World of Warships: Legends ship guide

De Zeven Provinciën

Also called: 七省 Beta
Airstrike cruiserPairs main-battery fire with a bomber alt-strike to pressure distant objectives.
Playstyle
  • Hold 12-15 km with islands tight enough to break vision on demand
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
Strong AAStealthy (11.5 km)Lobs over islandsEngine BoostSlowFragile
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Community Data

De Zeven Provinciën Community Stats

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Playstyle

Overview

De Zeven Provinciën is the Tier VII Dutch airstrike cruiser. The alt-armament fires a bomber line instead of torpedoes, so her damage profile is main battery up front plus airstrike pressure on distant caps. AA (671 AA DPS at 6 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best Repair Party charges in T7 CAs (3) and top-decile saturates bow fast in T7 CAs (600 HP).

Positioning

Hold 12-15 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Engine Boost

+8% speed (about +2.6 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down. Uncommon in T7 CAs.

ELITE AA
  • Top-tier AA · 671 AA
  • Long-reach AA · 6 km
Extra heal charges

3 Repair Party charges, best of T7 CAs. More total HP available across a match.

Slow EB cycle

180 s Engine Boost reload, worst of the 7 T7 CAs with Engine Boost. Sprint windows come slower than peers'.

Light citadel belt

75 mm citadel belt, bottom decile of T7 CAs. Citadels through angle are possible.

Acquisition

How to get De Zeven Provinciën

De Zeven Provinciën 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

  • Super VII crate 4.166667% One of the Tier VII Premium ships Event · Super VII crate · 1 of 24 ships
  • Anniversary '25 Dutch crate 1% VII De Zeven Provinciën Event · Anniversary '25 Dutch crate
  • Mystic Lantern 0.078049% Tier VII Premium ship Event · Mystic Lantern · 1 of 41 ships
Show all 4 containers (1 more)
Official WG availability sources
  • "Skyreaper From the Lowlands" Campaign Breakdown Campaign Start: 2024-05-27 · End: 2024-06-30 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.
  • Through the Spy Glass: De Zeven Provinciën Ship feature / release Start: 2024-06-03 · 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.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Karel Doorman

Airstrike specialist

Doorman extends airstrike range, cruise speed, and plane HP via Bird's Eye View / Sea Wings / Iron Feathers so your bombers reach the target and survive AA. Cornelis van der Windt's Flame Storm trait adds bomb burning chance for more fire starts; Worf's Sky Attack trait raises damage on every projectile your aircraft drop. Treat the airstrike like a long-range torpedo: drop bombs across the path of a target rotating to cap or hiding behind an island, then use your main battery to punish whoever you've forced into the open.

Karel Doorman

Fire DoT cruiser

Same Doorman skill spine (airstrike range / cruise speed / plane HP). Furstner's Minister of the Navy trait raises fire damage from your cruiser's shells or bombs; Cornelis van der Windt's Flame Storm adds bomb burning chance on top. Each fire that lands does more DPS, and you start more of them. Pairs well with Burn It Down XXL on the main battery so HE salvos and airstrike bombs both leave heavier DoT.

Open in Build Tool →

Commanders frequently paired with this ship Karel DoormanCornelis van der WindtCommander WorfJohan Furstner

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where De Zeven Provinciën sits among Tier VII CAs (56 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.

BestAA DPS671 (1/57) BestAA range6 km (1 of 3 tied) BestAA threat2,658 (1/57) BestRepair charges3 (1 of 6 tied) Top 10%Stealth profile11.48 km / 6.89 km (6/57 / 5/57) Top 10%Smoke fire bloom5.37 km (3/57) Top 25%Main battery reload5.9 s (11/57) Top 25%Displacement12,125 t (7/57) Top 25%Deck armor75 mm (11/52) Bottom 25%Max speed32 kt (51/57) Bottom 25%HE shell damage2,150 (43/49) Bottom 25%AP shell damage3,000 (52/57) Bottom 25%Engine power85,000 hp (45/56) Bottom 25%AP pen at 10 km111 mm (51/57) Bottom 10%Hit points33,800 HP (53/57) Bottom 10%Turn-speed retention116.4 hp/m (52/56) Bottom 10%Max armor100 mm (53/57) WorstNo secondaries (7 of 57 in cohort) WorstNo torpedoes (15 of 57 in cohort) WorstRepair heal rate0.5 %/s (1 of 18 tied) WorstCitadel belt75 mm (1 of 2 tied)
See 24 mid-pack stats

