F. D. Roosevelt
Also called: 富兰克林·罗斯福 · Franklin D. Roosevelt Beta- 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
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F. D. Roosevelt Community Stats
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F. D. Roosevelt Community Stats
Record History
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
- Heavy bombs · 10000.0 damage
- Heavy-pen bombs · 63.8 mm
- Tough flight deck · 33800.0 HP
- Tough planes · 3505.0 HP
67600.0 HP, best of Legendary CVs.
1800.0 max HE alpha per secondary shell, best of Legendary CVs. Bigger per-shell damage than peers.
~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.
16.32 km surface detect, worst of Legendary CVs. Visible before you can react; position early.
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
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.
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.
Stats & specs
ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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.ƒ
Effective DPS: 155 raw aura damage × 3.5 × 1 hit probability = 542 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 175 + Medium 542 = 717ƒ
Effective DPS: 32 raw aura damage × 3.5 × 0.95 hit probability = 106 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 175 + Medium 542 + Near 106 = 823ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every 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.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The 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.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.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.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.
Overmatched by 73+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 |
|---|---|---|---|---|
| Bow | 19 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. |
| Stern | 19 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. |
| Citadel | 193 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. |
| Superstructure | 13 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.
Ship Charts
Skins & permanent camouflages
Every custom exterior F. D. Roosevelt can equip, from in-game data.
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.
