Flandre
Also called: 佛兰德 Beta- 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
- Avoid: Using the 33.5-kn speed to push rather than to rotate
On this page
Flandre Community Stats
Across 17,000+ Standard battles from 280+ players, Flandre averages a 57% win rate, 70,700 damage and 1.0 kills per battle, and survives 30% of them.
Flandre Community Stats
Log in to GamingDiver and upload your data to see Community Data for Flandre: community win rate, damage, survival, spotting, and your own comparison.
Flandre Community Stats
Record History
Playstyle
Overview
Flandre is a Tier VII French tank battleship (75,400 HP): top-decile hit points mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. Standout traits: deep effective HP in T7 BBs (107,068, 8th of 49) and armor plate in T7 BBs (430 mm, 9th of 49).
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. A 910 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.
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 HP
- Deep effective · 107068 effective
- Thickest plate · 430 mm
- Strong torpedo belt · 44%
- Heavy citadel belt · 405 mm
+8% speed (about +2.7 kt), 180 s duration. Engine Boost takes her to 36.2 kt, faster than 57 of 60 T7 cruisers - enough to run down most cruisers or pull away from them, and outruns most destroyers too. Uncommon in T7 BBs.
33.5 kt, top decile of T7 BBs. Lets you rotate flanks or escape disengagements.
12% best HE fire chance per secondary shell (before target resistance), top decile of T7 BBs. Stacks fires faster than peers in a brawl.
No stat falls into the cohort's bottom decile across T7 BBs. Stable baseline in every category, no glaring weakness to play around.
How to get Flandre
Flandre is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign, Global XP, and Containers. 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.
- CampaignEarned in the campaign “Le Lion Flamand” (Apr 2022); campaign ships can later return through other limited methods.
- Global XPListed by GamingDiver as a Global XP ship, commonly obtained through the Admiralty/store rotation for Global XP.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Super VII crate
4%
One of the Tier VII Premium ships
Event · Super VII crate · 1 of 25 ships
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French Battleship crate
3%
VII Flandre
Event · French Battleship crate
-
Santa Level 5
0.428571%
Tier VII Premium ship
Archived · Santa Level 5 · 1 of 35 ships
Show all 17 containers (14 more)
-
Spectral Vault 5.0
0.384615%
Tier VII Premium ship
Archived · Spectral Vault 5.0 · 1 of 39 ships
-
Mega Santa '23
0.172414%
Tier VII Premium ship
Archived · Mega Santa '23 · 1 of 29 ships
-
Spectral Vault 4.0
0.160256%
Tier VII Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
Show 2 paths
- Spectral Vault 4.00.102564%
- Spectral Vault 4.0 → Spectral Vault 5.00.057692%
-
Santa Level 4
0.157143%
Tier VII Premium ship
Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
Show 2 paths
- Santa Level 40.114286%
- Santa Level 4 → Santa Level 50.042857%
-
Santa Level 3
0.102143%
Tier VII Premium ship
Archived · 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
0.080449%
Tier VII Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
Show 4 paths
- Spectral Vault 3.00.051282%
- Spectral Vault 3.0 → Spectral Vault 5.00.011538%
- Spectral Vault 3.0 → Spectral Vault 4.00.011282%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
-
Mystic Lantern
0.07619%
Tier VII Premium ship
Event · Mystic Lantern · 1 of 42 ships
-
Super Santa '23
0.051724%
Tier VII Premium ship
Archived · Super Santa '23 · 1 of 29 ships
-
Santa Level 2
0.026036%
Tier VII Premium ship
Archived · 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
Archived · 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
0.013814%
Tier VII Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
Show 7 paths
- Spectral Vault 2.0 → Spectral Vault 3.00.005128%
- Spectral Vault 2.00.002564%
- Spectral Vault 2.0 → Spectral Vault 4.00.002051%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
-
Santa Level 1
0.007834%
Tier VII Premium ship
Archived · 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
Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
-
Spectral Vault 1.0
0.002048%
Tier VII Premium ship
Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
Show 11 paths
- Spectral Vault 1.0 → Spectral Vault 3.00.000513%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
- Spectral Vault 1.0 → Spectral Vault 2.00.000231%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Official WG availability sources
-
"Le Lion Flamand" Campaign Breakdown
Campaign
Start: 2022-04-11 · End: 2022-05-15
- Comprising 100 stages over the duration of 5 weeks with the catch-up mechanic enabled, "Le Lion Flamand" features epic French Tier VII Premium battleship Flandre as its end-milestone reward available to players with an active Admiralty Backing.
