World of Warships: Legends ship guide

Orkan W

Also called: 奥坎冬季 · Зимний Orkan 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 you…
  • 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. Standout traits: best smoke duration in T6 DDs (20 s) and best extra smoke charges in T6 DDs (6).

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; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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

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.

Signature Traits

Surveillance Radar

9 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.

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Extra smoke charges

6.0 Smoke Generator charges, best of T6 DDs.

ELITE RADAR
  • Long-range · 9.0 km
  • Long-duration · 20.0 s
ELITE MAIN BATTERY
  • High fire chance · 9.0%
  • High fire pressure · 6.89 fires
Slow AP shells

774.0 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: Campaign and Early Access.

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.
  • 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.

Builds Beta

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Cohort position

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Where Orkan W sits among Tier VI DDs (41 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%Rudder shift3.1 s (8/41) Top 25%Traverse-to-turn ratio11.12 × (7/41) Top 25%HE DPM134,043 (11/41) Top 25%AP arming threshold20 mm (7/37) 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 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 31 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(15/41) HE shell damage1,750(25/41) AP shell damage2,250(17/37) AP DPM172,340(11/37) Main dispersion94.4 m(27/41) Acceleration17.7 s(23/41) Engine power48,000 hp(31/41) Turn-speed retention81.4 hp/m(27/41) Displacement2,661 t(23/41) AA DPS140(17/41) AA range4.5 km(13/41) AA threat378(23/41) Torpedo range9 km(20/41) Torpedo speed65 kt(18/41) Deck armor16 mm(14/27) NormHE 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) NormSecondary range5 km(3 of 4 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(28 of 39 tied at this value) NormBow armor16 mm(32 of 39 tied at this value) NormStern armor16 mm(32 of 39 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 resistance30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 6×120 mm
Mounts / barrels3 mounts / 6 barrels
Reload time4.7 s
Firing range10.6 km
Turret traverse20 °/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 =(1059030·80.51000+0.5)·30=94.4m
94.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.4·0.6=56.7m
56.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =94.4·0.32(σ=2)=30.2m
30.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56.7·0.319(σ=2)=18.1m
18.1 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Base 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
Base HE DPM
ƒ10,500 HE full-salvo alpha x 60 / 4.7 s base reload = 134,043.
134,043
Base 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
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 292.5 m/s: P=107·2300·28.120.69·0.121.07·292.51.38=56.2mm.
56.2 mm
AP full-salvo alpha
ƒ2,250 AP damage x 6 broadside guns = 13,500.
13,500
Base 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
Torpedo detectability1.6 km
Flooding chance173%
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 = 4 x 9,800 = 39,200.
39,200
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (21×3.5×0.95) + (2×3.5×1) + (8×3.5×1) = 140. 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.
140
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm QF Mk VII1×4 40mm
20 mm Oerlikon Mk IV6×1 20mm
102 mm/45 Mk V (DP)1×1 102mm
Outer Far aura
DPS
ƒIncludes 8 continuous AA damage from dual-purpose main battery firing as AA in this range band.
8
Range4.5 km
Inner Far aura
DPS
ƒIncludes 2 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
2
Range3.5 km
Total DPS in Aura
ƒOuter Far 8 + Inner Far 2 = 10
10
Medium aura
DPS10
Range2.5 km
Total DPS in Aura
ƒOuter Far 8 + Inner Far 2 + Medium 10 = 20
20
Near aura
DPS21
Range2 km
Total DPS in Aura
ƒOuter Far 8 + Inner Far 2 + Medium 10 + Near 21 = 41
41
S
Secondary Battery
Mounts1
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 48,000 hp
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
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 after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.45 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

See all derived stats

Show

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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10590}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 94.4\,\text{m}$
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
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 94.4 \cdot 0.6 = 56.7\,\text{m}$
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.
Med Horiz Disp30.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 94.4 \cdot 0.32\;(\sigma = 2) = 30.2\,\text{m}$
Med Vert Disp18.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 56.7 \cdot 0.319\;(\sigma = 2) = 18.1\,\text{m}$
AP Pen Close215.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2300 \cdot 28.12^{0.69} \cdot 0.12^{-1.07} \cdot 774^{1.38} = 215.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far56.2 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 292.5 m/s: $P = 10^{-7}\cdot 2300 \cdot 28.12^{0.69} \cdot 0.12^{-1.07} \cdot 292.5^{1.38} = 56.2\,\text{mm}$.
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.
Base HE DPM134,043
10,500 HE full-salvo alpha x 60 / 4.7 s base reload = 134,043.
Base AP DPM172,340
13,500 AP full-salvo alpha x 60 / 4.7 s base reload = 172,340.
Base shells/min76.6
6 broadside guns x 60 / 4.7 s base reload = 76.6.
Base fires/min6.89
76.6 shells/min x 9% fire chance = 6.89.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time9.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range53.3 s
range / (speed kt x 2.6 community game-speed factor).
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

Close-range AA DPS140
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (21×3.5×0.95) + (2×3.5×1) + (8×3.5×1) = 140. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
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 124+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)≈ 785 (~5% of HP)
Overmatched by 283mm+ (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+ (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+ (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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

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.