World of Warships: Legends ship guide

Ochakov

Beta
U.S.S.R. · Tier VII · CL Cruiser · Premium
Radar support cruiserA radar platform first: reveal DDs and caps, then farm what you exposed.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Radar (11.7 km)Nimble for the tonnageFlat AP shellsFlat HE shellsFast reloadSlow torp reload
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Community Data

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Playstyle

Overview

Ochakov is a Tier VII Soviet light cruiser whose signature kit is Surveillance Radar (11.7 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: best nimble for the tonnage in T7 CAs (12.2 HP) and top-decile AP shell velocity in T7 CAs (950).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. 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

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

11.7 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MOBILITY
  • Nimble for the tonnage · 12.22 hp
  • Fast for the class · 35.0 kt
Long-range radar

11.7 km Surveillance Radar range, best of T7 CAs. Lights targets peer radars can't reach.

ELITE MAIN BATTERY
  • Flat AP shells · 950.0 m
  • Flat HE shells · 950.0 m
  • Fast reload · 5.2 s
Slow torp reload

131.0 s torpedo reload, bottom decile of T7 CAs. Long wait between drops.

Acquisition

How to get Ochakov

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

  • Santa Level 5 0.833333% Superprize: Premium Ship Event containers · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Event containers · Santa Level 4 · 2 paths combined · 1 of 12 ships
    Show 2 paths
    • Santa Level 40.166667%
    • Santa Level 4 → Santa Level 50.083333%
Show all 17 containers (14 more)
  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
  • Santa Level 3 0.083333% Superprize: Premium Ship Event containers · Santa Level 3 · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.041667%
    • Santa Level 3 → Santa Level 40.025%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
    • Santa Level 30.004167%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Santa Level 2 0.025% Superprize: Premium Ship Event containers · Santa Level 2 · 6 paths combined · 1 of 12 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.008333%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
    • Santa Level 2 → Santa Level 30.000625%
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Champion's Box 0.016667% Superprize: Premium Ship Event containers · Champion's Box · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.008333%
    • Champion's Box → Santa Level 3 → Santa Level 40.005%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
    • Champion's Box → Santa Level 30.000833%
  • Mega Santa '23 0.01% Superprize: Premium Ship Event containers · Mega Santa '23 · 1 of 10 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Santa Level 1 0.006042% Superprize: Premium Ship Event containers · Santa Level 1 · 8 paths combined · 1 of 12 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
    • Santa Level 1 → Santa Level 30.000208%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
  • Super Santa '23 0.0013% Superprize: Premium Ship Event containers · Super Santa '23 · 1 of 10 ships
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
  • Ultimate Crate 0.00013% Superprize: Premium Ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
  • "Taken by Storm" Campaign Breakdown Campaign Start: 2021-03-09 · End: 2021-04-11 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.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows

Builds Beta

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Cohort position

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Where Ochakov 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.

BestPower-to-weight12.22 hp/t (1/54) Top 10%Max speed35 kt (5/55) Top 10%Traverse-to-turn ratio9.45 × (6/55) Top 10%Main battery reload5.2 s (5/55) Top 10%Displacement9,903 t (4/55) Top 25%Fires per minute11.08 (11/48) Top 25%AP velocity950 m/s (7/55) Top 25%HE velocity950 m/s (7/48) Top 25%Acceleration23.9 s (7/54) Top 25%Torpedo speed65 kt (10/40) Bottom 25%Hit points34,730 HP (43/55) Bottom 25%Stealth profile13.81 km / 8.29 km (48/55 / 48/55) Bottom 25%HE shell damage2,200 (37/48) Bottom 25%AA DPS299 (46/55) Bottom 25%Citadel belt100 mm (42/52) Bottom 10%Torpedo reload131 s (37/40) Bottom 10%Max armor100 mm (51/55) Bottom 10%Deck armor26 mm (46/50) WorstNo secondaries (7 of 55 in cohort)
See 23 mid-pack stats

Not standouts for Ochakov -- 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.

