World of Warships: Legends ship guide

Friedrich der Große

Also called: 腓特烈大帝 Beta
Secondary battleshipA brawler: close the distance and the secondaries work alongside the mains.
Playstyle
  • Take an angle that threatens broadsides while leaving room to turn out before the flank collapses
  • Avoid: Do not sit stationary bow-in for the whole match
Key characteristics
19 km gun rangeStrong secondaries (8 km)Improved HE penLobs over islandsSonarWide dispersion
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Community Data

Friedrich der Große Community Stats

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Playstyle

Overview

Friedrich der Große is best treated as crossfire creation and heavy salvo punishment. Take an angle that threatens broadsides while leaving room to turn out before the flank collapses.

Positioning

Take an angle that threatens broadsides while leaving room to turn out before the flank collapses.

Potato Avoidance

Sit stationary bow-in for the whole match

Reposition early when the enemy stops giving you useful shots.

Signature Traits

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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 9/31 T8 BBs.

Long gun range

18.89 km main battery reach, best of T8 BBs.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T8 BBs. Pens hull plates peers' secondaries shatter on.

Long heal window

28.0 s Repair Party duration, best of T8 BBs. Restores HP for longer per activation.

Wide dispersion

234.3 m max horizontal dispersion, bottom decile of T8 BBs. Long-range salvos are noticeably wider than peers'.

Small-caliber secondaries

1700.0 max HE alpha per secondary shell, bottom quartile of T8 BBs. Per-shell damage runs below peers'.

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.

Show Germany tech-tree branch diagram
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 Beta

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.

Open in Build Tool →

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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 (1/31) BestSecondary HE pen38 mm (1 of 3 tied) BestSecondary range7.5 km (1 of 2 tied) Top 25%Hit points84,300 HP (5/31) Top 25%Traverse-to-turn ratio5.85 × (5/31) Top 25%Main battery reload23.4 s (7/31) Top 25%Secondary dispersion bracket43.5 (5/31) Bottom 25%Stealth profile15.97 km / 12.78 km (27/31 / 27/31) Bottom 25%Rudder shift17.6 s (25/31) Bottom 25%HE DPM98,462 (26/31) Bottom 25%Acceleration37.3 s (25/31) Bottom 25%Displacement61,955 t (25/31) Bottom 25%AA range4.5 km (25/31) Bottom 25%Max armor350 mm (28/31) Bottom 10%Main dispersion234.3 m (29/31) WorstHE alpha1,700 (1 of 4 tied) WorstNo torpedoes (24 of 31 in cohort) WorstRepair charges2 (1 of 10 tied)
See 25 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(17/31) Main battery caliber406 mm(17/31) Sigma1.9(11/31) HE fire chance38%(9/31) Fires per minute7.79(12/31) AP shell damage12,700(18/31) AP DPM260,513(18/31) Secondary DPM (per side)253,540(15/31) Secondary fire chance8%(18/29) AP velocity810 m/s(19/31) HE velocity810 m/s(23/31) AP arming threshold68 mm(17/31) Engine power165,000 hp(13/31) Turn-speed retention175.5 hp/m(19/31) Power-to-weight2.66 hp/t(22/31) AA DPS521(17/31) AA threat1,874(17/31) Citadel belt300 mm(21/29) Deck armor50 mm(17/28) NormAP fuse timer0.03 s(28 of 31 tied at this value) NormAP ricochet start45°(28 of 31 tied at this value) NormAP auto-bounce angle60°(28 of 31 tied at this value) NormRepair heal rate0.5 %/s(23 of 31 tied at this value) NormBow armor32 mm(27 of 29 tied at this value) NormStern armor32 mm(27 of 29 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%
Main Battery
ModuleArtillery: 420 mm L/48 Drh LC/40
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range (base)17.2 km
Firing range (top fire control)18.9 km
Turret traverse5.5 °/s
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 =(1717730·122.21000+2.2)·30=234.3m
234.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =234.3·0.6=140.6m
140.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =234.3·0.332(σ=1.9)=77.7m
77.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =140.6·0.331(σ=1.9)=46.6m
46.6 m
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Base shells/min
ƒ8 broadside guns x 60 / 26 s base reload = 18.5.
18.5
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
ƒ5,000 HE damage x 8 broadside guns = 40,000.
40,000
Base HE DPM
ƒ40,000 HE full-salvo alpha x 60 / 26 s base reload = 92,308.
92,308
Installed HE DPM
ƒ40,000 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 102,564.
102,564
Base fires/min
ƒ18.5 shells/min x 41% fire chance = 7.57.
7.57
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
ƒ13,500 AP damage x 8 broadside guns = 108,000.
108,000
Base AP DPM
ƒ108,000 AP full-salvo alpha x 60 / 26 s base reload = 249,231.
249,231
Installed AP DPM
ƒ108,000 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 276,923.
276,923
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
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (128×3.5×0.75) + (22×3.5×0.7) + (50×3.5×0.75) = 521. 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.
521
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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)8×2 105mm
Far aura
DPS
ƒIncludes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
50
Range4.5 km
Medium aura
DPSInitial: 20 → 128
Range3.5 km
Total DPS in Aura
ƒFar 50 + Medium 128 = 178
178
Near aura
DPSInitial: 33 → 22
Range2 km
Total DPS in Aura
ƒFar 50 + Medium 128 + Near 22 = 200
200
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)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
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
Min Ricochet91°
Max Ricochet60°
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
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 165,000 hp
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 · 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.
· 11,802 HP (14% of max HP) total heal
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
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 (2)

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

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 Disp234.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17177}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 234.3\,\text{m}$
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.
Max Vert Disp140.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 234.3 \cdot 0.6 = 140.6\,\text{m}$
Shell scatter height @ 10 km84.7 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.
Med Horiz Disp77.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 234.3 \cdot 0.332\;(\sigma = 1.9) = 77.7\,\text{m}$
Med Vert Disp46.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 140.6 \cdot 0.331\;(\sigma = 1.9) = 46.6\,\text{m}$
AP Pen Close835.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2415 \cdot 1220^{0.69} \cdot 0.42^{-1.07} \cdot 800^{1.38} = 835.4\,\text{mm}$. 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: $P = 10^{-7}\cdot 2415 \cdot 1220^{0.69} \cdot 0.42^{-1.07} \cdot 510.2^{1.38} = 449.1\,\text{mm}$.
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 alpha40,000
5,000 HE damage x 8 broadside guns = 40,000.
AP full-salvo alpha108,000
13,500 AP damage x 8 broadside guns = 108,000.
Base HE DPM92,308
40,000 HE full-salvo alpha x 60 / 26 s base reload = 92,308.
Base AP DPM249,231
108,000 AP full-salvo alpha x 60 / 26 s base reload = 249,231.
Installed HE DPM102,564
40,000 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 102,564.
Installed AP DPM276,923
108,000 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 276,923.
Base shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Installed shells/min20.5
8 broadside guns x 60 / 23.4 s installed Artillery reload = 20.5.
Base fires/min7.57
18.5 shells/min x 41% fire chance = 7.57.
Installed fires/min8.41
20.5 shells/min x 41% fire chance = 8.41.

AA defense

Close-range AA DPS521
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (128×3.5×0.75) + (22×3.5×0.7) + (50×3.5×0.75) = 521. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1874
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 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 ballistics 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 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.
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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Nerf ×1Buff ×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
2024-03-21

Ministry of Balance: Spring Changes

  • credit-earning rate increased by 11%.
  • credit-earning rate increased by 5.5%.
  • credit-earning rate reduced by 5%.
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.