Not standouts for De Zeven Provinciën -- 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 shift9.1 s(30/57) Turning circle730 m(31/57) Traverse-to-turn ratio6.19 ×(23/57) Main battery caliber152 mm(41/57) Main battery range15.62 km(20/57) Sigma2(29/57) HE fire chance11%(37/49) Fires per minute8.95(21/49) HE DPM174,915(23/49) AP DPM244,068(39/57) Main dispersion140.8 m(38/57) AP velocity900 m/s(23/57) HE velocity900 m/s(21/49) Acceleration26.1 s(22/56) AP fuse timer0.03 s(31/57) AP arming threshold25 mm(19/57) Power-to-weight7.01 hp/t(32/56) Effective HE DPM (incl. fire)241,304(22/49) Flak per wave (expected)1,575(27/57) Bow armor25 mm(33/54) Stern armor25 mm(33/54) NormAP ricochet start45°(40 of 57 tied at this value) NormAP auto-bounce angle60°(40 of 57 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value)
Survivability
Hit Points33,800
Displacement12,125 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.
185.8 x 17.98 m
Armor range13–100 mm
Plate armor thicknesses13, 15, 16, 20, 25, 27, 30, 40, 50, 60, 75, 100 mm
Armor material/layer entries68
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.
36.6%
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 (3,042 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 (3,380 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.
19%
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.
16,900
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.
10,100
Effective HP
ƒBase 33,800 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 4,732 HP per charge, x3 charges = 14,196 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
47,996
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 152 mm/53 Bofors M42
Mounts / barrels4 mounts / 8 barrels
Reload time6.5 s
Firing range15.6 km
Turret traverse8 °/s
Turret armor100 mm
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.
30° off bow / 33° off stern
AP pen max range75 mm
HE fire DPM vs T7 BB60255
Effective HE DPM vs T7 BB219025
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 =(1562530·81.11000+1.1)·30=140.8m
140.8 m at 15.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.8·0.6=84.5m
84.5 m at 15.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =140.8·0.62=42.2m
42.2 m at 15.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =84.5·0.62=25.3m
25.3 m at 15.6 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 6.5 s base reload = 73.8. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 5.9 s all-upgrades reload = 81.4.
Initial: 73.8 → 81.4
HE shells
HE Damage2,150
HE Velocity900 m/s
Fire Chance11%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,150 HE damage x 8 broadside guns = 17,200.
17,200
HE DPM
ƒZero upgrades: 17,200 HE full-salvo alpha x 60 / 6.5 s base reload = 158,769. All upgrades (Main Battery Mod. 3 = -10% reload): 17,200 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 174,915.
Initial: 158,769 → 174,915
Fires/min
ƒZero upgrades: 73.8 shells/min x 11% fire chance = 8.12. All upgrades (Main Battery Mod. 3 = -10% reload): 81.4 shells/min x 11% fire chance = 8.95.
Initial: 8.12 → 8.95
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(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 =107·2200·46.70.69·0.1521.07·9001.38=279.6mm. Matches the in-game spec card.
279.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.6 km), where the shell has slowed to 346.6 m/s: P=107·2200·46.70.69·0.1521.07·346.61.38=74.9mm.
74.9 mm at 15.6 km
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
AP DPM
ƒZero upgrades: 24,000 AP full-salvo alpha x 60 / 6.5 s base reload = 221,538. All upgrades (Main Battery Mod. 3 = -10% reload): 24,000 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 244,068.
Initial: 221,538 → 244,068
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
Squadrons
Airstrike
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,800 dmg
Fire chance33%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges3
Range12 km
Reload65 s
Launch arc-124° to 124°
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
6 km
57 mm/60 SAK Model 19504×2 57mm
40 mm/70 SAK-40/L70-3508×1 40mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 66 from dual-purpose main battery firing as AA in this range band.
66
Range6 km
Outer Medium aura
Guns57 mm/60 SAK Model 1950
Continuous DPS
ƒEffective DPS: 92 raw aura damage × 3.5 × 0.9 hit probability = 290 - the same in-game units as the Close-range AA DPS headline.
290
Range4 km
Total DPS in Aura
ƒFar 66 + Outer Medium 290 = 356
356
Inner Medium aura
Guns40 mm/70 SAK-40/L70-350
Continuous DPS
ƒEffective DPS: 100 raw aura damage × 3.5 × 0.9 hit probability = 315 - the same in-game units as the Close-range AA DPS headline.
315
Range3.5 km
Total DPS in Aura
ƒFar 66 + Outer Medium 290 + Inner Medium 315 = 671
671
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 6 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-6 km
Maneuverability
Engine power85,000 hp
Maximum speed32 kt
Turning circle radius730 m
Rudder shift time9.1 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.
26.9 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).
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
26.1 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.