Rudder shift7.5 s(17/55) Main battery caliber152 mm(39/55) Main battery range15.5 km(27/55) Sigma2(29/55) HE fire chance12%(31/48) HE DPM203,077(18/48) AP shell damage3,300(38/55) AP DPM304,615(23/55) Main dispersion140 m(35/55) AP fuse timer0.03 s(31/55) AP arming threshold25 mm(19/55) Engine power121,000 hp(23/54) Turn-speed retention161.3 hp/m(23/54) AA range5 km(29/55) AA threat1,251(36/55) Torpedo range8 km(29/40) Torpedo damage≈14,000(25/40) Repair heal rate0.6 %/s(22/54) Bow armor26 mm(17/52) Stern armor26 mm(17/52) 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 Points34,730
Displacement9,903 t
Armor range16–100 mm
Plate armor thicknesses16, 20, 26, 27, 40, 50, 70, 100 mm
Armor material/layer entries34
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 152 mm/57 BL-115
Mounts / barrels4 mounts / 8 barrels
Reload time5.8 s
Firing range15.5 km
Turret traverse13 °/s
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 =(1550130·81.11000+1.1)·30=140m
140 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140·0.6=84m
84 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =140·0.319(σ=2)=44.7m
44.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =84·0.319(σ=2)=26.8m
26.8 m
Turret turn time
ƒ180 degrees / 13 deg/s traverse speed = 13.8 s.
13.8 s
Base shells/min
ƒ8 broadside guns x 60 / 5.8 s base reload = 82.8.
82.8
HE shells
HE Damage2,200
HE Velocity950 m/s
Fire Chance12%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,200 HE damage x 8 broadside guns = 17,600.
17,600
Base HE DPM
ƒ17,600 HE full-salvo alpha x 60 / 5.8 s base reload = 182,069.
182,069
Installed HE DPM
ƒ17,600 HE full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 203,077.
203,077
Base fires/min
ƒ82.8 shells/min x 12% fire chance = 9.93.
9.93
AP shells
AP Damage3,300
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2216·550.69·0.1521.07·9501.38=339.7mm. Matches the in-game spec card.
339.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 337 m/s: P=107·2216·550.69·0.1521.07·3371.38=81.3mm.
81.3 mm
AP full-salvo alpha
ƒ3,300 AP damage x 8 broadside guns = 26,400.
26,400
Base AP DPM
ƒ26,400 AP full-salvo alpha x 60 / 5.8 s base reload = 273,103.
273,103
Installed AP DPM
ƒ26,400 AP full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 304,615.
304,615
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.
15
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time131 s
Projectile speed65 kt
Range8 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=42,000·0.333=14,000.
≈ 14,000
Torpedo detectability1.1 km
Flooding chance250%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 14,000 = 70,000.
70,000
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.9) + (17×3.5×0.9) = 299. 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.
299
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
57 mm ZIF-756×4 57mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose main battery firing as AA in this range band.
17
Range5 km
Medium aura
DPS78
Range4 km
Total DPS in Aura
ƒFar 17 + Medium 78 = 95
95
Maneuverability
Engine moduleEngine: 121,000 hp
Engine power121,000 hp
Maximum speed35 kt
Turning circle radius750 m
Rudder shift time7.5 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 (31.5 kt of 35 kt), from our in-house acceleration model.
23.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
38.3 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·35.0·0.5144750=1.38°/s, so ratio=ωturretωhull=131.38=9.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
9.5× ok
Concealment
Detectability by sea13.81 km
Detectability by air8.29 km
Smoke firing penalty7.12 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.81 km
Detect Fire Sea15.81 km
Detect Fire Air11.29 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 20 s active · 11.7 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 390×301000=11.7 km
Repair Party2 charges · 60 s reload · 28 s active · 5,835 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.
· 11,670 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.
· 208 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (34,730 HP) per second = 208 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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 Disp140 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15501}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 140\,\text{m}$
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 Disp84 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 140 \cdot 0.6 = 84\,\text{m}$
Shell scatter height @ 10 km54 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 Disp44.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 140 \cdot 0.319\;(\sigma = 2) = 44.7\,\text{m}$
Med Vert Disp26.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 84 \cdot 0.319\;(\sigma = 2) = 26.8\,\text{m}$
AP Pen Close339.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2216 \cdot 55^{0.69} \cdot 0.152^{-1.07} \cdot 950^{1.38} = 339.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far81.3 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 337 m/s: $P = 10^{-7}\cdot 2216 \cdot 55^{0.69} \cdot 0.152^{-1.07} \cdot 337^{1.38} = 81.3\,\text{mm}$.
HE penetration30 mm
In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 time13.8 s
180 degrees / 13 deg/s traverse speed = 13.8 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha26,400
3,300 AP damage x 8 broadside guns = 26,400.
Base HE DPM182,069
17,600 HE full-salvo alpha x 60 / 5.8 s base reload = 182,069.
Base AP DPM273,103
26,400 AP full-salvo alpha x 60 / 5.8 s base reload = 273,103.
Installed HE DPM203,077
17,600 HE full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 203,077.
Installed AP DPM304,615
26,400 AP full-salvo alpha x 60 / 5.2 s installed reload (Main Battery Mod. 3 = -10%) = 304,615.
Base shells/min82.8
8 broadside guns x 60 / 5.8 s base reload = 82.8.
Installed shells/min92.3
8 broadside guns x 60 / 5.2 s installed Artillery reload = 92.3.
Base fires/min9.93
82.8 shells/min x 12% fire chance = 9.93.
Installed fires/min11.08
92.3 shells/min x 12% fire chance = 11.08.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time6.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range47.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo5 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage140,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 14,000 = 140,000.
Per-side salvo damage70,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 14,000 = 70,000.

AA defense

Close-range AA DPS299
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.9) + (17×3.5×0.9) = 299. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1251
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 34,730, 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 & stern26 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel70 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
Bow26 mm primary (range 26–40 mm)2,300 (7% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)26 mm primary (range 16–100 mm)26,100 (75% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 20–40 mm)1,800 (5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel70 mm primary (range 26–100 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.
Superstructure16 mm2,300 (7% 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 HP18,000 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (57 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 HP10,500 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.

Approximated side profile.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Ochakov default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision