World of Warships: Legends ship guide

Jurien

Also called: 尤里安-格拉维 · Jurien de la Gravière Beta
Tutorial-tier shipLearn the fundamentals: movement, aim, shell travel, and reading the minimap.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
Heavy HE shellsHigh fire chanceThickest plateFast turret traverseSlow reload
On this page
Community Data

Jurien Community Stats

Log in to GamingDiver and upload your data to see Community Data for Jurien: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Jurien is a Tier I French cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages. Notable: best armor plate in T1 CAs (160 mm) and best magazine armor in T1 CAs (35 mm).

Positioning

Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.

Potato Avoidance

Sailing in a straight line

Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.

Signature Traits

ELITE ARMOR
  • Thickest plate · 160 mm
  • Heavy magazine · 35 mm
  • Heavy citadel belt · 65 mm
ELITE MAIN BATTERY
  • Fast turret traverse · 10°
  • Heavy HE shells · 2300 damage
  • High fire chance · 8%
Slow reload

9 s reload, bottom decile of T1 CAs. Salvos punish more, but cycle is slower than peers.

Slow acceleration

~25.5 s to 90% of top speed, bottom decile of T1 CAs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Acquisition

How to get Jurien

Jurien is available in the Jurien branch of the France Tech Tree as an early line ship.

Show France tech-tree branch diagram
France Tech Tree

Jurien sits in the Jurien branch. The highlighted path shows the local branch context inside the full France tree.

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 AL Saint LouisAndré Roux

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

Cohort position

Hide

Where Jurien sits among Tier I CAs (11 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 caliber165 mm (1/12) BestMax armor160 mm (1/12) Top 10%Traverse-to-turn ratio7.52 × (2/12) Top 10%HE shell damage2,300 (2/11) Top 10%Citadel belt65 mm (2/12) Top 25%HE fire chance8% (3/11) Top 25%Main dispersion89.8 m (4/12) Bottom 25%Stealth profile8.79 km / 5.27 km (10/12 / 10/12) Bottom 25%Rudder shift5.8 s (10/12) Bottom 25%Turning circle510 m (10/12) Bottom 25%Main battery reload9 s (11/12) Bottom 25%HE velocity770 m/s (10/11) Bottom 25%Acceleration25.5 s (11/12) Bottom 25%Displacement5,691 t (11/12) WorstSmoke fire bloom4.06 km (12/12)
See 11 mid-pack stats

Not standouts for Jurien -- 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 points14,100 HP(6/12) Max speed23 kt(6/12) Main battery range9.98 km(9/12) Fires per minute2.67(5/11) HE DPM76,667(4/11) Engine power17,400 hp(6/12) Turn-speed retention34.1 hp/m(6/12) Power-to-weight3.06 hp/t(8/12) AA threat18(8/12) Deck armor16 mm(7/12) NormTurn speed retained81%(11 of 12 tied at this value)
Survivability
Hit Points14,100
Displacement5,691 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.
139.2 x 19.1 m (measured from the ship model)
Armor range6–160 mm
Plate armor thicknesses6, 10, 13, 16, 20, 35, 40, 55, 65, 72, 160 mm
Armor material/layer entries43
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.
0%
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 (1,269 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 (1,410 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.
10,100
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.
6,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 165 mm/45 Mle 1893
Mounts / barrels8 mounts / 8 barrels
Reload time9 s
Firing range (base)9.1 km
Firing range (top fire control)10 km
Turret traverse10 °/s
Turret armor63 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 132° arc, 150° port-only, 150° starboard-only, 143° port-only, 143° starboard-only, ±146°, ±138°
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.
42° off bow / 34° off stern
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 =(997730·80.51000+0.5)·30=89.8m
89.8 m at 10 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.8·0.6=53.9m
53.9 m at 10 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =89.8·0.62=26.9m
26.9 m at 10 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =53.9·0.62=16.2m
16.2 m at 10 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ5 broadside guns x 60 / 9 s base reload = 33.3.
33.3
HE shells
HE Damage2,300
HE Velocity770 m/s
Fire Chance8%
HE penetration
ƒ28 mm ≈ 165 mm caliber / 6 (standard HE penetration ratio).
28 mm
HE full-salvo alpha
ƒ2,300 HE damage x 5 broadside guns = 11,500.
11,500
HE DPM
ƒ11,500 HE full-salvo alpha x 60 / 9 s base reload = 76,667.
76,667
Fires/min
ƒ33.3 shells/min x 8% fire chance = 2.67.
2.67
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1 km; dual-purpose mount auras extend it.
1 km
8 mm Mle 19146×1 8mm
Near aura
Guns8 mm Mle 1914
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.85 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.
18
Range1 km
Maneuverability
Engine power17,400 hp
Maximum speed23 kt
Turning circle radius510 m
Rudder shift time5.8 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 = 23 / 4 + 4.9 = 10.7 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.
10.7 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.
27.3 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).
7.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (20.7 kt of 23 kt), from our in-house acceleration model.
25.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.8 kt of 23 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
42.3 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·23.0·0.5144510=1.33°/s, so ratio=ωturretωhull=101.33=7.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.5× ok
Concealment
Detectability by sea8.79 km
Detectability by air5.27 km
Smoke firing penalty4.06 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.
9.98 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.3 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
8.57 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.
10.79 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.
8.27 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (1)

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

Fire controlUpgrade
  • Main battery range9,070 → 9,977 m

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 Disp89.8 m at 10 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(997730·80.51000+0.5)·30=89.8m
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.
Max Vert Disp53.9 m at 10 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.8·0.6=53.9m
Med Horiz Disp26.9 m at 10 km
50%-hit horizontal radius: σH,50=σH·0.6σ =89.8·0.62=26.9m
Med Vert Disp16.2 m at 10 km
50%-hit vertical radius: σV,50=σV·0.6σ =53.9·0.62=16.2m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
HE penetration28 mm
28 mm ≈ 165 mm caliber / 6 (standard HE penetration ratio).
Broadside guns used for alpha5
Barrels that can bear on one beam (5 of 8); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha11,500
2,300 HE damage x 5 broadside guns = 11,500.
HE DPM76,667
11,500 HE full-salvo alpha x 60 / 9 s base reload = 76,667.
Shells/min33.3
5 broadside guns x 60 / 9 s base reload = 33.3.
Fires/min2.67
33.3 shells/min x 8% fire chance = 2.67.

AA defense

AA DPS at max range18
Only families that reach 1 km contribute at the outer edge of the AA bubble. In-game families: 8mm Hotchkiss Mle 1914 6x1 -> 18 DPS @ 1 km.
Maximum AA range1 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 1 km; dual-purpose mount auras extend it.
AA DPS layered by range18 DPS @ 1 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-blank18
Sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index18
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 range1 km

Armor Beta

Hull HP 14,100, 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 & stern6 mm

Overmatched by 60+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel72 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 0%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–55 mm)900 (6% of HP)
Overmatched by 127mm+ AP (Farragut)6 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)6 mm primary (range 6–10 mm)12,800 (91% of HP)
Overmatched by 127mm+ AP (Farragut)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–55 mm)1,000 (7% of HP)
Overmatched by 127mm+ AP (Farragut)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel72 mm primary (range 6–65 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.
Superstructure6 mm primary (range 6–160 mm)700 (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 HP10,100 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 (8 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 HP6,000 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 Jurien can equip, from in-game data.

  • Jurien default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision