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Destroyer | U.S.S.R. | Tier IX
Tech Tree Position
Research price160000 exp
Purchase price13,200,000 Credits
Hit Points16,700 
Main Battery
130 mm/50 B-2LM3 х 2 pcs.
Rate of Fire12 shots/min.
Reload Timesec.
Rotation Speed9.7 deg./sec.
180 Degree Turn Time18.56 sec.
Firing Range11.53 km.
Maximum Dispersion101 m.
HE ShellHE-46 
Maximum HE Shell Damage1,900 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity870 m./s.
HE Shell Weight33.4 kg.
AP ShellSAP-46 
Maximum AP Shell Damage2,500 
Initial AP Shell Velocity870 m./s.
AP Shell Weight33.5 kg.
Torpedo Tubes
533 mm Triple 1-N3 х 3 pcs.
Rate of Fire0.86 shots/min.
Reload Time70 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo53-36 mod. 2 
Maximum Damage14,400 
Torpedo Speed55 knot
Torpedo Range8.01 km.
AA Defense
130 mm/55 B-2-U3 х 2 pcs.
. . . Average Damage per Second36.9 
. . . Firing Range5.19 km.
12.7 mm DShK6 х 1 pcs.
. . . Average Damage per Second21.6 
. . . Firing Range1.2 km.
37 mm 70-K6 х 1 pcs.
. . . Average Damage per Second34.2 
. . . Firing Range3.21 km.
76 mm 39-K1 х 2 pcs.
. . . Average Damage per Second3.1 
. . . Firing Range3.51 km.
Maximum Speed42.5 knot
Turning Circle Radius730 m.
Rudder Shift Time8.5 sec.
Surface Detectability Range9.4 km.
Air Detectability Range3.96 km.
Battle Levels

Tashkent — Soviet Tier IX destroyer.

A destroyer flotilla leader intended to perform long-range reconnaissance duties within squadrons and support destroyers' torpedo attacks. She was built in Italy for the U.S.S.R. Navy (Project 20I). During World War II, she was one of the fastest warships in the world and the largest ship of this type.


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/50 B-2LM1218.561011,90082,500 01,000,000
130 mm/55 B-2-U1291011,90082,600 23,5001,800,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Tashkent (A)16,70062036/1/630 01,400,000
Tashkent (B)21,8006203630 40,0003,200,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
53-36 mod.20.9707.214,400558 01,300,000
53-39 mod.20.9697.215,100608 20,0001,500,000
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
GFCS IX mod. 1011.5 0900,000
GFCS IX mod. 21012.7 25,0001,900,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 125,500 hp42.5 01,100,000

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


Nicknamed "The Blue Cruiser" despite being a destroyer due to her being larger than a contemporary destroyer and alluding to her historical paint being Cobalt Blue, the Tashkent was much maligned in her previous Tier VIII incarnation. Fortunately, the Tashkent received a package of buffs resulting in a quite serviceable ship even at her new home at Tier IX.

Tashkent retains the excellent guns and speed of Kiev, and, while significantly larger and less maneuverable than Kiev, her generous hit point pool and edge in range (up to 15.2 km with module and Advanced Firing Training) goes a long way towards making up for it. On the offensive side, fast-reloading torpedoes and access to the last upgrade slot are welcome advantages.

Finally, the Tashkent also introduces the intriguing option of replacing her Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) consumable with Repair Party (While active, restores a fixed percentage of a ship's hit points each second.). Both are viable; while the value of smoke in getting out of bad situations and supporting the team is obvious, the sheer longevity provided by Repair Party cannot be denied either.

In contrast to the traditional destroyer role, Tashkent should primarily be played at long range, where enemies will have trouble hitting it despite its large size, while the Tashkent’s high-velocity guns can still hit the enemy. That said, Tashkent will still often find herself pressed into more traditional destroyerly duties such as screening, baiting, and capturing points when there are no better ships available for the job. Here her torpedoes should not be ignored; while they are merely mediocre, they reload quickly, making them a good option for preemptively firing into chokepoints or smoke whenever an opportunity presents itself.


