Celebes
Also called: 西里伯斯 Beta- Work the islands rather than a firing line
- Avoid: Pushing in blind because the kit says brawler
On this page
Celebes Community Stats
Across 1,100+ Standard battles from 160+ players, Celebes averages a 58% win rate, 36,400 damage and 1.0 kills per battle, and survives 32% of them.
Celebes Community Stats
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Celebes Community Stats
Record History
Playstyle
Overview
Celebes is a Tier IV Dutch light cruiser whose 150mm guns earn citadels on broadsides at 180,000 AP DPM (7th of 23), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. Standout traits: best torpedo belt percent in T4 CAs (16, 2nd of 23) and Sonar ship range in T4 CAs (4 km, 3rd of 21).
Positioning
Work the islands rather than a firing line. Sonar (4 km on ships, 3 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 4.7 km, so pick the salvo rather than holding the trigger. 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. Her handling reads as a contradiction and is not one: 7.7 s on the rudder means she starts turning late, while a 580 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
Pushing in blind because the kit says brawler
4-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.
Signature Traits
How to get Celebes
Celebes is available in the Early Dutch Cruisers branch of the Netherlands Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 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.
History: Early Access Feb 2025 (temporary crate drops, now ended).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show Netherlands tech-tree branch diagram
Celebes sits in the Early Dutch Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.
Best listed chance for this ship
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Anniversary '25 Dutch crate
10%
IV Celebes
Event · Anniversary '25 Dutch crate
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Dutch Cruiser crate
5%
IV Celebes
Early access · Dutch Cruiser crate
Official WG availability sources
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Going Orange: Dutch Cruisers and Commanders Coming to Legends
Early Access
Start: 2025-02-28
- You can try Tier III–VIII ships in Early Access during this update, while Tier I will be available in the Tech Tree right away, and you can unlock Tier II simply by playing.
- You can find Early Access ships in Dutch Cruiser crates and the Dutch Legends random bundle in the Store, both of which can also drop Premium cruiser De 7 Provinciën.
- Tier IV Celebes
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March Update: Thirst for Combat
Early Access
2025-02-27
- Tier III–VIII ships will be available in Early Access this update, starting March 3: De Ruyter, Celebes, Kijkduin, Eendracht, Haarlem, and Johan de Witt.
- You can find them in Dutch Cruiser crates (13 of which are available for free through the campaign and Dutch Legacy Calendar) and in the Dutch Legends random bundle in the Store, which can also drop Premium cruiser De 7 Provinciën.
Show direct source rows
- Anniversary '25 Dutch crate 10% · IV Celebes
- Dutch Cruiser crate 5% · IV Celebes
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
Dutch cruiser HEDoorman's HE-cruiser kit (Burn It Down XXL fire chance, Ingenious traverse + splash reduction, Sponge incoming damage reduction) holds up even when the hull doesn't carry airstrike. Furstner's Minister of the Navy trait boosts fire damage from cruiser shells; André Roux's Grenadier trait increases cruiser HE shell damage. All three stack into a fire-DoT-focused HE pressure cruiser.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Celebes sits among Tier IV CAs (22 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 29 mid-pack stats
Not standouts for Celebes -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Peers in this cohort
Compare Tier IV CruisersStats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (13.7 km) shells land in an ellipse about 128 m wide and 77 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 9 s base reload = 53.3. All upgrades (top gun): 8 broadside guns x 60 / 8 s all-upgrades reload = 60.HE shells
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25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).ƒ
2,150 HE damage x 8 broadside guns = 17,200.ƒ
Zero upgrades: 17,200 HE full-salvo alpha x 60 / 9 s base reload = 114,667. All upgrades (top gun): 17,200 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 129,000.ƒ
Zero upgrades: 53.3 shells/min × 0.11 (11% fire chance) = 5.87. All upgrades (top gun): 60 shells/min × 0.11 (11% fire chance) = 6.6.AP shells
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floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 383.2 m/s: .ƒ
3,000 AP damage x 8 broadside guns = 24,000.ƒ
Zero upgrades: 24,000 AP full-salvo alpha x 60 / 9 s base reload = 160,000. All upgrades (top gun): 24,000 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 180,000.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Initial: 40 × 3.5 × 0.9 = 126 → 53 × 3.5 × 0.9 = 167. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 6 raw aura damage × 3.5 × 0.85 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 167 + Near 18 = 185ƒ
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt).ƒ
Time to reach 99% of top speed (32.2 kt of 32.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
With the rudder hard over the hull turns 6.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 6.9 = +1.1°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 10.39 km x 0.955 = 9.92 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 10.39 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.92 km.ƒ
max(main battery range, sea detectability 10.39 km) = 13.73 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 6.24 km + gun-firing bloom 3 km = 9.24 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.ƒ
Sea detectability 10.39 km + 2.0 km while burning = 12.39 km.ƒ
Air detectability 6.24 km + 3.0 km while burning = 9.24 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard cruiser dispersion curve.(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 13733.5 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 13733.5 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 644.6 m/s is the shell's speed when it arrives at 5 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 469.5 m/s is the shell's speed when it arrives at 10 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 8x2 -> 167 DPS @ 3.5 km; 25mm Bofors M32 2barrels 2x2 -> 18 DPS @ 2.5 km.@ 3.5 km: 167 from one family; @ 2.5 km: 167 + 18 = 185. 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.167 + 18 = 185 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).167 × 3.5 + 18 × 2.5 = 630. 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.Ship Charts
Background
The third Java-class cruiser was laid down in Schiedam in June 1917, and she should have become the flagship of the Dutch Navy in the East Indies. It was planned to finalize her construction in 1920; however, due to the economic blockade by England and the lack of resources during wartime, the shipbuilding process slowed significantly, and the construction of Celebes was never actually finished.
Armor Beta
Hull HP 24,000 → 26,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 90+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 13 mm primary (range 13–50 mm) | 500 (2% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 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) | 13 mm | 20,000 (75% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 13 mm primary (range 13–50 mm) | 200 (1% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 60 mm primary (range 10–60 mm) | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 13 mm primary (range 13–75 mm) | 1,800 (7% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 13,300 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 8,000 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Skins & permanent camouflages
Every custom exterior Celebes can equip.
DefaultThe ship’s standard exterior
Royal Netherlands Navy (Celebes)Decorative
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.
