World of Warships: Legends ship guide

Friedrich der Große

Also called: 腓特烈大帝 Beta
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push toward the fight instead of kiting from range; Friedrich der Große wants to be inside secondary range
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
19 km gun rangeStrong secondaries (8 km)Improved HE penLobs over islandsSonarNo torpedo backup
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Community Data

Friedrich der Große Community Stats

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Playstyle

Overview

Friedrich der Große is a secondary-focused battleship: close inside secondary range and let the auto-fire battery add to the main guns. Push with the team into a brawl, stay angled so the mains keep firing while the secondaries chip, and punish committed broadsides with AP.

Positioning

Push toward the fight instead of kiting from range; Friedrich der Große wants to be inside secondary range. Advance behind cover or alongside a teammate, angle into incoming fire, and pin targets against islands or a cap where they cannot break away from your secondaries and mains.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

ELITE SECONDARIES
  • Extended secondary range · 7.5 km
  • Punch-through secondaries · 38 mm
Turtleback armor

Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 9/32 T8 BBs.

Long gun range

18.89 km main battery reach, best of T8 BBs.

ELITE SONAR
  • Long-range sonar · 6 km
  • Wide torpedo · 4.05 km
No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Friedrich der Große

Friedrich der Große is available in the Brawler Battleships branch of the Germany Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,875,000 credits.

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Germany Tech Tree

Friedrich der Große sits in the Brawler Battleships branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds

Start with the standard battleship priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.

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Cohort position

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Where Friedrich der Große sits among Tier VIII BBs (31 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 range18.89 km (1/32) BestSecondary HE pen38 mm (1 of 3 tied) BestSecondary range7.5 km (1 of 2 tied) Top 25%Hit points84,300 HP (5/32) Top 25%Traverse-to-turn ratio5.85 × (5/32) Top 25%HE fire chance38% (9/32) Top 25%Secondary dispersion bracket43.5 (6/32) Bottom 25%Stealth profile15.97 km / 12.78 km (27/32 / 27/32) Bottom 25%Rudder shift17.6 s (26/32) Bottom 25%AP DPM233,563 (27/32) Bottom 25%Acceleration37.3 s (25/32) Bottom 25%Displacement61,955 t (26/32) Bottom 25%Effective HE DPM (incl. fire)145,574 (28/32) Bottom 25%AA range4.5 km (26/32) Bottom 25%Max armor350 mm (28/32) Bottom 10%HE DPM88,276 (31/32) WorstMain dispersion251.2 m (32/32) WorstSecondary HE alpha1,700 (1 of 4 tied) WorstNo torpedoes (25 of 32 in cohort) WorstRepair charges2 (1 of 9 tied)
See 27 mid-pack stats