-
Through the Spy Glass: Flandre
Campaign
Start: 2022-04-12
- Another installment of the Through the Spy Glass feature sees the newest campaign ship, Tier VII Premium battleship Flandre of the French Navy, as the focal point.
-
January Update: Anchors Up!
Crates
Start: 2026-01-15
- You can find the new skins individually in the Store or in the French Battleship crate, which can also drop one of the two Premium battleships—Strasbourg or Flandre.
-
Celebrating the French Navy: New Skins, Calendar, and Commander
Crates
Start: 2026-01-19
- This new crate has a chance to drop one of the new République Française skins or a French Premium battleship: Tier VI Strasbourg or Tier VII Flandre.
-
April Update: Three Years Strong
Campaign
Start: 2022-04-07
- Le Lion Flamand campaign with French Tier VII battleship Flandre as the headliner
- French Tier VII battleship Flandre
-
Halloween Update: The Restless Fleet
Crates
Start: 2026-10-01
- This crate offers you a chance to receive Tier VI Premium battleship Strasbourg, Tier VII Premium battleship Flandre, or one of the République Française skins for French battleships.
-
THE BATTLE OF TRAFALGAR: HONOR THE FLEET
Crates
Start: 2026-10-12
- The French Battleship crate can drop the following reward
- Flandre, French Tier VII Premium battleship
-
Vive la France: Bastille Day in Legends
Sale
2025-07-14
- Check out the Steel of the Republic chained bundle, which includes Tier II destroyer En. Gabolde, available for free; a French Commander crate, available for credits; a Summer Big Crate, available for Global XP; and Tier VII battleship Flandre at 30% off.
Show direct source rows
- French Battleship crate 3% · VII Flandre
- Mega Santa '23 0.172414% · Tier VII Premium ship
- Mystic Lantern 0.07619% · Tier VII Premium ship
- Santa Level 2 0.002857% · Tier VII Premium ship
- Santa Level 3 0.057143% · Tier VII Premium ship
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Émile Guépratte
WG officialWG official build from Through the Spy Glass: Flandre.
Source: Through the Spy Glass: Flandre
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Flandre sits among Tier VII BBs (48 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 28 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.
Peers in this cohort
Compare Tier VII BattleshipsShow all 48 peers
Stats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 144° (the most restricted aft-facing mount's arc) = 36° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (17.4 km) than a standard battleship: about 237 m wide × 142 m tall, against 234 m × 141 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Cristoforo Colombo and 43 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
Zero upgrades: 9 broadside guns x 60 / 30.571 s (30.5 s = 214 ticks) base reload = 17.7. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27.429 s (27.4 s = 192 ticks) all-upgrades reload (30.5 s × 0.9 Main Battery Mod. 3 = 27.4 s) = 19.7.HE shells
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63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).ƒ
5,400 HE damage x 9 broadside guns = 48,600.ƒ
Zero upgrades: 48,600 HE full-salvo alpha x 60 / 30.571 s (30.5 s = 214 ticks) base reload = 95,383. All upgrades (Main Battery Mod. 3 = -10% reload): 48,600 HE full-salvo alpha x 60 / 27.429 s (27.4 s = 192 ticks) all-upgrades reload (30.5 s × 0.9 Main Battery Mod. 3 = 27.4 s) = 106,312.ƒ
Zero upgrades: 17.7 shells/min × 0.36 (36% fire chance) = 6.36. All upgrades (Main Battery Mod. 3 = -10% reload): 19.7 shells/min × 0.36 (36% fire chance) = 7.09.AP shells
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floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (17.4 km), where the shell has slowed to 580.8 m/s: .ƒ
11,900 AP damage x 9 broadside guns = 107,100.ƒ
Zero upgrades: 107,100 AP full-salvo alpha x 60 / 30.571 s (30.5 s = 214 ticks) base reload = 210,196. All upgrades (Main Battery Mod. 3 = -10% reload): 107,100 AP full-salvo alpha x 60 / 27.429 s (27.4 s = 192 ticks) all-upgrades reload (30.5 s × 0.9 Main Battery Mod. 3 = 27.4 s) = 234,281.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
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 210 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 33 raw aura damage × 3.5 × 0.75 hit probability = 87 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 210 + Medium 87 = 297ƒ
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 210 + Medium 87 + Near 54 = 351ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.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 salvos 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 new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum of each gun family's fires/min (per side): 19.6 + 2.7 = 22.3. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 1400 = 392,000 + 3×3 152 mm (4.5/side) × 60/12 s × 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).ƒ
Fires/min (per side) 22.3 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 165,417. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 441,500 + secondary fire DPM 165,417 = 606,917: shell damage plus fire damage against one T7 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6.8 km × 37.5 + 30 = 285 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.ƒ
