World of Warships: Legends ship guide

Flandre

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33.5 kn…
  • Avoid: Using the 33.5-kn speed to push rather than to rotate
Key characteristics
Engine BoostWide dispersion
Community Data

Flandre Community Stats

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Playstyle

Overview

Flandre is a Tier VII French fast battleship at 33.5 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best high HP pool in T7 BBs (75,400 HP).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 33.5-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

High HP pool

75400.0 HP, top decile of T7 BBs.

Strong torpedo belt

44.0% torpedo damage reduction, top decile of T7 BBs.

Fast for the class

33.5 kt, top decile of T7 BBs. Lets you rotate flanks or escape disengagements.

Burny secondaries

12.0% best HE fire chance per secondary shell (before target resistance), top decile of T7 BBs. Stacks fires faster than peers in a brawl.

Wide dispersion

237.0 m max horizontal dispersion, bottom decile of T7 BBs. Long-range salvos are noticeably wider than peers'.

Thin deck

40.0 mm armor deck, bottom decile of T7 BBs. Plunging fire and HE eat through.

Acquisition

How to get Flandre

Flandre is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, Global XP, and Campaign. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • French Battleship Crate 3% VII Flandre Event containers · French Battleship Crate
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
Show all 17 containers (14 more)
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
  • "Le Lion Flamand" Campaign Breakdown Campaign Start: 2022-04-11 · End: 2022-05-15 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Flandre Ship feature / release Start: 2022-04-12 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Vive la France: Bastille Day in Legends 750,000 Global XP 2025-07-14 Tier VII default; exact price not in source
  • Supply Shipment: Black Waters Rise 12,500 Doubloons 2023-11-13 Tier VII default; exact price not in source
Show direct source rows

Builds Beta

Émile Guépratte is the official all-rounder direction, emphasizing speed, survivability, turret handling, reload, and fire management. Build around Engine Boost tempo, main-battery consistency, and secondary value only when the map supports it.

Open in Build Tool →

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 Flandre sits among Tier VII BBs (39 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.

Top 10%Hit points75,400 HP (2/39) Top 10%Max speed33.5 kt (3/39) Top 10%Secondary DPM (per side)441,500 (4/39) Top 10%Citadel belt405 mm (4/37) Top 25%Stealth profile15.17 km / 12.14 km (9/39 / 9/39) Top 25%Main battery range17.45 km (8/39) Top 25%Secondary dispersion bracket37.5 (6/39) Top 25%Secondary fire chance12% (7/37) Top 25%AP arming threshold63 mm (9/39) Top 25%Engine power192,000 hp (8/39) Top 25%Turn-speed retention211 hp/m (10/39) Top 25%Secondary range6.8 km (10/39) Top 25%Max armor430 mm (7/39) Bottom 25%Main battery caliber380 mm (31/39) Bottom 25%Main battery reload27.4 s (31/39) Bottom 25%Acceleration10.05 s (36/39) Bottom 25%AA DPS351 (31/39) Bottom 10%Main dispersion237 m (38/39) Bottom 10%Displacement54,500 t (38/39) WorstNo torpedoes (27 of 39 in cohort) WorstDeck armor40 mm (36/36)
See 23 mid-pack stats

Not standouts for Flandre -- 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.