Not standouts for Friedrich der Große -- 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 speed30 kt(17/32) Main battery caliber406 mm(18/32) Main battery reload26.1 s(11/32) Sigma1.9(11/32) Fires per minute6.99(22/32) AP shell damage12,700(18/32) Secondary DPM (per side)253,540(17/32) Secondary fire chance8%(19/30) AP velocity810 m/s(19/32) HE velocity810 m/s(23/32) AP arming threshold68 mm(17/32) Engine power165,000 hp(13/32) Turn-speed retention175.5 hp/m(19/32) Power-to-weight2.66 hp/t(22/32) AP pen at 10 km593 mm(20/31) AA DPS506(18/32) AA threat1,806(19/32) Flak per wave (expected)1,650(13/32) Citadel belt300 mm(23/30) Deck armor50 mm(17/29) NormAP fuse timer0.03 s(29 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(23 of 32 tied at this value) NormBow armor32 mm(28 of 30 tied at this value) NormStern armor32 mm(28 of 30 tied at this value)
Survivability
Hit PointsInitial: 72,500 → 84,300
Displacement61,955 t
Armor range19–350 mm
Plate armor thicknesses19, 20, 30, 32, 38, 45, 50, 60, 80, 90, 100, 110, 120, 125, 145, 150, 200, 220, 235, 300, 350 mm
Armor material/layer entries60
Fire resistance40%
Fire duration60 s
Torp Reduction25%
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.
42,200
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.
25,300
Effective HP
ƒBase 84,300 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 11,802 HP per charge, x2 charges = 23,604 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
107,904
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 420 mm L/48 Drh LC/40
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 26 s → 29 s
Firing range (base)17.2 km
Firing range (top fire control)18.9 km
Turret traverse5.5 °/s
Turret armor400 mm
AP pen max range461 mm
HE fire DPM vs T8 BB51558
Effective HE DPM vs T8 BB131006
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(18894.730·122.21000+2.2)·30=251.2m
251.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =251.2·0.6=150.7m
150.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =251.2·0.61.9=79.3m
79.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =150.7·0.61.9=47.6m
47.6 m
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 26 s base reload = 18.5. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 26.1 s all-upgrades reload = 18.4.
Initial: 18.5 → 18.4
HE shells
HE Damage4,800 → 5,000
HE Velocity810 m/s → 800 m/s
Fire Chance38% → 41%
HE penetration
ƒIn-game data: 105 mm = 406 mm caliber / 3.87 (non-standard HE penetration ratio).
105 mm
HE full-salvo alpha
ƒZero upgrades: 4,800 HE damage x 8 broadside guns = 38,400. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 5,000 HE damage x 8 broadside guns = 40,000.
Initial: 38,400 → 40,000
HE DPM
ƒZero upgrades: 38,400 HE full-salvo alpha x 60 / 26 s base reload = 88,615. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 40,000 HE full-salvo alpha x 60 / 26.1 s all-upgrades reload = 91,954.
Initial: 88,615 → 91,954
Fires/min
ƒZero upgrades: 18.5 shells/min x 41% fire chance = 7.57. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 18.4 shells/min x 41% fire chance = 7.54.
Initial: 7.57 → 7.54
AP shells
AP Damage12,700 → 13,500
AP Velocity810 m/s → 800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2415·12200.69·0.421.07·8001.38=835.4mm. Matches the in-game spec card.
835.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (23.6 km), where the shell has slowed to 510.2 m/s: P=107·2415·12200.69·0.421.07·510.21.38=449.1mm.
449.1 mm
AP full-salvo alpha
ƒZero upgrades: 12,700 AP damage x 8 broadside guns = 101,600. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 13,500 AP damage x 8 broadside guns = 108,000.
Initial: 101,600 → 108,000
AP DPM
ƒZero upgrades: 101,600 AP full-salvo alpha x 60 / 26 s base reload = 234,462. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 108,000 AP full-salvo alpha x 60 / 26.1 s all-upgrades reload = 248,276.
Initial: 234,462 → 248,276
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.
300
AA Defense
AA mount pointsInitial: 16 → 32
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.
4.5 km
37 mm Flak LM/42 (upgraded hull only)24×2 37mm
37 mm Dop. Tr C/392×2 37mm
20 mm Flakvierling 38Initial: 8×4 → 6×4 20mm
37 mm Flakzwilling 30 (stock hull only)6×2 37mm
105 mm L/65 Dop. L. C/38 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/38 (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 116 from dual-purpose secondaries firing as AA in this range band.
116
Range4.5 km
Medium aura
Guns37 mm Dop. Tr C/39 + 37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 128 raw aura damage × 3.5 × 0.75 hit probability = 336 - the same in-game units as the Close-range AA DPS headline.
Initial: 52 → 336
Range3.5 km
Total DPS in Aura
ƒFar 116 + Medium 336 = 452
452
Near aura
Guns20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 22 raw aura damage × 3.5 × 0.7 hit probability = 54 - the same in-game units as the Close-range AA DPS headline.
Initial: 81 → 54
Range2 km
Total DPS in Aura
ƒFar 116 + Medium 336 + Near 54 = 506
506
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 220 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.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
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 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
S
Secondary Battery
Mounts14
Firing range7.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 7.5 km
ƒ7.5 km × 43.5 + 30 = 356.2 m.
356.2 m
105 mm L/65 Dop. L. C/38 (×8) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen26 mm
Show 2 more gun families
150 mm L/55 SK C/28 (×2)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Maneuverability
Engine power165,000 hp
Maximum speed30 kt
Turning circle radius940 m
Rudder shift time17.6 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 (27.0 kt of 30 kt), from our in-house acceleration model.
37.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
60.7 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·30.0·0.5144940=0.94°/s, so ratio=ωturretωhull=5.50.94=5.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.8× slow
Concealment
Detectability by sea15.97 km
Detectability by air12.78 km
Smoke firing penalty15.41 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.97 km
Detect Fire Sea17.97 km
Detect Fire Air15.78 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 28 s active · 11,802 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 23,604 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 422 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (84,300 HP) per second = 422 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter7 charges · 80 s reload · 90 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
· 1 squadron size
Observation Seaplane7 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Sonar2 charges · 180 s reload · 60 s active · 6 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 200×301000=6 km
· 4.05 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 135×301000=4.05 km
Module options (4)

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

HullUpgrade
  • Hit points72,500 → 84,300
  • Rudder shift32 → 22.8 s
  • AA mounts16 → 32
  • Close-range AA DPS53 → 150
Fire controlUpgrade
  • Main battery range17,177 → 18894.7 m
ArtilleryUpgrade
  • Base reload26 → 29 s
EngineUpgrade
  • Time to 90% speed38.3 → 37.3 s

