World of Warships: Legends ship guide

Flandre

Also called: 佛兰德 Beta
France · Tier VII · Battleship · Premium
Tank battleshipTop-decile HP holds trades that drain peer battleships first.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 33.5-kn speed to push rather than to rotate
Key characteristics
Engine BoostHigh HP poolStrong torpedo beltFast for the classHeavy citadel beltSlow acceleration
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Community Data

Flandre Community Stats

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Playstyle

Overview

Flandre is a Tier VII French tank battleship (75,400 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker. Standout traits: top-decile torpedo belt percent in T7 BBs (44) and top-decile top speed in T7 BBs (33.5 kt).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. A 910 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Using the 33.5-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Engine Boost

+8% speed (about +2.7 kt), 180 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 BBs.

High HP pool

75400 HP, top decile of T7 BBs.

ELITE ARMOR
  • Strong torpedo belt · 44%
  • Heavy citadel belt · 405 mm
Fast for the class

33.5 kt, top decile of T7 BBs. Lets you rotate flanks or escape disengagements.

ELITE SECONDARIES
  • Burny secondaries · 12%
  • Heavy secondary DPM · 441500 secondary
Slow acceleration

~37.5 s to 90% of top speed, bottom decile of T7 BBs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Acquisition

How to get Flandre

Flandre is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, Global XP, 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
  • French Battleship crate 3% VII Flandre Event · French Battleship crate
  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
Show all 17 containers (14 more)
  • Spectral Vault 5.0 0.394737% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 38 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Archived · Mega Santa '23 · 1 of 29 ships
  • Spectral Vault 4.0 0.164474% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 38 ships
    Show 2 paths
    • Spectral Vault 4.00.105263%
    • Spectral Vault 4.0 → Spectral Vault 5.00.059211%
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.082566% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 38 ships
    Show 4 paths
    • Spectral Vault 3.00.052632%
    • Spectral Vault 3.0 → Spectral Vault 5.00.011842%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011579%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006513%
  • Mystic Lantern 0.078049% Tier VII Premium ship Event · Mystic Lantern · 1 of 41 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Archived · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.014178% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 38 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005263%
    • Spectral Vault 2.00.002632%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002105%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001184%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001184%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000651%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.002102% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 38 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.000526%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000474%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000237%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000189%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000116%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000107%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000107%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000059%
Official WG availability sources
  • "Le Lion Flamand" Campaign Breakdown Campaign Start: 2022-04-11 · End: 2022-05-15 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: Flandre Ship feature / release Start: 2022-04-12 · 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.
  • Vive la France: Bastille Day in Legends 750,000 Global XP 2025-07-14 Tier VII default; exact price not in source
  • Supply Shipment: Black Waters Rise 12,500 Doubloons 2023-11-13 Tier VII default; exact price not in source
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.

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Commanders frequently paired with this ship Émile Guépratte

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Cohort position

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Where Flandre sits among Tier VII BBs (48 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%Hit points75,400 HP (2/49) Top 10%Max speed33.5 kt (3/49) Top 10%Secondary DPM (per side)441,500 (5/49) Top 10%Citadel belt405 mm (5/48) Top 25%Stealth profile15.17 km / 12.14 km (11/49 / 11/49) Top 25%Smoke fire bloom13.86 km (13/49) Top 25%Main battery range17.45 km (11/49) Top 25%Secondary dispersion bracket37.5 (9/49) Top 25%Secondary fire chance12% (9/46) Top 25%AP arming threshold63 mm (11/49) Top 25%Engine power192,000 hp (11/49) Top 25%Secondary range6.8 km (13/49) Top 25%Max armor430 mm (9/49) Bottom 25%Turning circle910 m (42/49) Bottom 25%Main battery caliber380 mm (39/49) Bottom 25%Main battery reload27.4 s (39/49) Bottom 25%Main dispersion237 m (45/49) Bottom 25%AA DPS351 (39/49) Bottom 10%Acceleration37.5 s (46/49) Bottom 10%Displacement54,500 t (48/49) WorstNo torpedoes (33 of 49 in cohort)
See 29 mid-pack stats

