World of Warships: Legends ship guide

Kijkduin

Also called: 凯敦 Beta
Airstrike cruiserMain battery up front plus airstrike pressure on distant caps.
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 AALong fighter loiterSaturates bow fastShort AA reach
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Community Data

Kijkduin Community Stats

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Playstyle

Overview

Kijkduin is the Tier V 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 (4 km on ships and 3 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 (385 AA DPS at 3.5 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 Catapult Fighter duration in T5 CAs (150 s) and top-decile saturates bow fast in T5 CAs (600 HP).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 3 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. 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. Both phases of a turn are slow (9 s on the rudder, a 720 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

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.

Top-tier AA

385 AA DPS, best of T5 CAs (median 208).

Long fighter loiter

150 s Catapult Fighter active time, best of T5 CAs.

ELITE ARMOR
  • Saturates bow fast · 600 HP
  • Strong torpedo belt · 19%
  • Thick stern plate · 20 mm
Flat arc HE shells

950 m/s HE muzzle velocity, top decile of T5 CAs. Flatter trajectory, easier to land at range.

Short AA reach

3.5 km AA reach, bottom quartile of T5 CAs. Bombs and torpedoes drop before AA bites.

Acquisition

How to get Kijkduin

Kijkduin is available in the Airstrike Cruisers branch of the Netherlands Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Netherlands tech-tree branch diagram
Netherlands Tech Tree

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

Best listed chance for this ship

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.

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 Kijkduin sits among Tier V CAs (27 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 DPS385 (1/28) BestAA threat1,348 (1/28) Top 10%Stern armor20 mm (2/28) Top 25%AP velocity950 m/s (6/28) Top 25%HE velocity950 m/s (5/24) Top 25%Deck armor75 mm (5/28) Bottom 25%Rudder shift9 s (24/28) Bottom 25%Turning circle720 m (23/28) Bottom 25%Acceleration26.5 s (23/28) Bottom 25%Citadel belt75 mm (23/28) WorstNo secondaries (3 of 28 in cohort) WorstAA range3.5 km (1 of 3 tied) WorstNo torpedoes (4 of 28 in cohort)
See 30 mid-pack stats

Not standouts for Kijkduin -- 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 points32,000 HP(9/28) Max speed33 kt(13/28) Concealment12.2 km(20/28) Smoke fire bloom5.87 km(13/28) Air detection7.32 km(20/28) Traverse-to-turn ratio5.92 ×(11/28) Main battery caliber152 mm(18/28) Main battery range14.72 km(9/28) Main battery reload8.5 s(14/28) Sigma2(15/28) HE shell damage2,400(13/24) HE fire chance11%(18/24) Fires per minute6.21(11/24) HE DPM135,529(9/24) AP shell damage3,200(21/28) AP DPM180,706(18/28) Main dispersion134.6 m(20/28) AP fuse timer0.03 s(17/28) AP arming threshold25 mm(11/28) Engine power85,000 hp(14/28) Turn-speed retention118.1 hp/m(19/28) Displacement11,850 t(21/28) Power-to-weight7.17 hp/t(20/28) AP pen at 10 km141 mm(14/28) Effective HE DPM (incl. fire)182,298(10/24) Max armor100 mm(18/28) Bow armor16 mm(14/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormTurn speed retained81%(25 of 28 tied at this value)
Survivability
Hit PointsInitial: 28,000 → 32,000
Displacement11,850 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.
185.8 x 17.98 m
Armor range10–100 mm
Plate armor thicknesses10, 15, 16, 20, 25, 30, 40, 50, 60, 75, 100 mm
Armor material/layer entries74
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.
Initial: 20% → 23.3%
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 (2,880 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 (3,200 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.
16,000
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.
9,600
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/53 Model 1942
Mounts / barrels4 mounts / 8 barrels
Reload time8.5 s
Firing range (base)13.4 km
Firing range (top fire control)14.7 km
Turret traverse8 °/s
Turret armor100 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 ±155°, 2x ±153°
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.
27° off bow / 25° off stern
HE fire DPM vs T5 BB46782
Effective HE DPM vs T5 BB182311
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 =(14723.530·81.11000+1.1)·30=134.6m
134.6 m at 14.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =134.6·0.6=80.8m
80.8 m at 14.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =134.6·0.62=40.4m
40.4 m at 14.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =80.8·0.62=24.2m
24.2 m at 14.7 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ8 broadside guns x 60 / 8.5 s base reload = 56.5.
56.5
HE shells
HE Damage2,400
HE Velocity950 m/s
Fire Chance11%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,400 HE damage x 8 broadside guns = 19,200.
19,200
HE DPM
ƒ19,200 HE full-salvo alpha x 60 / 8.5 s base reload = 135,529.
135,529
Fires/min
ƒ56.5 shells/min x 11% fire chance = 6.21.
6.21
AP shells
AP Damage3,200
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·46.70.69·0.1521.07·9501.38=356mm. Matches the in-game spec card.
356 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.7 km), where the shell has slowed to 374.6 m/s: P=107·2600·46.70.69·0.1521.07·374.61.38=98.6mm.
98.6 mm at 14.7 km
AP full-salvo alpha
ƒ3,200 AP damage x 8 broadside guns = 25,600.
25,600
AP DPM
ƒ25,600 AP full-salvo alpha x 60 / 8.5 s base reload = 180,706.
180,706
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.
15
Squadrons
Airstrike 1
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 4,500 dmg
Fire chance24%
Bomb penetration32.3 mm
Bomb velocity300 m/s
Charges1
Range10 km
Reload65 s
Launch arc-124° to 124°
Airstrike 2
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,100 dmg
Fire chance29%
Bomb penetration32.3 mm
Bomb velocity300 m/s
Charges1
Range10 km
Reload65 s
Launch arc-124° to 124°
AA Defense
AA mount points14
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.
3.5 km
40 mm/56 Bofors Model 19366×2 40mm
40 mm/56 BoforsInitial: 2×2 → 8×2 40mm
Medium aura
Guns40 mm/56 Bofors + 40 mm/56 Bofors Model 1936
Continuous DPS
ƒEffective DPS: 122 raw aura damage × 3.5 × 0.9 hit probability = 384 - the same in-game units as the Close-range AA DPS headline.
Initial: 343 → 384
Range3.5 km
Maneuverability
Engine power85,000 hp
Maximum speed33 kt
Turning circle radius720 m
Rudder shift time9 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 = 33 / 4 + 4.9 = 13.2 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.
13.2 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.
27.4 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).
11 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
26.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
43.4 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·33.0·0.5144720=1.35°/s, so ratio=ωturretωhull=81.35=5.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.9× slow
Concealment
Detectability by sea12.2 km
Detectability by air7.32 km
Smoke firing penalty5.87 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.
14.72 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.36 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.
14.2 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.
10.32 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Choose one
Catapult Fighter3 charges · 80 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 2 squadron size
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.
Module options (2)