Rudder shift19.7 s(13/39) Traverse-to-turn ratio4.61 ×(19/39) Sigma1.8(23/39) HE shell damage5,400(26/38) HE fire chance36%(17/38) Fires per minute7.09(23/38) HE DPM106,423(22/38) AP shell damage11,900(27/39) AP DPM234,526(29/39) HE alpha2,200(11/37) Secondary HE pen25 mm(18/37) AP velocity830 m/s(14/39) HE velocity830 m/s(15/38) Power-to-weight3.52 hp/t(14/39) AA range5 km(15/39) AA threat1,461(24/39) Repair charges3(19/39) Stern armor32 mm(15/37) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 3Engine Boost
Survivability
Hit Points75,400
Displacement54,500 t
Armor range19–430 mm
Plate armor thicknesses19, 20, 30, 32, 40, 50, 85, 100, 150, 160, 170, 190, 250, 275, 350, 370, 405, 430 mm
Armor material/layer entries64
Fire resistance36.6%
Fire duration60 s
Torp Reduction44%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
37,700
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.
22,600
Main Battery
ModuleArtillery: 380 mm/45 Mle 1935
Mounts / barrels3 mounts / 9 barrels
Reload time
patched
  1. baseline30.5
    In-game data
  2. 2023-05-1132
    Ministry of Balance Reports: Ship Trimming Main Battery Reload Time reduced from 33 to 32 s.
  3. 2023-11-0230.5
    MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES Main Battery reload time decreased from 32 to 30.5 seconds.
30.5 s
Firing range17.4 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17450/30·(12−2.2)/1000 + 2.2)·30 = 237 m
237 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 237 × 0.6 = 142.2 m
142.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 237 × 0.344 (σ=1.8) = 81.5 m
81.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 142.2 × 0.344 (σ=1.8) = 48.9 m
48.9 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ9 broadside guns x 60 / 30.5 s base reload = 17.7.
17.7
HE shells
HE Damage5,400
HE Velocity830 m/s
Fire Chance36%
HE penetration
ƒ63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
63 mm
HE full-salvo alpha
ƒ5,400 HE damage x 9 broadside guns = 48,600.
48,600
Base HE DPM
ƒ48,600 HE full-salvo alpha x 60 / 30.5 s base reload = 95,607.
95,607
Installed HE DPM
ƒ48,600 HE full-salvo alpha x 60 / 27.4 s installed reload (Main Battery Mod. 3 = -10%) = 106,423.
106,423
Base fires/min
ƒ9 HE shells x 60 / 30.5 s reload x 36% fire chance = 6.37.
6.37
AP shells
AP Damage11,900
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 830^1.38 = 761.8 mm. Matches the in-game spec card.
761.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.8 km), where the shell has slowed to 543.4 m/s: 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 543.4^1.38 = 424.6 mm.
424.6 mm
AP full-salvo alpha
ƒ11,900 AP damage x 9 broadside guns = 107,100.
107,100
Base AP DPM
ƒ107,100 AP full-salvo alpha x 60 / 30.5 s base reload = 210,689.
210,689
Installed AP DPM
ƒ107,100 AP full-salvo alpha x 60 / 27.4 s installed reload (Main Battery Mod. 3 = -10%) = 234,526.
234,526
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.
120
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (33×3.5×0.75) + (22×3.5×0.7) + (80×3.5×0.75) = 351. 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.
351
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/56 Bofors Mk16×2 40mm
20 mm/70 Oerlikon Mk246×2 20mm
100 mm/55 CAD Mle 1945 (DP)14×2 100mm
152 mm/55 Mle 1936 (DP)3×3 152mm
Far aura
DPS
ƒIncludes 80 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
80
Range5 km
Medium aura
DPS33
Range3.5 km
Total DPS in Aura
ƒFar 80 + Medium 33 = 113
113
Near aura
DPS22
Range2 km
Total DPS in Aura
ƒFar 80 + Medium 33 + Near 22 = 135
135
S
Secondary Battery
Mounts17
Firing range6.8 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (32.5%)
Max secondary dispersion @ 6.8 km
ƒ6.8 km × 37.5 + 30 = 285 m.
285 m
100 mm/55 CAD Mle 1945 (×14)
Caliber100 mm
Reload time3 s
HE Damage1,400
Muzzle Velocity855 m/s
Fire Chance7%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/55 Mle 1936 (×3)
Caliber152 mm
Reload time12 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 192,000 hp
Engine power192,000 hp
Maximum speed33.5 kt
Turning circle radius910 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.6× drags
Concealment
Detectability by sea15.17 km
Detectability by air12.14 km
Smoke firing penalty13.86 km
Detect after firing main guns15.17 km
Detect Fire Sea17.17 km
Detect Fire Air15.14 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse5 → 5.5 °/s

