World of Warships: Legends ship guide

De Ruyter

Also called: 德·鲁伊特 Beta
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Heavy AP pen13 km gun rangeStrong AASonarStrong torpedo beltLong fighter loiter
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Community Data

De Ruyter Community Stats

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Playstyle

Overview

De Ruyter is a Tier III Dutch light cruiser whose 150mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. AA (157 AA DPS at 3.5 km) ranks 2 of 13 in T3 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: second-best close-range AP pen in T3 CAs (246.9 mm) and second-best long-range AP brick in T3 CAs (90 mm).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can watch the cap from cover without taking the spotting cycle - but her poor maneuverability punishes overextension, so keep your distance and use the long firing range to poke rather than pushing the cap edge. 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 150mm shells citadel cruisers on the wrong frame, and her 25,500-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

ELITE MAIN BATTERY
  • Close-range AP brick · 246.9 mm
  • Long-range AP brick · 90.05 mm
  • Long gun range · 13.3 km
  • Flat AP trajectory
  • Fast AP shells · 5.7 s
  • Fast HE shells · 5.7 s
Strong torpedo belt

10% torpedo damage reduction, best of T3 CAs.

Long fighter loiter

150 s Catapult Fighter active time, best of T3 CAs.

Acquisition

How to get De Ruyter

De Ruyter is available in the Early Dutch Cruisers branch of the Netherlands Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show Netherlands tech-tree branch diagram
Netherlands Tech Tree

De Ruyter sits in the Early Dutch Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Karel Doorman

Dutch cruiser HE

Doorman's HE-cruiser kit (Burn It Down XXL fire chance, Ingenious traverse + splash reduction, Sponge incoming damage reduction) holds up even when the hull doesn't carry airstrike. Furstner's Minister of the Navy trait boosts fire damage from cruiser shells; André Roux's Grenadier trait increases cruiser HE shell damage. All three stack into a fire-DoT-focused HE pressure cruiser.

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Cohort position

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Where De Ruyter sits among Tier III CAs (11 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.

BestMain battery range13.27 km (1/12) Top 10%AP pen at 10 km116 mm (2/12) Top 10%AA DPS158 (2/12) Top 10%AA threat422 (2/12) Top 25%Hit points25,500 HP (3/12) Top 25%Stealth profile9.65 km / 5.79 km (3/12 / 3/12) Top 25%Fires per minute5.78 (3/11) Top 25%HE DPM112,875 (3/11) Top 25%AP DPM157,500 (4/12) Top 25%AP velocity900 m/s (3/12) Top 25%HE velocity900 m/s (3/11) Top 25%Effective HE DPM (incl. fire)150,798 (3/11) Top 25%AA range3.5 km (4/12) Top 25%End plates13 mm (4/12 / 4/12) Bottom 25%Turning circle660 m (10/12) Bottom 25%Max armor50 mm (10/12) Bottom 25%Citadel belt50 mm (10/12) WorstMain dispersion124.5 m (12/12) WorstNo secondaries (8 of 12 in cohort) WorstNo torpedoes (1 of 12 in cohort)
See 21 mid-pack stats

