World of Warships: Legends ship guide

F. D. Roosevelt

Also called: 富兰克林·罗斯福 · Franklin D. Roosevelt Beta
HE bomber carrierRepeated HE dive-bomber runs; farm broadsides and angles, manage planes.
Playstyle
  • Sit far enough back that your 16.3 km surface detection is never the thing that gets you spotted
  • Avoid: Do not fly every squadron into a live AA cluster; the 116-plane reserve is large but not infinite
Key characteristics
Big squadronsFire bombsHeavy bomb penTough planesHeavy bombsEasily spotted
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Community Data

F. D. Roosevelt Community Stats

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Playstyle

Overview

F. D. Roosevelt is a U.S. Legendary Tier aircraft carrier flying dive bombers and torpedo bombers from a 116-plane reserve. The HE bombs hit for 10,000 with a 40% fire chance and 63.8 mm of penetration, so she punishes deck armour and starts fires the enemy has to spend Damage Control on; the torpedo squadron is the answer to anything that turns broadside.

Positioning

Sit far enough back that your 16.3 km surface detection is never the thing that gets you spotted, and pick strike lanes that let squadrons approach across a target's beam rather than down its length. At 33 knots with a 1,230 m turning circle she repositions slowly, so choose the flank you intend to support for the whole match.

Potato Avoidance

Fly every squadron into a live AA cluster

The 116-plane reserve is large but not infinite, and attrition you take early is strike power you do not have in the last five minutes. Do not drift forward while your attention is on the planes; fourteen 127 mm secondary mounts will punish a destroyer that closes, but they fire themselves and they will not save a 67,600 HP hull you have parked inside torpedo range.

Signature Traits

ELITE AIRCRAFT
  • Heavy bombs · 10000.0 damage
  • Heavy-pen bombs · 63.8 mm
  • Tough flight deck · 33800.0 HP
  • Tough planes · 3505.0 HP
High HP pool

67600.0 HP, best of Legendary CVs.

Punchy HE secondaries

1800.0 max HE alpha per secondary shell, best of Legendary CVs. Bigger per-shell damage than peers.

Slow acceleration

~37.1 s to 90% of top speed, worst of Legendary CVs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Easily spotted

16.32 km surface detect, worst of Legendary CVs. Visible before you can react; position early.

Acquisition

How to get F. D. Roosevelt

F. D. Roosevelt is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Prioritise squadron survivability and strike output, then aircraft servicing speed. Anything that shortens plane restoration or hardens squadrons against AA compounds across a full match, which matters more on a carrier than any single-strike bonus.

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Cohort position

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Where F. D. Roosevelt sits among Legendary CVs (4 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.

BestHit points67,600 HP (1 of 2 tied) BestHE alpha1,800 (1 of 2 tied) BestSecondary fire chance9% (1 of 2 tied) BestSecondary HE pen21 mm (1 of 2 tied) BestAA range5.2 km (1 of 2 tied) BestFlak per wave (expected)3,360 (1/4) BestCitadel belt193 mm (1 of 2 tied) BestDeck armor87 mm (1 of 2 tied) BestBomb damage10,000 (1/4) BestBomb penetration63.8 mm (1/3) BestAir torpedo stealth0.7 km (1/4) BestDeck HP33,800 HP (1 of 2 tied) BestPlane HP3,505 HP (1/4) Top 25%AA DPS824 (2/4) Top 25%Squadron restore time35 s (2/4) WorstStealth profile16.32 km / 13.06 km (4/4 / 4/4) WorstSecondary DPM (per side)189,000 (4/4) WorstAcceleration37.1 s (1 of 2 tied) WorstDisplacement59,901 t (1 of 2 tied) WorstSecondary range5 km (4/4) WorstAir torpedo damage2,333 (4/4)
See 11 mid-pack stats

Not standouts for F. D. Roosevelt -- 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 speed33 kt(3/4) Rudder shift17.3 s(3/4) Engine power212,000 hp(3/4) Turn-speed retention172.4 hp/m(3/4) Power-to-weight3.54 hp/t(3/4) AA threat3,022(3/4) Max armor193 mm(3/4) NormSecondary dispersion bracket57(3 of 4 tied at this value) NormBow armor19 mm(3 of 4 tied at this value) NormBomb fire chance40%(2 of 3 tied at this value) NormSquadron size24(3 of 4 tied at this value)

Stats & specs

Survivability
Hit Points67,600
Displacement59,901 t
Armor range13–193 mm
Plate armor thicknesses13, 19, 25, 38, 40, 50, 63, 74, 87, 127, 160, 165, 178, 193 mm
Armor material/layer entries51
Fire resistance40%
Fire duration60 s
Torp Reduction25%
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.
20,300
Squadrons
Total plane capacity116
Flight deck HP33,800
Hangar HP33,800
Dive bomber
Plane HP3,525
Cruising speed119 kt
OrdnanceHE bomb, 10,000 dmg
Fire chance40%
Bomb penetration63.8 mm
Hangar max24
Hangar restore+1 every 35 s, start 18
Recovery time35 s
Torpedo bomber
Plane HP3,505
Cruising speed119 kt
Ordnancetorpedo, 2,333 dmg
Flooding chance10%
Hangar max20
Hangar restore+1 every 45 s, start 15
Recovery time45 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points37
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (155×3.5×1) + (32×3.5×0.95) + (50×3.5×1) = 824. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
824
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors Mk220×4 40mm
40 mm Bofors Mk21×4 40mm
20 mm Oerlikon Mk416×1 20mm
127 mm Mk39 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
14×1 127mm
Far aura
Guns127 mm Mk39 (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 175 from dual-purpose secondaries firing as AA in this range band.
175
Range5.2 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 155 raw aura damage × 3.5 × 1 hit probability = 542 - the same in-game units as the Close-range AA DPS headline.
542
Range3.5 km
Total DPS in Aura
ƒFar 175 + Medium 542 = 717
717
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 32 raw aura damage × 3.5 × 0.95 hit probability = 106 - the same in-game units as the Close-range AA DPS headline.
106
Range2 km
Total DPS in Aura
ƒFar 175 + Medium 542 + Near 106 = 823
823
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 240 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.
3 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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.
2.5-5.2 km
S
Secondary Battery
Mounts14
Firing range5.0 km
Shell Grouping (σ)1
127 mm Mk39 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
14×1 127mm
Caliber127 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity808 m/s
Fire Chance9%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
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 power212,000 hp
Maximum speed33 kt
Turning circle radius1230 m
Rudder shift time17.3 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
37.1 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.
59.8 s
Concealment
Detectability by sea16.32 km
Detectability by air13.06 km
Smoke firing penalty16.22 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
16.32 km
Detect Fire Sea18.32 km
Detect Fire Air16.06 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 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
· 4 squadron size

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.

AA defense

Close-range AA DPS824
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (155×3.5×1) + (32×3.5×0.95) + (50×3.5×1) = 824. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index3022
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)189,000
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: 14×1 127 mm (7/side) × 60/4 × 1800 = 189,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 67,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern19 mm

Overmatched by 73+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel193 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–40 mm)≈ 3,380 (~5% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 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)19 mm primary (range 13–160 mm)≈ 50,700 (~75% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–193 mm)≈ 3,380 (~5% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel193 mm primary (range 19–193 mm)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.
Superstructure13 mm primary (range 13–165 mm)no cap
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).

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

Exteriors

Skins & permanent camouflages

Every custom exterior F. D. Roosevelt can equip, from in-game data.

  • F. D. Roosevelt 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.