Not standouts for Flandre -- 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 shift15.2 s(15/49) Traverse-to-turn ratio4.61 ×(25/49) Sigma1.8(29/49) HE shell damage5,400(32/48) HE fire chance36%(23/48) Fires per minute7.09(28/48) HE DPM106,423(27/48) AP shell damage11,900(31/49) AP DPM234,526(36/49) Secondary HE alpha2,200(13/46) Secondary HE pen25 mm(23/46) AP velocity830 m/s(17/49) HE velocity830 m/s(19/48) Turn-speed retention211 hp/m(15/49) Power-to-weight3.52 hp/t(19/49) AP pen at 10 km566 mm(29/49) Effective HE DPM (incl. fire)159,015(29/48) AA range5 km(19/49) AA threat1,462(29/49) Flak per wave (expected)1,575(17/49) Repair charges3(23/49) Deck armor40 mm(34/46) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value) NormBow armor32 mm(36 of 48 tied at this value) NormStern armor32 mm(35 of 48 tied at this value)
Survivability
Hit Points75,400
Displacement54,500 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.
264.4 x 35.4 m (measured from the ship model)
Armor range19–430 mm
Plate armor thicknesses19, 20, 30, 32, 40, 50, 85, 100, 150, 160, 170, 190, 250, 275, 350, 370, 405, 430 mm
Armor material/layer entries64
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 duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (13,572 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 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (15,080 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
44%
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.
37,700
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.
22,600
Effective HP
ƒBase 75,400 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 10,556 HP per charge, x3 charges = 31,668 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.
107,068
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 380 mm/45 Mle 1935
Mounts / barrels3 mounts / 9 barrels
Reload time
patched
  1. baseline30.5
    In-game data
  2. 2023-05-1132
    Ministry of Balance Reports: Ship Trimming Main Battery Reload Time reduced from 33 to 32 s.
  3. 2023-11-0230.5
    MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES Main Battery reload time decreased from 32 to 30.5 seconds.
30.5 s
Firing range17.4 km
Turret traverse5 °/s
Turret armor430 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.
2x ±150°, ±144°
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.
36° off bow / 30° off stern
AP pen max range466 mm
HE fire DPM vs T7 BB47279
Effective HE DPM vs T7 BB142886
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1745030·122.21000+2.2)·30=237m
237 m at 17.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =237·0.6=142.2m
142.2 m at 17.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =237·0.61.8=79m
79 m at 17.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =142.2·0.61.8=47.4m
47.4 m at 17.4 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 30.5 s base reload = 17.7. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27.4 s all-upgrades reload = 19.7.
Initial: 17.7 → 19.7
HE shells
HE Damage5,400
HE Velocity830 m/s
Fire Chance36%
HE penetration
ƒ63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
63 mm
HE full-salvo alpha
ƒ5,400 HE damage x 9 broadside guns = 48,600.
48,600
HE DPM
ƒZero upgrades: 48,600 HE full-salvo alpha x 60 / 30.5 s base reload = 95,607. All upgrades (Main Battery Mod. 3 = -10% reload): 48,600 HE full-salvo alpha x 60 / 27.4 s all-upgrades reload = 106,423.
Initial: 95,607 → 106,423
Fires/min
ƒZero upgrades: 17.7 shells/min x 36% fire chance = 6.37. All upgrades (Main Battery Mod. 3 = -10% reload): 19.7 shells/min x 36% fire chance = 7.09.
Initial: 6.37 → 7.09
AP shells
AP Damage11,900
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2347·8850.69·0.381.07·8301.38=761.8mm. Matches the in-game spec card.
761.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 580.8 m/s: P=107·2347·8850.69·0.381.07·580.81.38=465.5mm.
465.5 mm at 17.4 km
AP full-salvo alpha
ƒ11,900 AP damage x 9 broadside guns = 107,100.
107,100
AP DPM
ƒZero upgrades: 107,100 AP full-salvo alpha x 60 / 30.5 s base reload = 210,689. All upgrades (Main Battery Mod. 3 = -10% reload): 107,100 AP full-salvo alpha x 60 / 27.4 s all-upgrades reload = 234,526.
Initial: 210,689 → 234,526
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.
120
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm/56 Bofors Mk16×2 40mm
20 mm/70 Oerlikon Mk246×2 20mm
100 mm/55 CAD Mle 1945 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
14×2 100mm
152 mm/55 Mle 1936 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×3 152mm
Far aura
Guns100 mm/55 CAD Mle 1945 (DP) + 152 mm/55 Mle 1936 (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 210 from dual-purpose secondaries firing as AA in this range band.
210
Range5 km
Medium aura
Guns40 mm/56 Bofors Mk1
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.75 hit probability = 87 - the same in-game units as the Close-range AA DPS headline.
87
Range3.5 km
Total DPS in Aura
ƒFar 210 + Medium 87 = 297
297
Near aura
Guns20 mm/70 Oerlikon Mk24
Continuous DPS
ƒEffective DPS: 22 raw aura damage × 3.5 × 0.7 hit probability = 54 - the same in-game units as the Close-range AA DPS headline.
54
Range2 km
Total DPS in Aura
ƒFar 210 + Medium 87 + Near 54 = 351
351
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 210 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 × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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.
75%
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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary 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 5 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.
2.5-5 km
S
Secondary Battery
Mounts17
Firing range6.8 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (32.5%)
Max secondary dispersion @ 6.8 km
ƒ6.8 km × 37.5 + 30 = 285 m.
285 m
100 mm/55 CAD Mle 1945 (×14) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time3 s
HE Damage1,400
Muzzle Velocity855 m/s
Fire Chance7%
Armor Pen17 mm
Show 1 more gun family
152 mm/55 Mle 1936 (×3) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber152 mm
Reload time12 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 mm
Maneuverability
Engine power192,000 hp
Maximum speed33.5 kt
Turning circle radius910 m
Rudder shift time15.2 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 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.
13.3 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.
45.2 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).
10.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.
37.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
60.7 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·33.5·0.5144910=1.08°/s, so ratio=ωturretωhull=51.08=4.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.6× drags
Concealment
Detectability by sea15.17 km
Detectability by air12.14 km
Smoke firing penalty13.86 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.
17.45 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.6 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
19.74 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.
17.17 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.
15.14 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,556 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.
· 31,668 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.
· 377 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (75,400 HP) per second = 377 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus

