World of Warships: Legends ship guide

Johan de Witt

Also called: 约翰·德·维特 Beta
Airstrike cruiserPairs main-battery fire with a bomber alt-strike to pressure distant objectives.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
Strong AASonarDefensive AAExtra heal chargesHardened superstructureSlow
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Community Data

Johan de Witt Community Stats

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Playstyle

Overview

Johan de Witt is the Tier VIII Dutch airstrike cruiser. The alt-armament fires a bomber line instead of torpedoes, so her damage profile is main battery up front plus airstrike pressure on distant caps. Sonar (5 km on ships and 3.5 km on torpedoes, 100 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. AA (757 AA DPS at 5.2 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best Repair Party charges in T8 CAs (3) and best superstructure armor in T8 CAs (30 mm).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5 km on ships, 3.5 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. Her handling reads as a contradiction and is not one: 12 s on the rudder means she starts turning late, while a 740 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Launching airstrikes at maneuvering targets

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

Signature Traits

Airstrike alt-armament

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

ELITE AA
  • Top-tier AA · 757 AA
  • AA specialist
ELITE REPAIR PARTY
  • Extra heal charges · 3 Repair
  • Fast heal cycle · 40 s
ELITE ARMOR
  • Hardened superstructure · 30 mm
  • Heavy citadel belt · 225 mm
Slow for the class

32.1 kt, bottom decile of T8 CAs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

How to get Johan de Witt

Johan de Witt is available in the Airstrike Cruisers branch of the Netherlands Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show Netherlands tech-tree branch diagram
Netherlands Tech Tree

Johan de Witt sits in the Airstrike Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.

Builds

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

Karel Doorman

Airstrike specialist

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

Karel Doorman

Fire DoT cruiser

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

Open in Build Tool →

Commanders frequently paired with this ship Karel DoormanCornelis van der WindtJohan Furstner

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Cohort position

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Where Johan de Witt sits among Tier VIII CAs (34 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAA DPS757 (1/35) BestRepair charges3 (1 of 2 tied) Top 10%AA threat2,687 (4/35) Top 10%Citadel belt225 mm (3/35) Top 25%Turning circle740 m (9/35) Top 25%Main battery range15.93 km (7/35) Top 25%Secondary DPM (per side)204,000 (7/28) Top 25%AP velocity900 m/s (9/34) Top 25%Flak per wave (expected)2,250 (5/35) Top 25%Max armor250 mm (7/35) Top 25%Deck armor60 mm (9/34) Bottom 25%Rudder shift12 s (28/35) Bottom 25%Traverse-to-turn ratio4.69 × (31/35) Bottom 25%Main dispersion181.8 m (32/35) Bottom 10%Max speed32.1 kt (33/35) WorstNo torpedoes (14 of 35 in cohort) WorstRepair heal rate0.5 %/s (1 of 16 tied)
See 34 mid-pack stats

