Friedrich der Große
Also called: 腓特烈大帝 Beta- 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
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Friedrich der Große Community Stats
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Friedrich der Große Community Stats
Record History
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
- Extended secondary range · 7.5 km
- Punch-through secondaries · 38 mm
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.
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.
18.89 km main battery reach, best of T8 BBs.
- Long-range sonar · 6 km
- Wide torpedo · 4.05 km
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.
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.
Show Germany tech-tree branch diagram
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.
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 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.
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.
Peers in this cohort
Compare Tier VIII BattleshipsShow all 31 peers
Stats & specs
Customize in the Build Tool →ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5.5 deg/s traverse speed = 32.7 s.ƒ
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.HE shells
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In-game data: 105 mm = 406 mm caliber / 3.87 (non-standard HE penetration ratio).ƒ
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.ƒ
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.ƒ
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.AP shells
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floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (23.6 km), where the shell has slowed to 510.2 m/s: .ƒ
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.ƒ
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.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
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 116 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 128 raw aura damage × 3.5 × 0.75 hit probability = 336 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 116 + Medium 336 = 452ƒ
Effective DPS: 22 raw aura damage × 3.5 × 0.7 hit probability = 54 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 116 + Medium 336 + Near 54 = 506ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.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 4.5 km - once planes get inside the band, new waves stop.ƒ
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7.5 km × 43.5 + 30 = 356.2 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.Show 2 more gun families
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Time to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
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) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.5% 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.
Catapult Fighter7 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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 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):
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.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.Vertical dispersion ellipse height at max range: 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 18894.7 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (23.6 km), where the shell has slowed to 510.2 m/s: .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 . 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, 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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 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.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 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.In-game data: 105 mm = 406 mm caliber / 3.87 (non-standard HE penetration ratio).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.floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).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.All 8 barrels bear on the broadside.180 degrees / 5.5 deg/s traverse speed = 32.7 s.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.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.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.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.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.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
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.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.7.5 km × 43.5 + 30 = 356.2 m.Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 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: 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.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.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 72,500 → 84,300 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.
Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 | 32 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. |
| Stern | 32 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. |
| Citadel | 300 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. |
| Superstructure | 19 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 HP | 42,200 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. |
| Secondary mount (150 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.090 research estimate | Largest on BB/BC; zero on destroyers | Engine 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 HP | 25,300 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.
Ship Charts
Balance History
Balance updates affecting Friedrich der Große. Cards are condensed; use each source link for full context.
Ministry of Balance: Anniversary Tune-Up
- credit earnings increased by 10%.
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.
Ministry of Balance: Spring Changes
- credit-earning rate increased by 11%.
November Update: Under the Black Flag
- "Ironclad" changed to "Secondary Reach".
Skins & permanent camouflages
Every custom exterior Friedrich der Große 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.
