed retention121.2 hp/m (45/54) Bottom 25%Torpedo reload115 s (34/40) Bottom 25%Citadel belt100 mm (42/52) Bottom 10%Main battery caliber130 mm (53/55) Bottom 10%Main battery range14.48 km (53/55) Bottom 10%AP shell damage2,300 (53/55) Bottom 10%Max armor100 mm (51/55) WorstNo secondaries (7 of 55 in cohort) WorstEnd plates16 mm (1 of 8 tied / 1 of 8 tied)
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.

Max speed33.4 kt(21/55) Air detection7.43 km(21/55) AP DPM320,930(19/55) AP velocity870 m/s(29/55) HE velocity870 m/s(25/48) AA DPS401(23/55) AA threat1,409(27/55) Torpedo speed64 kt(17/40) Repair heal rate0.6 %/s(22/54) Deck armor50 mm(27/50) NormAP ricochet start45°(39 of 55 tied at this value) NormAP auto-bounce angle60°(39 of 55 tied at this value) NormRepair charges2(48 of 54 tied at this value)
Survivability
Hit Points34,000
Displacement7,666 t
Armor range13–100 mm
Plate armor thicknesses13, 16, 30, 40, 50, 100 mm
Armor material/layer entries52
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/50 Model 1936 MK-18
Mounts / barrels5 mounts / 10 barrels
Reload time4.8 s
Firing range (base)13.2 km
Firing range (top fire control)14.5 km
Turret traverse25 °/s
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1316030·81.11000+1.1)·30=123.8m
123.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =123.8·0.6=74.3m
74.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =123.8·0.313(σ=2.05)=38.8m
38.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =74.3·0.314(σ=2.05)=23.3m
23.3 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ10 broadside guns x 60 / 4.8 s base reload = 125.
125
HE shells
HE Damage1,800
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,800 HE damage x 10 broadside guns = 18,000.
18,000
Base HE DPM
ƒ18,000 HE full-salvo alpha x 60 / 4.8 s base reload = 225,000.
225,000
Installed HE DPM
ƒ18,000 HE full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 251,163.
251,163
Base fires/min
ƒ125 shells/min x 8% fire chance = 10.
10
AP shells
AP Damage2,300
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1700·33.50.69·0.131.07·8701.38=193.8mm. Matches the in-game spec card.
193.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.1 km), where the shell has slowed to 316.3 m/s: P=107·1700·33.50.69·0.131.07·316.31.38=48mm.
48 mm
AP full-salvo alpha
ƒ2,300 AP damage x 10 broadside guns = 23,000.
23,000
Base AP DPM
ƒ23,000 AP full-salvo alpha x 60 / 4.8 s base reload = 287,500.
287,500
Installed AP DPM
ƒ23,000 AP full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 320,930.
320,930
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
9
Torpedoes
ModuleTorpedoes: 533 mm 1-N
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time115 s
Projectile speed64 kt
Range10.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=52,200·0.333=17,400.
≈ 17,400
Torpedo detectability1.3 km
Flooding chance320%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming198 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 17,400 = 104,400.
104,400
AA Defense
AA mount points22
Close-range AA DPS
ƒSum 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.
401
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
37 mm 61 shì10×2 37mm
37 mm 46-K4×4 37mm
20 mm Oerlikon Mk208×2 20mm
Far aura
DPS
ƒIncludes 26 continuous AA damage from dual-purpose main battery firing as AA in this range band.
26
Range5.2 km
Medium aura
DPS73
Range3.5 km
Total DPS in Aura
ƒFar 26 + Medium 73 = 99
99
Near aura
DPS30
Range2 km
Total DPS in Aura
ƒFar 26 + Medium 73 + Near 30 = 129
129
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed33.4 kt
Turning circle radius660 m
Rudder shift time7 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.1 kt of 33.4 kt), from our in-house acceleration model.
24.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.1 kt of 33.4 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
38.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.4·0.5144660=1.49°/s, so ratio=ωturretωhull=251.49=16.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
16.8× snappy
Concealment
Detectability by sea11.8 km
Detectability by air7.43 km
Smoke firing penalty6.06 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.8 km
Detect Fire Sea13.8 km
Detect Fire Air10.43 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 5,712 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 11,424 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 204 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (34,000 HP) per second = 204 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Torpedo Reload Booster1 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2.05
Max Horiz Disp123.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13160}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 123.8\,\text{m}$
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp74.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 123.8 \cdot 0.6 = 74.3\,\text{m}$
Shell scatter height @ 10 km56.3 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.
Med Horiz Disp38.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 123.8 \cdot 0.313\;(\sigma = 2.05) = 38.8\,\text{m}$
Med Vert Disp23.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 74.3 \cdot 0.314\;(\sigma = 2.05) = 23.3\,\text{m}$
AP Pen Close193.8 mm
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.
AP Pen Far48 mm
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 316.3 m/s: $P = 10^{-7}\cdot 1700 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 316.3^{1.38} = 48\,\text{mm}$.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha10
All 10 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha18,000
1,800 HE damage x 10 broadside guns = 18,000.
AP full-salvo alpha23,000
2,300 AP damage x 10 broadside guns = 23,000.
Base HE DPM225,000
18,000 HE full-salvo alpha x 60 / 4.8 s base reload = 225,000.
Base AP DPM287,500
23,000 AP full-salvo alpha x 60 / 4.8 s base reload = 287,500.
Installed HE DPM251,163
18,000 HE full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 251,163.
Installed AP DPM320,930
23,000 AP full-salvo alpha x 60 / 4.3 s installed reload (Main Battery Mod. 3 = -10%) = 320,930.
Base shells/min125
10 broadside guns x 60 / 4.8 s base reload = 125.
Installed shells/min139.5
10 broadside guns x 60 / 4.3 s installed Artillery reload = 139.5.
Base fires/min10
125 shells/min x 8% fire chance = 10.
Installed fires/min11.16
139.5 shells/min x 8% fire chance = 11.16.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range66 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage208,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 17,400 = 208,800.
Per-side salvo damage104,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 17,400 = 104,400.

AA defense

Close-range AA DPS401
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.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1409
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Armor Beta

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

Bow & stern16 mm

Overmatched by 140+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

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

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow16 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.
Stern16 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.
Citadel100 mm primary (range 13–100 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure16 mm primary (range 16–50 mm)no cap
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Approximated side profile.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

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

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.