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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)1.8
Max Horiz Disp237 m at 17.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1745030·122.21000+2.2)·30=237m
Shell scatter width @ 5 km115 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 km164 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 km213 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 Disp142.2 m at 17.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =237·0.6=142.2m
Shell scatter height @ 10 km84.4 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=0.5·17450=8725 m, and radiusOnMax=0.6 at 17450 m. Above the kink: k=0.5+(0.60.5)·100008725174508725=0.5146, so σV=σH·k=164·0.5146=84.4m.
Med Horiz Disp79 m at 17.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =237·0.61.8=79m
Med Vert Disp47.4 m at 17.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =142.2·0.61.8=47.4m
AP Pen Close761.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2347·8850.69·0.381.07·8301.38=761.8mm. Matches the in-game spec card.
AP Pen Far465.5 mm at 17.4 km
Same formula at the ship's max firing range (17.4 km), where the shell has slowed to 580.8 m/s: P=107·2347·8850.69·0.381.07·580.81.38=465.5mm.
AP pen 5 km655 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 km566 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 km495 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.
AP flight time @ 10 km4.87 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·0.2791·0.3828·885=1.79×105. That runs from a 830 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 flight time @ 10 km4.87 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·0.2791·0.3828·884=1.79×105. That runs from a 830 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 penetration63 mm
63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha48,600
5,400 HE damage x 9 broadside guns = 48,600.
AP full-salvo alpha107,100
11,900 AP damage x 9 broadside guns = 107,100.
HE DPMInitial: 95,607 → 106,423
Zero upgrades: 48,600 HE full-salvo alpha x 60 / 30.5 s base reload = 95,607. All upgrades (Main Battery Mod. 3 = -10% reload): 48,600 HE full-salvo alpha x 60 / 27.4 s all-upgrades reload = 106,423.
AP DPMInitial: 210,689 → 234,526
Zero upgrades: 107,100 AP full-salvo alpha x 60 / 30.5 s base reload = 210,689. All upgrades (Main Battery Mod. 3 = -10% reload): 107,100 AP full-salvo alpha x 60 / 27.4 s all-upgrades reload = 234,526.
Shells/minInitial: 17.7 → 19.7
Zero upgrades: 9 broadside guns x 60 / 30.5 s base reload = 17.7. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27.4 s all-upgrades reload = 19.7.
Fires/minInitial: 6.37 → 7.09
Zero upgrades: 17.7 shells/min x 36% fire chance = 6.37. All upgrades (Main Battery Mod. 3 = -10% reload): 19.7 shells/min x 36% fire chance = 7.09.

AA defense

AA DPS at max range210
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 6x2 -> 87 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin 6x2 -> 54 DPS @ 2 km; 2 100 55 Mle 1945 14x2 -> 173 DPS @ 5 km; 152 55 Mle 1936 3x3 -> 37 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range210 DPS @ 5 km, 297 DPS @ 3.5 km, 351 DPS @ 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-blank351
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1462
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 typeImproved (32.5%)
Max dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.8 km285 m
6.8 km × 37.5 + 30 = 285 m.
Secondary dispersion @ 5 km217.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 37.5 + 30 = 217.5 m.

Secondary battery firepower

Secondary DPM (per side)441,500
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: 14×2 100 mm (14/side) × 60/3 × 1400 = 392,000 + 3×3 152 mm (4.5/side) × 60/12 × 2200 = 49,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 75,400, 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 & stern32 mm

Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)4,000 (5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)85 mm primary (range 20–370 mm)56,600 (75% of HP)
No common AP caliber overmatches85 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–150 mm)3,900 (5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 20–405 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.
Superstructure19 mm primary (range 19–430 mm)3,800 (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 HP37,700 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.
Secondary mount (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 HP22,600 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

Balance History

Balance updates affecting Flandre. Cards are condensed; use each source link for full context.

Buff ×10Main Battery ×2Concealment ×3
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Main Battery reload time decreased from 32 to 30.5 seconds.
  • Secondary Battery dispersion improved by 32.5%.
  • (This brings her secondary accuracy almost to the same level as German alternative battleships like Zieten).
  • Secondary Battery 100 mm gun fire chance increased from 5% to 7%.
Read the full official post
2023-05-11

Ministry of Balance Reports: Ship Trimming

  • Flandre was and is still fairly unpopular as far as Tier VII battleships are concerned, so we're buffing her damage output and survivability in various ways:
  • Main Battery Reload Time reduced from 33 to 32 s.
  • Secondary Battery Range increased from 5 to 6.8 km.
  • Rudder Shift Time reduced from 16.6 to 15.1 s.
  • Concealment improved from 15.5 to 15.2 km.
  • Concealment when firing in smoke improved from 14.1 to 13.9 km.
  • Concealment from aircraft improved from 12.4 to 12.1 km.
  • Chances of flooding have been increased.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.