  • Has lethal HE shells that can burn accompanied by capable AP shells.
  • Very fast speed.
  • Large amount of hit points for a destroyer.
  • Torpedoes reload quickly compared to other high-tier destroyers.
  • Gains access to the Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) consumable (by giving up Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.)).


  • Terrible camouflage values for a destroyer, making scouting a risky proposition.
  • Large size, almost the same size as a light cruiser, making you easier to hit and as a result take increased damage from all sources.
  • Torpedoes have the same range as the Kiev torpedoes, and have better damage and speed, but with 1 less torpedo per salvo.
  • Main battery-wise, the only upgrade from the Kiev to the Tashkent is marginally better firing range.


The Tashkent has four modules to research. The main battery or the hull should be researched first. If researching main battery the traverse speed of the turrets will be doubled. As an always moving, always dodging shots destroyer, traverse to fight back is very important. The hull is an upgrade as equally important for the survivability of the boat on the long term in battles, as the un-upgraded rudder shift is even more painful than missing the last 10% of range, not to mention the other benefits of the hull upgrade. The range should be researched third, and then finally the torpedoes.

Optimal Configuration


The recommended upgrades for Tashkent are as follows:

  • Slot 1: Main Armaments Modification 1 (-20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time.) as keeping the guns firing is a huge part of the ship's play style.
  • Slot 2: Propulsion Modification 1 (-20% to the risk of the engine becoming incapacitated. / -20% to engine repair time.) as it relies heavily on its speed as a secondary defense to incoming enemy shells.
  • Slot 3: Aiming Systems Modification 1 (-7% to maximum dispersion of main battery shells. / +20% to torpedo tubes traverse speed. / +5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary shells.) for better accuracy on long range targets.
  • Slot 4: Steering Gears Modification 2 (-20% to rudder shift time.) when stacked with Steering Gears Modification 3 (seen below), allows for having rudder shift much like a USN destroyer.
  • Slot 5: Steering Gears Modification 3 (-80% to steering gears repair time. / -40% to rudder shift time.) as the concealment is already poor even without firing and as aforementioned, this allows you to evade shells even better by having rudder shift similar to a USN destroyer.
  • Slot 6: Main Battery Modification 3 (-12% to main battery loading time. / -13% to the main battery traverse speed.) as it relies heavily on its main batteries, decreasing the reload time on the guns allows for more DPM out of the guns. (Though the hit to the turret traverse should be taken into consideration.)

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 48.2 knots for three minutes.

Commander Skills

Tashkent is a gunboat destroyer through and through. Therefore, skills boosting her gunnery are much appreciated. At her core a captain should spec for Priority Target, Last Stand, the captain's choice of either Basic Firing Training, or Superintendent, and finally Advanced Firing Training.

Level 3 of the skill tree is where choices need to be made in her skill selection, as there are four skills are extremely useful and viable forTashkent. Captains have the option of taking Survivability Expert, Basic Firing Training, Demolition Expert, and Superintendent. Generally, the recommended route is to take Basic Firing Training, Demolition Expert, and Surviability Expert.


Tashkent can equip the following consumables:

The second slot will really define how the captain plays this ship. The smoke provides the standard utility of team cover, retreating, and smoke firing. However repair offers a unique playstyle giving captains a survivability increase to assist their gun-fighting capabilities.


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 Tashkent with Type 19 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.


Since Tashkent is a gunboat destroyer with excellent fire starting guns, flags such as 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.) and 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.) are great for boosting the fire starting capabilities of the ship. Alongside them, the Juliet Charlie flag (-100% to the risk of your ship's magazine detonating.) is great for keeping the ship from having a quick trip back to port due to a detonation. Sierra Mike (+5% to the ship's maximum speed.) is a great choice for assisting the ship in dodging incoming shells, as this increases her speed.


Historical Info

Historical Gallery

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