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

HullUpgrade
  • Hit points28,000 → 32,000
  • Rudder shift16.4 → 11.7 s
  • Close-range AA DPS109 → 122
Fire controlUpgrade
  • Main battery range13,385 → 14723.5 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
Max Horiz Disp134.6 m at 14.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(14723.530·81.11000+1.1)·30=134.6m
Shell scatter width @ 5 km67.5 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 km102 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 Disp80.8 m at 14.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =134.6·0.6=80.8m
Shell scatter height @ 10 km54.7 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=0.5·14723.5=7362 m, and radiusOnMax=0.6 at 14723.5 m. Above the kink: k=0.5+(0.60.5)·10000736214723.57362=0.5358, so σV=σH·k=102·0.5358=54.7m.
Med Horiz Disp40.4 m at 14.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =134.6·0.62=40.4m
Med Vert Disp24.2 m at 14.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =80.8·0.62=24.2m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close356 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·46.70.69·0.1521.07·9501.38=356mm. Matches the in-game spec card.
AP Pen Far98.6 mm at 14.7 km
Same formula at the ship's max firing range (14.7 km), where the shell has slowed to 374.6 m/s: P=107·2600·46.70.69·0.1521.07·374.61.38=98.6mm.
AP pen 5 km222 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 km141 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 km5.45 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·0.2841·0.15228·46=5.6×105. That runs from a 950 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 km5.45 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·0.2884·0.15228·46.7=5.6×105. That runs from a 950 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 penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha19,200
2,400 HE damage x 8 broadside guns = 19,200.
AP full-salvo alpha25,600
3,200 AP damage x 8 broadside guns = 25,600.
HE DPM135,529
19,200 HE full-salvo alpha x 60 / 8.5 s base reload = 135,529.
AP DPM180,706
25,600 AP full-salvo alpha x 60 / 8.5 s base reload = 180,706.
Shells/min56.5
8 broadside guns x 60 / 8.5 s base reload = 56.5.
Fires/min6.21
56.5 shells/min x 11% fire chance = 6.21.

AA defense

AA DPS at max range385
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mark IV Hazemeyer 6x2 -> 165 DPS @ 3.5 km; 40mm Bofors Mk1 8x2 -> 220 DPS @ 3.5 km.
Maximum AA range3.5 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 range385 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-blank385
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1348
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 28,00032,000 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 & stern16 mm

Overmatched by 92+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 mm

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

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)600 (2% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)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)100 mm primary (range 16–100 mm)24,000 (75% of HP)
No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 16–75 mm)600 (2% of HP)
Overmatched by 305mm+ AP (Indefatigable, Toulon)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 15–75 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.
Superstructure10 mm primary (range 10–75 mm)2,000 (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 HP16,000 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.
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 HP9,600 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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

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Ship Charts

Balance History

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

Nerf ×4Rework ×1Commander Skill ×1Concealment ×3
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Detectability range by sea increased from 10.98 to 12.2 km.
  • Detectability range by air increased from 6.59 to 7.32 km.
  • Detectability range while firing in smoke increased from 5.04 to 5.87 km.
  • Replaced the "Hidden" trait with "Pyromania".
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
Exteriors

Skins & permanent camouflages

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

  • Kijkduin 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.