FR25
Beta- Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke
- Avoid: Pouring SAP into bow-in or heavily armored targets
On this page
FR25 Community Stats
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FR25 Community Stats
Record History
Playstyle
Overview
FR25 is a Tier VI Italian SAP destroyer: her main guns fire high-alpha semi-armor-piercing shells instead of AP, so one good salvo lands a big guaranteed hit on broadsides and superstructures. Lean on agility to pick targets your SAP bites rather than shatters on; the torpedoes are slow and secondary. Exhaust smoke and engine boost cover the approach. Standout traits: best smoke duration in T6 DDs (30 s) and best HE alpha in T6 DDs (2,200).
Positioning
Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke. Pick broadsides, soft destroyers, and exposed superstructures where SAP lands full damage; do not trade SAP into the bow armor of an angled cruiser, and use the agility, not concealment, to survive. Shooting from the cloud gives you away at 2.8 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 4.1 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless. Both phases of a turn are slow (4.5 s on the rudder, a 690 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.
Potato Avoidance
Pouring SAP into bow-in or heavily armored targets
SAP shatters on the belt armor AP would pen, so salvos into an angled cruiser are wasted; hunt the broadsides, soft destroyers, and superstructures it bites cleanly, and remember the torpedoes are slow backup, not your primary damage.
Signature Traits
+20% speed (about +7.2 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
30 s smoke deployment window, best of T6 DDs. Lays a longer rolling smoke trail while moving.
- Heavy HE shells · 2200 damage
- High fire chance · 9%
700 m/s HE muzzle velocity, bottom decile of T6 DDs. Lobby trajectory, harder to land at range.
6 km torpedo range, bottom decile of T6 DDs. Must close to deliver.
How to get FR25
FR25 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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
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Santa Level 5
0.514706%
Tier VI Premium ship
Archived · Santa Level 5 · 1 of 34 ships
-
Spectral Vault 5.0
0.448718%
Tier VI Premium ship
Archived · Spectral Vault 5.0 · 1 of 39 ships
-
Anniversary '23 Regia Marina crate
0.25%
VI FR25
Event · Anniversary '23 Regia Marina crate
Show all 14 containers (11 more)
-
Santa Level 4
0.198529%
Tier VI Premium ship
Archived · Santa Level 4 · 2 paths combined · 1 of 34 ships
Show 2 paths
- Santa Level 40.147059%
- Santa Level 4 → Santa Level 50.051471%
-
Spectral Vault 4.0
0.195513%
Tier VI Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
Show 2 paths
- Spectral Vault 4.00.128205%
- Spectral Vault 4.0 → Spectral Vault 5.00.067308%
-
Santa Level 3
0.14375%
Tier VI Premium ship
Archived · Santa Level 3 · 4 paths combined · 1 of 34 ships
Show 4 paths
- Santa Level 30.088235%
- Santa Level 3 → Santa Level 50.025735%
- Santa Level 3 → Santa Level 40.022059%
- Santa Level 3 → Santa Level 4 → Santa Level 50.007721%
-
Spectral Vault 3.0
0.111891%
Tier VI Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
Show 4 paths
- Spectral Vault 3.00.076923%
- Spectral Vault 3.0 → Spectral Vault 4.00.014103%
- Spectral Vault 3.0 → Spectral Vault 5.00.013462%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
-
Mystic Lantern
0.104651%
Tier VI Premium ship
Event · Mystic Lantern · 1 of 43 ships
-
Santa Level 2
0.060901%
Tier VI Premium ship
Archived · Santa Level 2 · 7 paths combined · 1 of 34 ships
Show 7 paths
- Santa Level 20.029412%
- Santa Level 2 → Santa Level 30.013235%
- Santa Level 2 → Santa Level 40.007353%
- Santa Level 2 → Santa Level 3 → Santa Level 50.00386%
- Santa Level 2 → Santa Level 3 → Santa Level 40.003309%
- Santa Level 2 → Santa Level 4 → Santa Level 50.002574%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001158%
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Spectral Vault 2.0
0.04074%
Tier VI Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
Show 7 paths
- Spectral Vault 2.00.025641%
- Spectral Vault 2.0 → Spectral Vault 3.00.007692%
- Spectral Vault 2.0 → Spectral Vault 4.00.002564%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
-
Champion's Box
0.02875%
Tier VI Premium ship
Archived · Champion's Box · 4 paths combined · 1 of 34 ships
Show 4 paths
- Champion's Box → Santa Level 30.017647%
- Champion's Box → Santa Level 3 → Santa Level 50.005147%
- Champion's Box → Santa Level 3 → Santa Level 40.004412%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001544%
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Santa Level 1
0.014892%
Tier VI Premium ship
Archived · Santa Level 1 · 10 paths combined · 1 of 34 ships
Show 10 paths
- Santa Level 1 → Santa Level 30.004412%
- Santa Level 1 → Santa Level 20.004412%
- Santa Level 1 → Santa Level 2 → Santa Level 30.001985%
- Santa Level 1 → Santa Level 3 → Santa Level 50.001287%
- Santa Level 1 → Santa Level 2 → Santa Level 40.001103%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000579%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000496%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000386%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000174%
- Santa Level 10.000059%
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Spectral Vault 1.0
0.004837%
Tier VI Premium ship
Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
Show 12 paths
- Spectral Vault 1.0 → Spectral Vault 2.00.002308%