See all derived stats

Show

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp237 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17450/30·(12−2.2)/1000 + 2.2)·30 = 237 m
Max Vert Disp142.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 237 × 0.6 = 142.2 m
Med Horiz Disp81.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 237 × 0.344 (σ=1.8) = 81.5 m
Med Vert Disp48.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 142.2 × 0.344 (σ=1.8) = 48.9 m
AP Pen Close761.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 830^1.38 = 761.8 mm. Matches the in-game spec card.
AP Pen Far424.6 mm
Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 543.4 m/s: 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 543.4^1.38 = 424.6 mm.
HE penetration63 mm
63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha48,600
5,400 HE damage x 9 broadside guns = 48,600.
AP full-salvo alpha107,100
11,900 AP damage x 9 broadside guns = 107,100.
Base HE DPM95,607
48,600 HE full-salvo alpha x 60 / 30.5 s base reload = 95,607.
Base AP DPM210,689
107,100 AP full-salvo alpha x 60 / 30.5 s base reload = 210,689.
Installed HE DPM106,423
48,600 HE full-salvo alpha x 60 / 27.4 s installed reload (Main Battery Mod. 3 = -10%) = 106,423.
Installed AP DPM234,526
107,100 AP full-salvo alpha x 60 / 27.4 s installed reload (Main Battery Mod. 3 = -10%) = 234,526.
Base shells/min17.7
9 broadside guns x 60 / 30.5 s base reload = 17.7.
Installed shells/min19.7
9 broadside guns x 60 / 27.4 s installed Artillery reload = 19.7.
Base fires/min6.37
9 HE shells x 60 / 30.5 s reload x 36% fire chance = 6.37.
Installed fires/min7.09
9 HE shells x 60 / 27.4 s installed reload x 36% fire chance = 7.09.

AA defense

Close-range AA DPS351
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (33×3.5×0.75) + (22×3.5×0.7) + (80×3.5×0.75) = 351. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1461
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 (32.5%)
Max dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.8 km285 m
6.8 km × 37.5 + 30 = 285 m.

Secondary battery firepower

Secondary DPM (per side)441,500
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: 14×2 100 mm (14/side) × 60/3 × 1400 = 392,000 + 3×3 152 mm (4.5/side) × 60/12 × 2200 = 49,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor

Hull HP 75,400, 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.

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)4,000 (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)85 mm primary (range 20–370 mm)56,600 (75% of HP)
No common caliber overmatches85 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–150 mm)3,900 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel405 mm primary (range 20–405 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure19 mm primary (range 19–430 mm)3,800 (5% 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 HP37,700 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 (152 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 (40 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.
Rudder (module)separate HP pool, does not drain ship HP22,600 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Flandre. Cards are condensed; use each source link for full context.

Buff ×10Main Battery ×2Concealment ×3
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Main Battery reload time decreased from 32 to 30.5 seconds.
  • Secondary Battery dispersion improved by 32.5%.
  • (This brings her secondary accuracy almost to the same level as German alternative battleships like Zieten).
  • Secondary Battery 100 mm gun fire chance increased from 5% to 7%.
  • Secondary Battery Modification 3 for Cruisers.
  • High tier cruisers with the ability to mount fourth slot modifications now have access to the Secondary Battery Mod. 3 if they have secondary battery guns.
Read the full official post
2023-05-11

Ministry of Balance Reports: Ship Trimming

  • Flandre was and is still fairly unpopular as far as Tier VII battleships are concerned, so we're buffing her damage output and survivability in various ways:
  • Main Battery Reload Time reduced from 33 to 32 s.
  • Secondary Battery Range increased from 5 to 6.8 km.
  • Rudder Shift Time reduced from 16.6 to 15.1 s.
  • Concealment improved from 15.5 to 15.2 km.
  • Concealment when firing in smoke improved from 14.1 to 13.9 km.
  • Concealment from aircraft improved from 12.4 to 12.1 km.
  • Chances of flooding have been increased.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Flandre can equip, from in-game data.

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.