World of Warships: Legends ship guide

De Ruyter

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Heavy AP pen2 sigma accuracy13 km gun rangeStrong AASlow acceleration
Community Data

De Ruyter Community Stats

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Playstyle

Overview

De Ruyter is a Tier III Dutch light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. AA (157 AA DPS at 3.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best torpedo belt percent in T3 CAs (10) and best main battery range in T3 CAs (13.3 km).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.3 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.

Potato Avoidance

Open-water broadside trading

Her 150mm shells citadel cruisers on the wrong frame, and her 25,500-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Close-range AP brick

246.9 mm AP pen at 1.5 km, top decile of T3 CAs. Citadels broadside cruisers up close.

Long-range AP brick

74.7 mm AP pen at max range, top decile of T3 CAs. Threatens citadels even from range.

Strong torpedo belt

10.0% torpedo damage reduction, best of T3 CAs.

Long gun range

13.27 km main battery reach, best of T3 CAs.

Flat AP shells

900.0 m/s AP muzzle velocity, best of T3 CAs. Flatter trajectory, less lead, harder to dodge.

Slow acceleration

~10.5 s to max forward speed, bottom decile of T3 CAs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Acquisition

How to get De Ruyter

De Ruyter is available in the Early Dutch Cruisers branch of the Netherlands Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show The Netherlands tech-tree branch diagram
Netherlands Tech Tree

De Ruyter sits in the Early Dutch Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.

Builds Beta

Use a The Netherlands cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.

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Cohort position

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Where De Ruyter sits among Tier III CAs (12 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 range13.27 km (1/12) BestAP velocity900 m/s (1 of 2 tied) BestHE velocity900 m/s (1 of 2 tied) BestStern armor30 mm (1/12) Top 10%AA DPS157 (2/12) Top 10%AA threat421 (2/12) Top 25%Hit points25,500 HP (3/12) Top 25%Stealth profile9.65 km / 5.79 km (3/12 / 3/12) Top 25%Fires per minute5.7 (3/11) Top 25%AP DPM155,556 (3/12) Top 25%AA range3.5 km (4/12) Bottom 25%Main dispersion116.2 m (10/12) Bottom 25%Acceleration10.5 s (11/12) Bottom 25%Max armor50 mm (10/12) Bottom 25%Citadel belt50 mm (10/12) WorstNo secondaries (8 of 12 in cohort) WorstNo torpedoes (1 of 12 in cohort)
See 18 mid-pack stats

Not standouts for De Ruyter -- 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.