Not standouts for Johan de Witt -- 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 points45,900 HP(19/35) Concealment13.47 km(27/35) Smoke fire bloom8.69 km(26/35) Air detection8.08 km(27/35) Main battery caliber240 mm(11/35) Main battery reload12.6 s(21/35) Sigma2.05(17/35) HE shell damage3,400(11/29) HE fire chance18%(10/29) Fires per minute7.71(22/29) HE DPM145,714(18/29) AP shell damage6,100(11/34) AP DPM261,429(24/34) Secondary HE alpha1,700(13/27) Secondary fire chance7%(11/27) Secondary HE pen20 mm(17/27) HE velocity900 m/s(9/29) Acceleration28.3 s(24/35) AP arming threshold40 mm(24/34) Engine power126,000 hp(17/35) Turn-speed retention170.3 hp/m(15/35) Displacement23,703 t(25/35) Power-to-weight5.32 hp/t(26/35) AP pen at 10 km317 mm(13/34) Effective HE DPM (incl. fire)208,914(19/29) AA range5.2 km(13/35) Bow armor25 mm(20/35) Stern armor25 mm(21/35) NormSecondary dispersion bracket57(20 of 28 tied at this value) NormAP fuse timer0.03 s(24 of 34 tied at this value) NormAP ricochet start45°(25 of 34 tied at this value) NormAP auto-bounce angle60°(24 of 34 tied at this value) NormTurn speed retained81%(32 of 35 tied at this value) NormSecondary range5 km(22 of 28 tied at this value)
Survivability
Hit PointsInitial: 42,100 → 45,900
Displacement23,703 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.
212.1 x 26.37 m
Armor range16–250 mm
Plate armor thicknesses16, 25, 27, 30, 40, 50, 60, 75, 100, 163, 200, 225, 250 mm
Armor material/layer entries67
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.
40%
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 (4,131 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 (4,590 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
19%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
23,000
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
13,800
Effective HP
ƒBase 45,900 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 6,426 HP per charge, x3 charges = 19,278 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.
65,178
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 240 mm/55 QF
Mounts / barrels3 mounts / 9 barrels
Reload time14 s
Firing range (base)14.5 km
Firing range (top fire control)15.9 km
Turret traverse6 °/s
Turret armor250 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.
3x ±145°
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.
35° off bow / 35° off stern
AP pen max range243 mm
HE fire DPM vs T8 BB56912
Effective HE DPM vs T8 BB188055
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15933.530·101.61000+1.6)·30=181.8m
181.8 m at 15.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =181.8·0.6=109.1m
109.1 m at 15.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =181.8·0.62.05=53.2m
53.2 m at 15.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =109.1·0.62.05=31.9m
31.9 m at 15.9 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 14 s base reload = 38.6. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 12.6 s all-upgrades reload = 42.9.
Initial: 38.6 → 42.9
HE shells
HE Damage3,400
HE Velocity900 m/s
Fire Chance18%
HE penetration
ƒ40 mm ≈ 240 mm caliber / 6 (standard HE penetration ratio).
40 mm
HE full-salvo alpha
ƒ3,400 HE damage x 9 broadside guns = 30,600.
30,600
HE DPM
ƒZero upgrades: 30,600 HE full-salvo alpha x 60 / 14 s base reload = 131,143. All upgrades (Main Battery Mod. 3 = -10% reload): 30,600 HE full-salvo alpha x 60 / 12.6 s all-upgrades reload = 145,714.
Initial: 131,143 → 145,714
Fires/min
ƒZero upgrades: 38.6 shells/min x 18% fire chance = 6.94. All upgrades (Main Battery Mod. 3 = -10% reload): 42.9 shells/min x 18% fire chance = 7.71.
Initial: 6.94 → 7.71
AP shells
AP Damage6,100
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold40 mm
AP overmatch
ƒfloor(240 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
16 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·2070.69·0.241.07·9001.38=522.7mm. Matches the in-game spec card.
522.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.9 km), where the shell has slowed to 516.8 m/s: P=107·2400·2070.69·0.241.07·516.81.38=243.1mm.
243.1 mm at 15.9 km
AP full-salvo alpha
ƒ6,100 AP damage x 9 broadside guns = 54,900.
54,900
AP DPM
ƒZero upgrades: 54,900 AP full-salvo alpha x 60 / 14 s base reload = 235,286. All upgrades (Main Battery Mod. 3 = -10% reload): 54,900 AP full-salvo alpha x 60 / 12.6 s all-upgrades reload = 261,429.
Initial: 235,286 → 261,429
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.
50
Squadrons
Airstrike 1
Plane HP2,050
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,300 dmg
Fire chance26%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges2
Range12.5 km
ReloadInitial: 105 s → 100 s
Launch arc-124° to 124°
Airstrike 2
Plane HP2,100
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,600 dmg
Fire chance28%
Bomb penetration36 mm
Bomb velocity300 m/s
Charges2
Range12.5 km
Reload100 s
Launch arc-124° to 124°
AA Defense
AA mount points28
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/56 Bofors Model 1936Initial: 40 mm/56 Bofors (14×1) → 40 mm/56 Bofors Model 1936 (14×2)
20 mm Oerlikon Mk.II14×2 20mm
120 mm/50 Model 1942 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 120mm
Far aura
Guns120 mm/50 Model 1942 (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 148 from dual-purpose secondaries firing as AA in this range band.
148
Range5.2 km
Medium aura
Guns40 mm/56 Bofors Model 1936
Continuous DPS
ƒEffective DPS: 148 raw aura damage × 3.5 × 0.9 hit probability = 466 - the same in-game units as the Close-range AA DPS headline.
Initial: 167 → 466
Range3.5 km
Total DPS in Aura
ƒFar 148 + Medium 466 = 614
614
Near aura
Guns20 mm Oerlikon Mk.II
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.85 hit probability = 143 - the same in-game units as the Close-range AA DPS headline.
Initial: 89 → 143
Range2 km
Total DPS in Aura
ƒFar 148 + Medium 466 + Near 143 = 757
757
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 × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one 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 5.2 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
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
120 mm/50 Model 1942 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 120mm
Caliber120 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity850 m/s
Fire Chance7%
Armor Pen20 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power126,000 hp
Maximum speed32.1 kt
Turning circle radius740 m
Rudder shift time12 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.1 / 4 + 4.9 = 12.9 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
30.1 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).
10.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.9 kt of 32.1 kt), from our in-house acceleration model.
28.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.8 kt of 32.1 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.
47 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·32.1·0.5144740=1.28°/s, so ratio=ωturretωhull=61.28=4.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.7× drags
Concealment
Detectability by sea13.47 km
Detectability by air8.08 km
Smoke firing penalty8.69 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
15.93 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (4.8 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
12.88 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.
15.47 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.
11.08 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Repair Party3 charges · 40 s reload · 28 s active · 6,426 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.
· 19,278 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.
· 230 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (45,900 HP) per second = 230 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (2)