42.7 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·32.0·0.5144730=1.29°/s, so ratio=ωturretωhull=81.29=6.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.2× slow
Concealment
Detectability by sea11.48 km
Detectability by air6.89 km
Smoke firing penalty5.37 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.
15.62 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9.93 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.
13.48 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.
9.89 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Repair Party3 charges · 40 s reload · 28 s active · 4,732 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 14,196 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 169 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (33,800 HP) per second = 169 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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 Disp140.8 m at 15.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1562530·81.11000+1.1)·30=140.8m
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.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp84.5 m at 15.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.8·0.6=84.5m
Shell scatter height @ 10 km53.9 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=0.5·15625=7812 m, and radiusOnMax=0.6 at 15625 m. Above the kink: k=0.5+(0.60.5)·100007812156257812=0.528, so σV=σH·k=102·0.528=53.9m.
Med Horiz Disp42.2 m at 15.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =140.8·0.62=42.2m
Med Vert Disp25.3 m at 15.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =84.5·0.62=25.3m
AP Pen Close279.6 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2200·46.70.69·0.1521.07·9001.38=279.6mm. Matches the in-game spec card.
AP Pen Far74.9 mm at 15.6 km
Same formula at the ship's max firing range (15.6 km), where the shell has slowed to 346.6 m/s: P=107·2200·46.70.69·0.1521.07·346.61.38=74.9mm.
AP pen 5 km174 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 km111 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.
AP pen 15 km78 mm
AP penetration at a fixed 15 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 km5.76 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·0.2841·0.15228·46=5.6×105. 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 km5.76 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·0.2884·0.15228·46.7=5.6×105. 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 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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha17,200
2,150 HE damage x 8 broadside guns = 17,200.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
HE DPMInitial: 158,769 → 174,915
Zero upgrades: 17,200 HE full-salvo alpha x 60 / 6.5 s base reload = 158,769. All upgrades (Main Battery Mod. 3 = -10% reload): 17,200 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 174,915.
AP DPMInitial: 221,538 → 244,068
Zero upgrades: 24,000 AP full-salvo alpha x 60 / 6.5 s base reload = 221,538. All upgrades (Main Battery Mod. 3 = -10% reload): 24,000 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 244,068.
Shells/minInitial: 73.8 → 81.4
Zero upgrades: 8 broadside guns x 60 / 6.5 s base reload = 73.8. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 5.9 s all-upgrades reload = 81.4.
Fires/minInitial: 8.12 → 8.95
Zero upgrades: 73.8 shells/min x 11% fire chance = 8.12. All upgrades (Main Battery Mod. 3 = -10% reload): 81.4 shells/min x 11% fire chance = 8.95.

AA defense

AA DPS at max range66
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: Bofors 40mm70 SP48 8x1 -> 315 DPS @ 3.5 km; 57mm 60 Bofors M50 SW 4x2 -> 290 DPS @ 4 km; Far AA (?) -> 66 DPS @ 6 km.
Maximum AA range6 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
AA DPS layered by range66 DPS @ 6 km, 356 DPS @ 4 km, 671 DPS @ 3.5 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-blank671
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index2658
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 33,800, 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 & stern25 mm

Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)600 (2% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)100 mm primary (range 16–100 mm)25,400 (75% of HP)
No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–75 mm)500 (1% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 15–75 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.
Superstructure13 mm primary (range 13–75 mm)3,300 (10% 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 HP16,900 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 (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 HP10,100 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.

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Ship Charts

Balance History

Balance updates affecting De Zeven Provinciën. Cards are condensed; use each source link for full context.

Nerf ×1Commander Skill ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Nerf affecting Dutch cruisers above Tier IV: Air Support special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • De Zeven Provinciën 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.