Max speed32 kt(8/12) Rudder shift9.2 s(9/12) Traverse-to-turn ratio5.6 ×(5/12) Main battery caliber150 mm(7/12) Main battery reload8.1 s(9/12) HE shell damage2,150(6/11) HE DPM111,481(4/11) AP arming threshold25 mm(9/12) Engine power75,000 hp(6/12) Turn-speed retention113.6 hp/m(7/12) Displacement7,822 t(6/12) Power-to-weight9.59 hp/t(7/12) Bow armor20 mm(7/12) Deck armor50 mm(5/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.03 s(9 of 12 tied at this value) NormAP ricochet start45°(11 of 12 tied at this value) NormAP auto-bounce angle60°(11 of 12 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 4.44 kmFighter
Survivability
Hit PointsInitial: 23,000 → 25,500
Displacement7,822 t
Armor range7–50 mm
Plate armor thicknesses7, 10, 13, 16, 20, 30, 50 mm
Armor material/layer entries45
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction10%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
12,000
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.
7,700
Main Battery
ModuleArtillery: 150 mm/50 Mk.9
Mounts / barrels4 mounts / 7 barrels
Reload time9 s
Firing range (base)12.1 km
Firing range (top fire control)13.3 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12060/30·(8−1.1)/1000 + 1.1)·30 = 116.2 m
116.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 116.2 × 0.6 = 69.7 m
69.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 116.2 × 0.319 (σ=2) = 37.1 m
37.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 69.7 × 0.32 (σ=2) = 22.3 m
22.3 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ7 broadside guns x 60 / 9 s base reload = 46.7.
46.7
HE shells
HE Damage2,150
HE Velocity900 m/s
Fire Chance11%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,150 HE damage x 7 broadside guns = 15,050.
15,050
Base HE DPM
ƒ15,050 HE full-salvo alpha x 60 / 9 s base reload = 100,333.
100,333
Base fires/min
ƒ7 HE shells x 60 / 9 s reload x 11% fire chance = 5.13.
5.13
AP shells
AP Damage3,000
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2200 × 46.7^0.69 × 0.15^-1.07 × 900^1.38 = 283.6 mm. Matches the in-game spec card.
283.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.6 km), where the shell has slowed to 342.3 m/s: 1e-7 × 2200 × 46.7^0.69 × 0.15^-1.07 × 342.3^1.38 = 74.7 mm.
74.7 mm
AP full-salvo alpha
ƒ3,000 AP damage x 7 broadside guns = 21,000.
21,000
Base AP DPM
ƒ21,000 AP full-salvo alpha x 60 / 9 s base reload = 140,000.
140,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
10
AA Defense
AA mount points9
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×0.9) + (19×3.5×0.85) = 157. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
157
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm/56 Bofors Model 1936 (upgraded hull only)5×1 40mm
12.7 mm Browning M19214×1 13mm
25 mm akan L/64 Model 1932 (stock hull only)5×2 25mm
Medium aura
DPS32
Range3.5 km
Near aura
DPSInitial: 20 → 19
Range1.2 km
Total DPS in Aura
ƒMedium 32 + Near 19 = 51
51
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed32 kt
Turning circle radius660 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.6× slow
Concealment
Detectability by sea9.65 km
Detectability by air5.79 km
Smoke firing penalty4.22 km
Detect after firing main guns9.65 km
Detect Fire Sea11.65 km
Detect Fire Air8.79 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4.44 km ship detect · 3.33 km torpedo detect
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

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

HullUpgrade
  • Hit points23,000 → 25,500
  • Rudder shift12.8 → 9.2 s
  • Close-range AA DPS42 → 51
  • Maximum AA range2.5 → 3.5 km
Fire controlUpgrade
  • Main battery range12,060 → 13,266 m

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp116.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12060/30·(8−1.1)/1000 + 1.1)·30 = 116.2 m
Max Vert Disp69.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 116.2 × 0.6 = 69.7 m
Med Horiz Disp37.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 116.2 × 0.319 (σ=2) = 37.1 m
Med Vert Disp22.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 69.7 × 0.32 (σ=2) = 22.3 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close283.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2200 × 46.7^0.69 × 0.15^-1.07 × 900^1.38 = 283.6 mm. Matches the in-game spec card.
AP Pen Far74.7 mm
Same formula at the ship's max firing range (16.6 km), where the shell has slowed to 342.3 m/s: 1e-7 × 2200 × 46.7^0.69 × 0.15^-1.07 × 342.3^1.38 = 74.7 mm.
HE penetration25 mm
25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha7
All 7 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha15,050
2,150 HE damage x 7 broadside guns = 15,050.
AP full-salvo alpha21,000
3,000 AP damage x 7 broadside guns = 21,000.
Base HE DPM100,333
15,050 HE full-salvo alpha x 60 / 9 s base reload = 100,333.
Base AP DPM140,000
21,000 AP full-salvo alpha x 60 / 9 s base reload = 140,000.
Base shells/min46.7
7 broadside guns x 60 / 9 s base reload = 46.7.
Base fires/min5.13
7 HE shells x 60 / 9 s reload x 11% fire chance = 5.13.

AA defense

Close-range AA DPS157
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×0.9) + (19×3.5×0.85) = 157. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index421
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 range1.2 km

Armor

Hull HP 23,00025,500 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.

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 13–20 mm)900 (4% of HP)
Overmatched by 305mm+ (Mikasa, Courbet)Angle bounces 283mm20 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 primary (range 13–30 mm)19,100 (75% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 13–30 mm)500 (2% of HP)
Overmatch not possible at T IVAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel50 mm primary (range 16–50 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure7 mm primary (range 7–50 mm)1,400 (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 HP12,000 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling 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 HP7,700 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • De Ruyter 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.