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

HullUpgrade
  • Hit points42,100 → 45,900
  • Rudder shift21.8 → 15.6 s
  • Close-range AA DPS83 → 196
Fire controlUpgrade
  • Main battery range14,485 → 15933.5 m

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

Shell Grouping (σ)2.05
Max Horiz Disp181.8 m at 15.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15933.530·101.61000+1.6)·30=181.8m
Shell scatter width @ 5 km90 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 km132 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 km174 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 Disp109.1 m at 15.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =181.8·0.6=109.1m
Shell scatter height @ 10 km69.4 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=0.5·15933.5=7967 m, and radiusOnMax=0.6 at 15933.5 m. Above the kink: k=0.5+(0.60.5)·10000796715933.57967=0.5255, so σV=σH·k=132·0.5255=69.4m.
Med Horiz Disp53.2 m at 15.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =181.8·0.62.05=53.2m
Med Vert Disp31.9 m at 15.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =109.1·0.62.05=31.9m
Dispersion familyBC Disp.
Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.
AP Pen Close522.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·2070.69·0.241.07·9001.38=522.7mm. Matches the in-game spec card.
AP Pen Far243.1 mm at 15.9 km
Same formula at the ship's max firing range (15.9 km), where the shell has slowed to 516.8 m/s: P=107·2400·2070.69·0.241.07·516.81.38=243.1mm.
AP pen 5 km405 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 km317 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 km253 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km4.86 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·0.2764·0.2428·207=3.02×105. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.86 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·0.2764·0.2428·207=3.02×105. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration40 mm
40 mm ≈ 240 mm caliber / 6 (standard HE penetration ratio).
AP overmatch16 mm
floor(240 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius50
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha30,600
3,400 HE damage x 9 broadside guns = 30,600.
AP full-salvo alpha54,900
6,100 AP damage x 9 broadside guns = 54,900.
HE DPMInitial: 131,143 → 145,714
Zero upgrades: 30,600 HE full-salvo alpha x 60 / 14 s base reload = 131,143. All upgrades (Main Battery Mod. 3 = -10% reload): 30,600 HE full-salvo alpha x 60 / 12.6 s all-upgrades reload = 145,714.
AP DPMInitial: 235,286 → 261,429
Zero upgrades: 54,900 AP full-salvo alpha x 60 / 14 s base reload = 235,286. All upgrades (Main Battery Mod. 3 = -10% reload): 54,900 AP full-salvo alpha x 60 / 12.6 s all-upgrades reload = 261,429.
Shells/minInitial: 38.6 → 42.9
Zero upgrades: 9 broadside guns x 60 / 14 s base reload = 38.6. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 12.6 s all-upgrades reload = 42.9.
Fires/minInitial: 6.94 → 7.71
Zero upgrades: 38.6 shells/min x 18% fire chance = 6.94. All upgrades (Main Battery Mod. 3 = -10% reload): 42.9 shells/min x 18% fire chance = 7.71.