14×2 barrels / 2 sides × 60 / 3 s × 0.07 (7% fire chance) = 19.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.Show 1 more gun family
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Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
3×3 barrels / 2 sides × 60 / 12 s × 0.12 (12% fire chance) = 2.7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
top speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (30.2 kt of 33.5 kt).ƒ
Time to reach 99% of top speed (33.2 kt of 33.5 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
With the rudder hard over the hull turns 4.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.3 = +0.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.17 km x 0.955 = 14.49 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 15.17 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.49 km.ƒ
max(main battery range, sea detectability 15.17 km) = 17.45 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 12.14 km + gun-firing bloom 7.6 km = 19.74 km. The bloom tracks main-battery caliber 380 mm × 0.020 = 7.6 km.ƒ
Sea detectability 15.17 km + 2.0 km while burning = 17.17 km.ƒ
Air detectability 12.14 km + 3.0 km while burning = 15.14 km.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,556 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 75,400 HP = 10,556 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 75,400 HP = 31,668 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 75,400 HP = 377 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
Under the hood
Show
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.4 km) with the same model as Max Horiz/Vert Disp: horizontal 237 / 234 m − 1 = +1%, vertical 142 / 141 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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.(500 × (12 − 2.2) / 1000 + 2.2) × 30 = 213 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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 17450 m. Below the kink: , so .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 17450 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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 17450 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 744.1 m/s is the shell's speed when it arrives at 5 km (from 830 m/s at the muzzle). 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, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 669.2 m/s is the shell's speed when it arrives at 10 km (from 830 m/s at the muzzle). 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, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 606.9 m/s is the shell's speed when it arrives at 15 km (from 830 m/s at the muzzle). 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 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. 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 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.3 mounts × 3 barrels = 9; all 9 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 6x2 -> 87 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin 6x2 -> 54 DPS @ 2 km; 2 100 55 Mle 1945 14x2 -> 173 DPS @ 5 km; 152 55 Mle 1936 3x3 -> 37 DPS @ 5 km.@ 5 km: 173 + 37 = 210; @ 3.5 km: 87 + 173 + 37 = 297; @ 2 km: 87 + 54 + 173 + 37 = 351. 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.87 + 54 + 173 + 37 = 351 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).87 × 3.5 + 54 × 2 + 173 × 5 + 37 × 5 = 1462. 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
Same per-type line evaluated at a fixed 5 km: 5 km × 37.5 + 30 = 217.5 m.Secondary battery firepower
max(1400 (100 mm), 2200 (152 mm)) = 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.max(7% (100 mm), 12% (152 mm)) = 12%. 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(17 mm (100 mm), 25 mm (152 mm)) = 25 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.Ship Charts
Background
A take on the Alsace-class battleship project with her main guns placed in triple turrets and differently arranged AA armament.
Armor Beta
Hull HP 75,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.
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 37%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–50 mm) | 4,000 (5% of HP) | Overmatched by 460mm+ AP (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 AP 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. |
| Stern | 32 mm primary (range 32–150 mm) | 3,900 (5% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 350 mm primary (range 20–405 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 19–430 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 HP | 37,700 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 (152 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 (40 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. |
| Rudder (module) | separate HP pool, does not drain ship HP | 22,600 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.
Balance History
Balance updates affecting Flandre. Cards are condensed; use each source link for full context.
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%.
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.
Skins & permanent camouflages
Every custom exterior Flandre can equip.
DefaultThe ship’s standard exterior
Frozen FlandreDecorative
République Française (Flandre)Decorative
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.