- Spectral Vault 1.0 → Spectral Vault 3.00.000769%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
- Spectral Vault 1.00.000051%
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Mystic Box
0.002326%
Tier VI Premium ship
Event · Mystic Box · 1 of 43 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Through the Spy Glass: FR25 Ship feature / release Start: 2023-06-05 · 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
- Anniversary '23 Regia Marina crate 0.25% · VI FR25
- Mystic Box 0.002326% · Tier VI Premium ship
- Mystic Lantern 0.104651% · Tier VI Premium ship
- Santa Level 1 0.000059% · Tier VI Premium ship
- Santa Level 2 0.029412% · Tier VI Premium ship
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.
Luigi Rizzo
WG officialWG official build from Through the Spy Glass: FR25.
Source: Through the Spy Glass: FR25
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 FR25 sits among Tier VI DDs (40 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.
See 24 mid-pack stats
Not standouts for FR25 -- 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.
Peers in this cohort
Compare Tier VI DestroyersShow all 40 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
How 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.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 12 deg/s traverse speed = 15 s.ƒ
5 broadside guns x 60 / 5.5 s base reload = 54.5.HE shells
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23 mm ≈ 138 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 5 broadside guns = 11,000.ƒ
11,000 HE full-salvo alpha x 60 / 5.5 s base reload = 120,000.ƒ
54.5 shells/min x 9% fire chance = 4.91.SAP shells
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SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.AP shells
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Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 2.46 per hit, shown as . Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 33 raw aura damage × 3.5 × 1 hit probability = 116 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 6 raw aura damage × 3.5 × 0.95 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 116 + Near 20 = 136ƒ
top speed / 4 + 4.9 = 36 / 4 + 4.9 = 13.9 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.ƒ
Seconds 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (35.6 kt of 36 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
Equal 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.ƒ
Air detectability plus the gun-firing bloom (2.78 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 85 s cloud active · 450 m radius
Exhaust Smoke Generator4 charges · 120 s reload · 30 s emit / 10 s cloud active · 450 m radius
Engine Boost2 charges · 120 s reload · 120 s active · +20% speed bonus
See all derived stats
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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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.Vertical dispersion ellipse height at max range: 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: at 0 m, at m, and at 10738 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: 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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 700 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.23 mm ≈ 138 mm caliber / 6 (standard HE penetration ratio).SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.All 5 barrels bear on the broadside.180 degrees / 12 deg/s traverse speed = 15 s.2,200 HE damage x 5 broadside guns = 11,000.11,000 HE full-salvo alpha x 60 / 5.5 s base reload = 120,000.5 broadside guns x 60 / 5.5 s base reload = 54.5.54.5 shells/min x 9% fire chance = 4.91.Torpedoes
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.AA defense
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 4x2 -> 116 DPS @ 3.5 km; 20mm65 Breda M1935 double 2x2 -> 20 DPS @ 2 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.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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 19,000, 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.
Overmatched by 125+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 15–16 mm) | 2,800 (15% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 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) | 16 mm | 14,300 (75% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 15–16 mm) | 1,700 (9% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 mm primary (range 10–16 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. |
| Superstructure | 10 mm primary (range 10–16 mm) | 1,200 (6% 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 HP | 9,500 magazine HP | Turret knocked out | Per-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 (37 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 5,700 module HP | Incapacitated at 0 HP | When 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.
Ship Charts
Balance History
Balance updates affecting FR25. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Main battery reload time reduced from 6.6 to 5.5 s.
- Main battery SAP shell damage increased from 2,700 to 3,250.
- Main battery HE shell damage increased from 2,000 to 2,200.
- Added a standard Smoke Generator consumable as an option to the same slot as Exhaust Smoke Generator.
- Number of charges: 2.
- Cooldown time: 240 s.
- Duration: 20 s.
- Dispersion time: 85 s.
Skins & permanent camouflages
Every custom exterior FR25 can equip, from in-game data.
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.