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)1.9
Max Horiz Disp251.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(18894.730·122.21000+2.2)·30=251.2m
Shell scatter width @ 5 km115 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 km164 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.
Shell scatter width @ 15 km213 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp150.7 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =251.2·0.6=150.7m
Shell scatter height @ 10 km83 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=0.5·18894.7=9447 m, and radiusOnMax=0.6 at 18894.7 m. Above the kink: k=0.5+(0.60.5)·10000944718894.79447=0.5058, so σV=σH·k=164·0.5058=83m.
Med Horiz Disp79.3 m
50%-hit horizontal radius: σH,50=σH·0.6σ =251.2·0.61.9=79.3m
Med Vert Disp47.6 m
50%-hit vertical radius: σV,50=σV·0.6σ =150.7·0.61.9=47.6m
AP Pen Close835.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2415·12200.69·0.421.07·8001.38=835.4mm. Matches the in-game spec card.
AP Pen Far449.1 mm
Same formula at the ship's max firing range (23.6 km), where the shell has slowed to 510.2 m/s: P=107·2415·12200.69·0.421.07·510.21.38=449.1mm.
AP pen 5 km699 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 km593 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.
AP pen 15 km510 mm
AP penetration at a fixed 15 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 flight time @ 10 km5.02 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·0.2994·0.40628·1030=1.88×105. That runs from a 810 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 flight time @ 10 km5.02 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·0.2994·0.40628·1030=1.88×105. That runs from a 810 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 penetration105 mm
In-game data: 105 mm = 406 mm caliber / 3.87 (non-standard HE penetration ratio).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~101mm armor instead of ~67mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius300
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 time32.7 s
180 degrees / 5.5 deg/s traverse speed = 32.7 s.
HE full-salvo alphaInitial: 38,400 → 40,000
Zero upgrades: 4,800 HE damage x 8 broadside guns = 38,400. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 5,000 HE damage x 8 broadside guns = 40,000.
AP full-salvo alphaInitial: 101,600 → 108,000
Zero upgrades: 12,700 AP damage x 8 broadside guns = 101,600. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 13,500 AP damage x 8 broadside guns = 108,000.
HE DPMInitial: 88,615 → 91,954
Zero upgrades: 38,400 HE full-salvo alpha x 60 / 26 s base reload = 88,615. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 40,000 HE full-salvo alpha x 60 / 26.1 s all-upgrades reload = 91,954.
AP DPMInitial: 234,462 → 248,276
Zero upgrades: 101,600 AP full-salvo alpha x 60 / 26 s base reload = 234,462. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 108,000 AP full-salvo alpha x 60 / 26.1 s all-upgrades reload = 248,276.
Shells/minInitial: 18.5 → 18.4
Zero upgrades: 8 broadside guns x 60 / 26 s base reload = 18.5. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 26.1 s all-upgrades reload = 18.4.
Fires/minInitial: 7.57 → 7.54
Zero upgrades: 18.5 shells/min x 41% fire chance = 7.57. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 18.4 shells/min x 41% fire chance = 7.54.

AA defense

AA DPS at max range116
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 24x2 -> 310 DPS @ 3.5 km; 37mm Flak C 38 2x2 -> 26 DPS @ 3.5 km; 20mm Flak 38 C35 6x4 -> 54 DPS @ 2 km; 105mm DopL C38 8x2 -> 116 DPS @ 4.5 km.
Maximum AA range4.5 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 range116 DPS @ 4.5 km, 452 DPS @ 3.5 km, 506 DPS @ 2 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-blank506
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1806
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 typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7.5 km356.2 m
7.5 km × 43.5 + 30 = 356.2 m.
Secondary dispersion @ 5 km247.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.

Secondary battery firepower

Secondary DPM (per side)253,540
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: 8×2 105 mm (8/side) × 60/3.35 × 1200 = 171,940 + 2×2 150 mm (2/side) × 60/7.5 × 1700 = 27,200 + 4×2 150 mm (4/side) × 60/7.5 × 1700 = 54,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 72,50084,300 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 & stern32 mm

Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel300 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 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
Bow32 mm primary (range 30–150 mm)4,100 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
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 20–300 mm)63,200 (75% of HP)
No common 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.
Stern32 mm primary (range 32–200 mm)2,500 (3% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 38–300 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.
Superstructure19 mm primary (range 19–50 mm)5,900 (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 HP42,200 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.
Secondary mount (150 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.090 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP25,300 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Friedrich der Große. Cards are condensed; use each source link for full context.

Buff ×5Rework ×1Main Battery ×2Consumable ×1
2025-06-26

Ministry of Balance: Declaration of Changes

  • Stock and upgraded main battery shell grouping increased by 5.5% (from 1.8 to 1.9 sigma).
  • Secondary battery firing range increased from 7 to 7.5 km.
  • Damage Control Party consumable duration increased from 8 to 15 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Friedrich der Große can equip, from in-game data.

  • Friedrich der Große 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.