World of Warships: Legends ship guide

Friesland

Also called: 弗里斯兰 Beta
Pan-Europe · Tier VII · Destroyer · Premium
Gunboat destroyerPure gunboat: no torpedoes, so every cap fight is won on main-battery uptime.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
High HE / fire outputHigh AP DPMStrong AASmoke + SonarEngine BoostFast reload
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Community Data

Friesland Community Stats

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Playstyle

Overview

Friesland is a Tier VII European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. She carries no torpedoes. Her 120mm guns win on volume rather than weight: a 1.6 s reload is the damage, so uptime matters more than any single salvo. Both shells run cohort-strong (cohort-best AP at 315,000 AP DPM and cohort-best HE at 262,500 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. AA (438 AA DPS at 5.2 km) 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 fires per minute in T7 DDs (12) and best lingering smoke in T7 DDs (124 s).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; with no torpedoes the kit is gunfire, and gunfire from cover wins more than from blue water. Concretely: 10.9 km of reach against 7.2 km of detection leaves about 3.7 km in which you can shoot before the answer arrives. 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. Shooting from the cloud gives you away at 2.6 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (4.4 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.4 km) and radar (about 9.5 km) read straight in regardless.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (you carry no torpedoes), so open-water duels just stack incoming HE on you while you fire back. You are visible from 7.2 km with 17,600 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +2.9 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.

ELITE MAIN BATTERY
  • HE DPM machine · 262500 HE
  • AP DPM machine · 315000 AP
  • High fire pressure · 12 fires
  • Fast reload · 1.6 s
ELITE AA
  • Top-tier AA · 438 AA
  • Long-reach AA · 5.2 km
Lingering smoke

124 s smoke cloud linger, best of T7 DDs. Each puff stays up longer after you stop laying it, holding the shield.

Acquisition

How to get Friesland

Friesland is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, Global XP, Campaign, and Early Access. WG has listed Friesland in the Store for 750,000 Global XP (most recently 2022-05-18), so it can be bought without spending doubloons; Store stock rotates, so check in game for current availability. 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

Show all 18 containers (15 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%
  • Pan-European Destroyer Crate 0.01% VII Friesland Archived · Pan-European Destroyer Crate
  • 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
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.

Open in Build Tool →

Commanders frequently paired with this ship Jerzy ŚwirskiErich BeyWilliam Sims

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Cohort position

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Where Friesland sits among Tier VII DDs (39 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMain battery reload1.6 s (1/35) BestFires per minute12 (1/34) BestHE DPM262,500 (1/34) BestAP DPM315,000 (1/31) BestEffective HE DPM (incl. fire)351,514 (1/34) BestAA DPS438 (1/40) BestAA range5.2 km (1 of 5 tied) BestAA threat1,790 (1/40) BestFlak per wave (expected)2,600 (1/16) Top 25%Traverse-to-turn ratio14.61 × (7/35) Top 25%AP arming threshold20 mm (7/31) Bottom 25%Stealth profile7.21 km / 3.61 km (32/40 / 31/40) Bottom 25%Main battery caliber120 mm (30/35) Bottom 25%AP velocity825 m/s (25/31) Bottom 25%HE velocity825 m/s (28/34) WorstNo secondaries (33 of 40 in cohort) WorstNo torpedoes (4 of 40 in cohort)
See 23 mid-pack stats

Not standouts for Friesland -- 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.

