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Destroyer | U.S.S.R. | Tier X
Tech Tree Position
Research price226000 exp
Purchase price18,800,000 Credits
Hit Points22,500 
Main Battery
130 mm/55 B-2-U4 х 2 pcs.
Rate of Fire12 shots/min.
Reload Timesec.
Rotation Speed20 deg./sec.
180 Degree Turn Timesec.
Firing Range11.24 km.
Maximum Dispersion99 m.
HE ShellHE-46 
Maximum HE Shell Damage1,900 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity900 m./s.
HE Shell Weight33.4 kg.
AP ShellSAP-46 
Maximum AP Shell Damage2,600 
Initial AP Shell Velocity900 m./s.
AP Shell Weight33.5 kg.
Torpedo Tubes
533 mm Quintuple 2-N2 х 5 pcs.
Rate of Fire0.47 shots/min.
Reload Time127 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Maximum Damage19,500 
Torpedo Speed53 knot
Torpedo Rangekm.
AA Defense
130 mm/55 B-2-U4 х 2 pcs.
. . . Average Damage per Second49.2 
. . . Firing Range5.19 km.
37 mm V-112 х 2 pcs.
. . . Average Damage per Second18.4 
. . . Firing Range3.51 km.
12.7 mm DShK4 х 1 pcs.
. . . Average Damage per Second14.4 
. . . Firing Range1.2 km.
37 mm 46-K4 х 4 pcs.
. . . Average Damage per Second48.8 
. . . Firing Range3.51 km.
Maximum Speed43 knot
Turning Circle Radius760 m.
Rudder Shift Time11.1 sec.
Surface Detectability Range10 km.
Air Detectability Range3.96 km.
Battle Levels

Khabarovsk — Soviet Tier X destroyer.

The ship was designed as a destroyer flotilla leader. No destroyer in the world could rival her in terms of speed, while her armor and the power of her artillery were comparable to those of light cruisers. Dual-purpose main guns and a battery of automatic AA guns ensured a strong AA defense.


Main Battery Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
130 mm/55 B-2-U129991,90082,600 01,800,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Khabarovsk (A)22,500125042/4/4/420 02,500,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
ET-460.51277.219,500536 01,100,000
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
GFCS X mod. 1011.2 01,500,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 130,000 hp43 01,800,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3
 Slot 6  AA Guns Modification 2 Main Battery Modification 3 Torpedo Tubes Modification 3

Player Opinion


The Khabarovsk is the epitome of the "running and gunning" method of Soviet destroyer leaders.

First: the running. She puts the "top" in top speed: at 43 knots, half a knot faster than her predecessor Tashkent, her speed is matched only by her cousin Leningrad. With Sierra Mike (+5% to the ship's maximum speed.) signal and Engine Boost (While active, increases a ship's speed by a fixed percentage.) active, this increases to an eye-popping 48.7 knots! A powerful engine gives her great acceleration as well. On the other hand, her turning radius is quite large and her base rudder shift is extremely poor; upgrades are needed to improve her maneuverability to manageable levels. And while she can run, she can't hide: her base concealment is a massive 10.0 km, and in practice can be worse than some cruisers.

Next: the gunning. She fires the same shells as Tashkent at the same rate of fire per barrel; however, she gains a fourth turret, as well as a slightly higher muzzle velocity and much faster turret traverse. Together this allows her to put a withering storm of fire on any target, and switch targets quickly as conditions dictate. Her range does decrease somewhat, forcing her to fight a little closer to the action.

While she does not have the range or maneuverability of Tashkent, she shares similar advantages of a very large health pool for a destroyer and access to Repair Party (While active, restores a fixed percentage of a ship's hit points each second.). Most notable, however, is the 50 mm plating about her midsection; this "chestplate" can shatter most cruiser HE shells, and at extreme angles, even bounce battleship AP shells. However, this and her large size for a destroyer can occasionally backfire, arming AP shells that would merely over-penetrate smaller, more lightly-armored destroyers. Optimal angling will depend on the enemy guns and their shell selection.

Her decent AA for a destroyer can shoot down the occasional plane, though cannot be expected to make much of a dent in a carrier strike, especially given her lack of a Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) option.

The torpedoes are mostly a curiosity. With a 6.0 km range — quite low for her tier, ship concealment, and role — they will see little use in the majority of games. They are also very slow; only slightly faster than the ship they were fired from! However, they do have one special feature: as the first electric torpedo introduced to the game, their detection radius is a tiny 0.6 km, meaning that a close pursuer or smoke camper without Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) will have almost no chance to react.


  • Fastest ship in the game, at 43 knots. When equipped with Sierra Mike (+5% to the ship's maximum speed.) signal flag and running Engine Boost (While active, increases a ship's speed by a fixed percentage.) it becomes 48.7 knots.
  • Decent range of 13.5 km with Advanced Firing Training. While not as long as Tashkent, enemies will still have trouble hitting her at this range.
  • The main battery guns, though small, are numerous and have good damage and fires per minute. The ballistics are phenomenal, and traverse speed is also very good.
  • Giant HP pool makes you able to take a lot of hits.
  • Armored midsection can shatter all destroyer and most cruiser HE shells.
  • Has access to the Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) consumable.
  • Torpedoes are extremely stealthy.


  • Large size makes it easy to be hit if not moving, and you may take penetrating hits instead of overpenetrations from battleships if angled.
  • Large turning circle, and extremely poor rudder shift when unupgraded.
  • Largest detection range of a destroyer makes it difficult to push into capture points.
  • Torpedoes have poor speed and anemic range.


As a Tier X ship, Khabarovsk has no additional modules to research.

Optimal Configuration


The recommended upgrades for Khabarovsk are as follows:

Captains who have one of the rare Engine Boost Modification 1 (+50% to duration of Engine Boost.) upgrades and have the Sierra Mike (+5% to the ship's maximum speed.) signal equipped are encouraged to replace the Propulsion Modification 1 upgrade, as it extends the Engine Boost (While active, increases a ship's speed by a fixed percentage.) consumable duration by 50%, thereby allowing her to maintain a max speed of 48.7 knots for three minutes.

Commander Skills


Khabarovsk can equip the following consumables:

Due to the fabulous speed of Khabarovsk, many players find the Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) consumable unnecessary and now choose to mount the Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) consumable for longer survivability.


Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Khabarovsk with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.


Like Tashkent, Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.), India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.), Sierra Mike (+5% to the ship's maximum speed.), and Juliet Charlie (-100% to the risk of your ship's magazine detonating.) are the most recommended signals. Additionally, because Khabarovsk has access to the Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) consumable, players using said consumable are thus highly recommended to also mount India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.). Zulu Hotel (+50% Commander XP earned for the battle.) and Dragon Flag (+333% Commander XP earned for the battle.) are recommended for captain (re)training. Players can opt to mount Zulu Hotel to stack the effect of the premium permanent camouflage credit earning bonus.


Historical Info

Historical Gallery


  • [1]:Russian Wikipedia page on the Project 47 Destroyer which briefly covers the design history of the Project 24.

[2] War Gaming Wiki Page on the Project 24 design the Khabarovsk is based on.

[3]: Information on the 130 mm/55 B-2-U guns (4th paragraph)

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