Not standouts for De Ruyter -- 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 speed32 kt(8/12) Smoke fire bloom4.22 km(6/12) Rudder shift7 s(8/12) Traverse-to-turn ratio5.6 ×(5/12) Main battery caliber150 mm(7/12) Main battery reload8 s(8/12) HE shell damage2,150(8/11) HE fire chance11%(5/11) AP shell damage3,000(5/12) Acceleration24 s(5/12) AP arming threshold25 mm(9/12) Engine power75,000 hp(6/12) Turn-speed retention113.6 hp/m(7/12) Displacement7,822 t(6/12) Power-to-weight9.59 hp/t(7/12) Deck armor50 mm(5/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.03 s(9 of 12 tied at this value) NormAP ricochet start45°(11 of 12 tied at this value) NormAP auto-bounce angle60°(11 of 12 tied at this value) NormTurn speed retained81%(11 of 12 tied at this value)
Survivability
Hit PointsInitial: 23,000 → 25,500
Displacement7,822 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
170.6 x 15.7 m
Armor range7–50 mm
Plate armor thicknesses7, 10, 13, 16, 20, 30, 50 mm
Armor material/layer entries45
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 6.7% → 10%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (2,295 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (2,550 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
10%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
12,000
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
7,700
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 150 mm/50 Mk.9
Mounts / barrels4 mounts / 7 barrels
Reload timeInitial: 9 s → 8 s
Firing range (base)12.1 km
Firing range (top fire control)13.3 km
Turret traverse8 °/s
Turret armor100 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
4x ±149°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
31° off bow / 31° off stern
HE fire DPM vs T3 BB37890
Effective HE DPM vs T3 BB150765
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 =(1326630·81.11000+1.1)·30=124.5m
124.5 m at 13.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =124.5·0.6=74.7m
74.7 m at 13.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =124.5·0.62=37.4m
37.4 m at 13.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =74.7·0.62=22.4m
22.4 m at 13.3 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 7 broadside guns x 60 / 9 s base reload = 46.7. All upgrades (top gun): 7 broadside guns x 60 / 8 s all-upgrades reload = 52.5.
Initial: 46.7 → 52.5
HE shells
HE Damage2,150
HE Velocity900 m/s
Fire Chance11%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,150 HE damage x 7 broadside guns = 15,050.
15,050
HE DPM
ƒZero upgrades: 15,050 HE full-salvo alpha x 60 / 9 s base reload = 100,333. All upgrades (top gun): 15,050 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 112,875.
Initial: 100,333 → 112,875
Fires/min
ƒZero upgrades: 46.7 shells/min x 11% fire chance = 5.13. All upgrades (top gun): 52.5 shells/min x 11% fire chance = 5.78.
Initial: 5.13 → 5.78
AP shells
AP Damage3,000
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 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 =107·2200·46.70.69·0.151.07·9001.38=283.6mm. Matches the in-game spec card.
283.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 391.9 m/s: P=107·2200·46.70.69·0.151.07·391.91.38=90mm.
90 mm at 13.3 km
AP full-salvo alpha
ƒ3,000 AP damage x 7 broadside guns = 21,000.
21,000
AP DPM
ƒZero upgrades: 21,000 AP full-salvo alpha x 60 / 9 s base reload = 140,000. All upgrades (top gun): 21,000 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 157,500.
Initial: 140,000 → 157,500
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.
10
AA Defense
AA mount points9
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
3.5 km
40 mm/56 Bofors Model 1936 (upgraded hull only)5×1 40mm
12.7 mm Browning M19214×1 13mm
25 mm akan L/64 Model 1932 (stock hull only)5×2 25mm
Medium aura
Guns40 mm/56 Bofors Model 1936
Continuous DPS
ƒEffective DPS: 32 raw aura damage × 3.5 × 0.9 hit probability = 101 - the same in-game units as the Close-range AA DPS headline.
101
Range3.5 km
Near aura
Guns12.7 mm Browning M1921
Continuous DPS
ƒEffective DPS: 19 raw aura damage × 3.5 × 0.85 hit probability = 57 - the same in-game units as the Close-range AA DPS headline.
Initial: 60 → 57
Range1.2 km
Total DPS in Aura
ƒMedium 101 + Near 57 = 158
158
Maneuverability
Engine power75,000 hp
Maximum speed32 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
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
23.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
24 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
38.5 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·32.0·0.5144660=1.43°/s, so ratio=ωturretωhull=81.43=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea9.65 km
Detectability by air5.79 km
Smoke firing penalty4.22 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
13.27 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
8.79 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
11.65 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
8.79 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Catapult Fighter3 charges · 80 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points23,000 → 25,500
  • Rudder shift12.8 → 9.2 s
  • Close-range AA DPS42 → 51
  • Maximum AA range2.5 → 3.5 km
Fire controlUpgrade
  • Main battery range12,060 → 13,266 m
ArtilleryUpgrade
  • Base reload9 → 8 s

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 Disp124.5 m at 13.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1326630·81.11000+1.1)·30=124.5m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
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 Disp74.7 m at 13.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =124.5·0.6=74.7m
Shell scatter height @ 10 km56.2 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·13266=6633 m, and radiusOnMax=0.6 at 13266 m. Above the kink: k=0.5+(0.60.5)·100006633132666633=0.5508, so σV=σH·k=102·0.5508=56.2m.
Med Horiz Disp37.4 m at 13.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =124.5·0.62=37.4m
Med Vert Disp22.4 m at 13.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =74.7·0.62=22.4m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close283.6 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2200·46.70.69·0.151.07·9001.38=283.6mm. Matches the in-game spec card.
AP Pen Far90 mm at 13.3 km
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 391.9 m/s: P=107·2200·46.70.69·0.151.07·391.91.38=90mm.
AP pen 5 km179 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km116 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.7 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2841·0.1528·46=5.46×105. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.7 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2884·0.1528·46.7=5.46×105. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration25 mm
25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha7
All 7 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha15,050
2,150 HE damage x 7 broadside guns = 15,050.
AP full-salvo alpha21,000
3,000 AP damage x 7 broadside guns = 21,000.
HE DPMInitial: 100,333 → 112,875
Zero upgrades: 15,050 HE full-salvo alpha x 60 / 9 s base reload = 100,333. All upgrades (top gun): 15,050 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 112,875.
AP DPMInitial: 140,000 → 157,500
Zero upgrades: 21,000 AP full-salvo alpha x 60 / 9 s base reload = 140,000. All upgrades (top gun): 21,000 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 157,500.
Shells/minInitial: 46.7 → 52.5
Zero upgrades: 7 broadside guns x 60 / 9 s base reload = 46.7. All upgrades (top gun): 7 broadside guns x 60 / 8 s all-upgrades reload = 52.5.
Fires/minInitial: 5.13 → 5.78
Zero upgrades: 46.7 shells/min x 11% fire chance = 5.13. All upgrades (top gun): 52.5 shells/min x 11% fire chance = 5.78.

AA defense

AA DPS at max range101
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 1barrel 5x1 -> 101 DPS @ 3.5 km; 12 7mm 80 Browning 4x1 -> 57 DPS @ 1.2 km.
Maximum AA range3.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range101 DPS @ 3.5 km, 158 DPS @ 1.2 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank158
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index422
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 range1.2 km

Armor Beta

Hull HP 23,00025,500 with hull upgrade, 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 & stern13 mm

Overmatched by 51+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming7 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–20 mm)900 (4% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Genova)Angle bounces 152mm13 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)13 mm primary (range 13–30 mm)19,100 (75% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–30 mm)500 (2% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel50 mm primary (range 16–50 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.
Superstructure7 mm primary (range 7–50 mm)1,400 (5% 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 HP12,000 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (40 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 HP7,700 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • De Ruyter 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.