AA defense

AA DPS at max range148
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mark IV Hazemeyer 14x2 -> 466 DPS @ 3.5 km; 20mm Oerlikon MK V 14x2 -> 143 DPS @ 2 km; 120 50 Bofors M42 6x2 -> 148 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 range148 DPS @ 5.2 km, 614 DPS @ 3.5 km, 757 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-blank757
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2687
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)204,000
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: 6×2 120 mm (6/side) × 60/3 × 1700 = 204,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 120 mm family.
Max HE pen20 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: 20 mm from the 120 mm family.

Armor Beta

Hull HP 42,10045,900 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern25 mm

Overmatched by 100+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel225 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming25 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,600 (6% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)60 mm primary (range 25–250 mm)34,400 (75% of HP)
No common AP caliber overmatches60 mm: most HE shatters, standard pen from 380mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)2,000 (4% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel225 mm primary (range 16–225 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.
Superstructure30 mm primary (range 30–100 mm)2,400 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP23,000 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (120 mm mount)separate HP pool, does not drain ship HP1,200 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 HP13,800 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 Johan de Witt. Cards are condensed; use each source link for full context.

Nerf ×12Buff ×3Commander Skill ×1Airstrike ×7Main Battery ×1
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Detectability range by sea increased from 12.12 to 13.47 km.
  • Detectability range by air increased from 7.27 to 8.08 km.
  • Detectability range while firing in smoke increased from 7.66 to 8.69 km.
  • Added new effects:
Read the full official post
2026-04-30

Ministry of Balance: Viva la Marina!

  • Nerf affecting Dutch cruisers above Tier IV: Air Support special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
Read the full official post
2026-03-26

Ministry of Balance: Spring Renewal

  • Stock HE bomb fire-starting chances reduced from 33 to 26%.
  • Upgraded HE bomb fire-starting chances reduced from 35 to 28%.
  • Main battery HE shell fire-starting chances reduced from 20 to 18%.
Read the full official post
2025-10-30

Ministry of Balance: Preparing for Winter

  • Stock Airstrike reload time increased from 95 to 105 seconds.
  • Upgraded Airstrike reload time increased from 90 to 100 seconds.
  • Stock and upgraded Airstrike accuracy reduced: percentage of bombs falling near the central aim point decreased from 66% to 50%.
Read the full official post
2025-06-26

Ministry of Balance: Declaration of Changes

  • Stock Airstrike maximum bomb damage reduced from 5,800 to 5,300.
  • Stock Airstrike squadron restoration time increased from 85 to 95 seconds.
  • Upgraded Airstrike maximum bomb damage reduced from 6,100 to 5,600.
  • Upgraded Airstrike squadron restoration time increased from 80 to 90 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Johan de Witt can equip, from in-game data.

  • Johan de Witt 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.