Hit points17,600 HP(25/40) Max speed36 kt(19/40) Smoke fire bloom2.57 km(18/40) Rudder shift4.1 s(29/40) Turning circle620 m(17/40) Main battery range10.9 km(19/35) HE fire chance8%(17/34) Main dispersion96.8 m(18/35) Acceleration17.3 s(18/40) Engine power60,000 hp(18/40) Turn-speed retention96.8 hp/m(16/40) Displacement3,070 t(23/40) Power-to-weight19.54 hp/t(19/40) AP pen at 10 km63 mm(21/32) Max armor20 mm(25/40) Citadel belt20 mm(25/40) Bow armor19 mm(21/40) Stern armor19 mm(21/40) Deck armor19 mm(16/33) NormAP fuse timer0.01 s(23 of 31 tied at this value) NormAP ricochet start45°(24 of 31 tied at this value) NormAP auto-bounce angle60°(24 of 31 tied at this value) NormTurn speed retained81%(38 of 40 tied at this value)
Survivability
Hit Points17,600
Displacement3,070 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.
117 x 11.7 m (published figure)
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries21
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 (1,584 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 (1,760 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.
0%
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.
8,800
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.
5,300
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 4×120 mm
Mounts / barrels2 mounts / 4 barrels
Reload time1.8 s
Firing range10.9 km
Turret traverse25 °/s
Turret armor6 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 / 34° off stern
HE fire DPM vs T7 BB79123
Effective HE DPM vs T7 BB312457
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 =(1090330·80.51000+0.5)·30=96.8m
96.8 m at 10.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.8·0.6=58.1m
58.1 m at 10.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96.8·0.62=29m
29 m at 10.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.1·0.62=17.4m
17.4 m at 10.9 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 1.8 s base reload = 133.3. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 1.6 s all-upgrades reload = 150.
Initial: 133.3 → 150
HE shells
HE Damage1,750
HE Velocity825 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 4 broadside guns = 7,000.
7,000
HE DPM
ƒZero upgrades: 7,000 HE full-salvo alpha x 60 / 1.8 s base reload = 233,333. All upgrades (Main Battery Mod. 3 = -10% reload): 7,000 HE full-salvo alpha x 60 / 1.6 s all-upgrades reload = 262,500.
Initial: 233,333 → 262,500
Fires/min
ƒZero upgrades: 133.3 shells/min x 8% fire chance = 10.67. All upgrades (Main Battery Mod. 3 = -10% reload): 150 shells/min x 8% fire chance = 12.
Initial: 10.67 → 12
AP shells
AP Damage2,100
AP Velocity825 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·23.50.69·0.121.07·8251.38=216.9mm. Matches the in-game spec card.
216.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 315 m/s: P=107·2400·23.50.69·0.121.07·3151.38=57.4mm.
57.4 mm at 10.9 km
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
AP DPM
ƒZero upgrades: 8,400 AP full-salvo alpha x 60 / 1.8 s base reload = 280,000. All upgrades (Main Battery Mod. 3 = -10% reload): 8,400 AP full-salvo alpha x 60 / 1.6 s all-upgrades reload = 315,000.
Initial: 280,000 → 315,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
10
AA Defense
AA mount points6
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.
5.2 km
40 mm/70 SAK-40/L70-3506×1 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 150 from dual-purpose main battery firing as AA in this range band.
150
Range5.2 km
Medium aura
Guns40 mm/70 SAK-40/L70-350
Continuous DPS
ƒEffective DPS: 82 raw aura damage × 3.5 × 1 hit probability = 287 - the same in-game units as the Close-range AA DPS headline.
287
Range3.5 km
Total DPS in Aura
ƒFar 150 + Medium 287 = 437
437
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 × 260 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.
260
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 5.2 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.
2.5-5.2 km
Maneuverability
Engine power60,000 hp
Maximum speed36 kt
Turning circle radius620 m
Rudder shift time4.1 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop 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.
13.9 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.
14.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
17.3 s
Acceleration 0-99%
ƒTime 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.
29.4 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·36.0·0.5144620=1.71°/s, so ratio=ωturretωhull=251.71=14.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
14.6× snappy
Concealment
Detectability by sea7.21 km
Detectability by air3.61 km
Smoke firing penalty2.57 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.
10.9 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.01 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.
9.21 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.
6.61 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 28 s emit / 124 s cloud active · 450 m radius
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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 Disp96.8 m at 10.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1090330·80.51000+0.5)·30=96.8m
Shell scatter width @ 5 km52.5 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 km90 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp58.1 m at 10.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.8·0.6=58.1m
Shell scatter height @ 10 km52.5 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=0.5·10903=5452 m, and radiusOnMax=0.6 at 10903 m. Above the kink: k=0.5+(0.60.5)·100005452109035452=0.5834, so σV=σH·k=90·0.5834=52.5m.
Med Horiz Disp29 m at 10.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =96.8·0.62=29m
Med Vert Disp17.4 m at 10.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =58.1·0.62=17.4m
AP Pen Close216.9 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·23.50.69·0.121.07·8251.38=216.9mm. Matches the in-game spec card.
AP Pen Far57.4 mm at 10.9 km
Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 315 m/s: P=107·2400·23.50.69·0.121.07·3151.38=57.4mm.
AP pen 5 km113 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 km63 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km7.27 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·0.3215·0.1228·23.5=7.74×105. That runs from a 825 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 km7.27 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·0.3215·0.1228·23.5=7.74×105. That runs from a 825 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 penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha7,000
1,750 HE damage x 4 broadside guns = 7,000.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
HE DPMInitial: 233,333 → 262,500
Zero upgrades: 7,000 HE full-salvo alpha x 60 / 1.8 s base reload = 233,333. All upgrades (Main Battery Mod. 3 = -10% reload): 7,000 HE full-salvo alpha x 60 / 1.6 s all-upgrades reload = 262,500.
AP DPMInitial: 280,000 → 315,000
Zero upgrades: 8,400 AP full-salvo alpha x 60 / 1.8 s base reload = 280,000. All upgrades (Main Battery Mod. 3 = -10% reload): 8,400 AP full-salvo alpha x 60 / 1.6 s all-upgrades reload = 315,000.
Shells/minInitial: 133.3 → 150
Zero upgrades: 4 broadside guns x 60 / 1.8 s base reload = 133.3. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 1.6 s all-upgrades reload = 150.
Fires/minInitial: 10.67 → 12
Zero upgrades: 133.3 shells/min x 8% fire chance = 10.67. All upgrades (Main Battery Mod. 3 = -10% reload): 150 shells/min x 8% fire chance = 12.

AA defense

AA DPS at max range151
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: Bofors 40mm70 SP48 6x1 -> 287 DPS @ 3.5 km; Far AA (?) -> 151 DPS @ 5.2 km.
Maximum AA range5.2 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.
AA DPS layered by range151 DPS @ 5.2 km, 438 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-blank438
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1790
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 17,600, 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 & stern19 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 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
Bow19 mm primary (range 19–20 mm)2,100 (12% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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)19 mm13,200 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)1,200 (7% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 mm1,900 (11% 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 HP8,800 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP5,300 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Friesland 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.