World of Warships: Legends ship guide

Flint R

Beta
U.S.A. · Tier VI · Cruiser · Premium
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on th…
  • Avoid: Do not drift broadside while tunnel-visioning damage
Key characteristics
High HE / fire outputHigh AP DPMLobs over islandsSmoke + SonarFragile

Variant of Flint

Cosmetic-only variant of Flint. Identical hull, modules, and consumables; differs in appearance and acquisition only.

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Community Data

Flint R Community Stats

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Playstyle

Overview

Flint R is best treated as flexible fire support and utility pressure. Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.

Positioning

Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.

Potato Avoidance

Drift broadside while tunnel-visioning damage

Cruiser value comes from staying alive long enough to punish multiple pushes.

Signature Traits

Fast turret traverse

25.0°/s turret traverse, top decile of T6 CAs. Tracks fast-rotating targets peers can't keep up with.

HE DPM machine

288000 HE DPM, top decile of T6 CAs. Sustained fire pressure.

High-arc AP shells

53.6° impact angle at max range, top decile of T6 CAs. Lobs over island cover.

AP DPM machine

336000 AP DPM, top decile of T6 CAs. Punishes broadsides.

Fragile HP pool

26600.0 HP, bottom decile of T6 CAs. Trade hits sparingly.

Loose grouping

Sigma 1.7, bottom decile of T6 CAs. Shells scatter more; bracketing matters.

Acquisition

How to get Flint R

Flint R is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

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

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Cohort position

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Where Flint R sits among Tier VI CAs (41 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%Traverse-to-turn ratio15.92 × (4/41) Top 10%Main battery reload4.5 s (3/41) Top 10%HE DPM288,000 (2/37) Top 10%AP DPM336,000 (4/40) Top 10%AP arming threshold21 mm (5/40) Top 10%Displacement8,230 t (3/41) Top 25%Main dispersion125.6 m (9/41) Top 25%Acceleration24.6 s (9/41) Top 25%Power-to-weight9.11 hp/t (7/41) Bottom 25%AP velocity792 m/s (36/40) Bottom 25%AP fuse timer0.01 s (34/40) Bottom 25%Engine power75,000 hp (37/41) Bottom 25%Turn-speed retention123 hp/m (35/41) Bottom 25%Torpedo speed55 kt (29/32) Bottom 25%Torpedo reload98 s (25/32) Bottom 25%Max armor89 mm (37/41) Bottom 10%Hit points26,600 HP (40/41) WorstMain battery caliber127 mm (1 of 4 tied) WorstSigma1.7 (1 of 2 tied) WorstHE fire chance5% (1 of 3 tied) WorstNo secondaries (5 of 41 in cohort) WorstHE velocity792 m/s (1 of 3 tied)
See 13 mid-pack stats

Not standouts for Flint R -- 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 speed32.5 kt(25/41) Concealment11.94 km(23/41) Air detection7.16 km(21/41) Rudder shift8.5 s(13/41) Main battery range14.75 km(28/41) Fires per minute8(13/37) AA DPS339(12/41) AA range5 km(13/41) AA threat1,225(13/41) Torpedo range9.15 km(14/32) Torpedo damage≈15,533(11/32) NormAP ricochet start45°(31 of 40 tied at this value) NormAP auto-bounce angle60°(29 of 40 tied at this value)
Survivability
Hit Points26,600
Displacement8,230 t
Armor range6–89 mm
Plate armor thicknesses6, 10, 13, 16, 20, 25, 32, 51, 65, 89 mm
Armor material/layer entries53
Fire resistance30%
Fire duration30 s
Torp Reduction0%
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.
13,300
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.
8,000
Main Battery
ModuleArtillery: 12×127 mm
Mounts / barrels6 mounts / 12 barrels
Reload time5 s
Firing range14.7 km
Turret traverse25 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1474930·80.51000+0.5)·30=125.6m
125.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.6·0.6=75.4m
75.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =125.6·0.357(σ=1.7)=44.8m
44.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =75.4·0.357(σ=1.7)=26.9m
26.9 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ12 broadside guns x 60 / 5 s base reload = 144.
144
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 12 broadside guns = 21,600.
21,600
Base HE DPM
ƒ21,600 HE full-salvo alpha x 60 / 5 s base reload = 259,200.
259,200
Base fires/min
ƒ12 HE shells x 60 / 5 s reload x 5% fire chance = 7.2.
7.2
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.4 km), where the shell has slowed to 265.6 m/s: P=107·2598·250.69·0.1271.07·265.61.38=48.3mm.
48.3 mm
AP full-salvo alpha
ƒ2,100 AP damage x 12 broadside guns = 25,200.
25,200
Base AP DPM
ƒ25,200 AP full-salvo alpha x 60 / 5 s base reload = 302,400.
302,400
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.
10
Torpedoes
ModuleTorpedoes: 533 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time98 s
Projectile speed55 kt
Range9.15 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=46,600·0.333=15,533.
≈ 15,533
Torpedo detectability1.1 km
Flooding chance279%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming170 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.
62,132
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.9) + (27×3.5×0.85) + (34×3.5×0.9) = 339. 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.
339
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk18×2 40mm
20 mm Oerlikon Mk412×1 20mm
Far aura
DPS
ƒIncludes 34 continuous AA damage from dual-purpose main battery firing as AA in this range band.
34
Range5 km
Medium aura
DPS48
Range3.5 km
Total DPS in Aura
ƒFar 34 + Medium 48 = 82
82
Near aura
DPS27
Range2 km
Total DPS in Aura
ƒFar 34 + Medium 48 + Near 27 = 109
109
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed32.5 kt
Turning circle radius610 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (29.2 kt of 32.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(75,0008,230)0.42=2.5296; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=24.6s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
24.6 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (32.2 kt of 32.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=39.6s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
39.6 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·32.5·0.5144610=1.57°/s, so ratio=ωturretωhull=251.57=15.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.9× snappy
Concealment
Detectability by sea11.94 km
Detectability by air7.16 km
Smoke firing penalty5.24 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.94 km
Detect Fire Sea13.94 km
Detect Fire Air10.16 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator2 charges · 240 s reload · 15 s emit / 121 s cloud active

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)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp125.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14749}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 125.6\,\text{m}$
Max Vert Disp75.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 125.6 \cdot 0.6 = 75.4\,\text{m}$
Med Horiz Disp44.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 125.6 \cdot 0.357\;(\sigma = 1.7) = 44.8\,\text{m}$
Med Vert Disp26.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 75.4 \cdot 0.357\;(\sigma = 1.7) = 26.9\,\text{m}$
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 792^{1.38} = 218\,\text{mm}$. Matches the in-game spec card.
AP Pen Far48.3 mm
Same formula at the ship's max firing range (16.4 km), where the shell has slowed to 265.6 m/s: $P = 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 265.6^{1.38} = 48.3\,\text{mm}$.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha21,600
1,800 HE damage x 12 broadside guns = 21,600.
AP full-salvo alpha25,200
2,100 AP damage x 12 broadside guns = 25,200.
Base HE DPM259,200
21,600 HE full-salvo alpha x 60 / 5 s base reload = 259,200.
Base AP DPM302,400
25,200 AP full-salvo alpha x 60 / 5 s base reload = 302,400.
Base shells/min144
12 broadside guns x 60 / 5 s base reload = 144.
Base fires/min7.2
12 HE shells x 60 / 5 s reload x 5% fire chance = 7.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.
Per-side salvo damage62,132
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.

AA defense

Close-range AA DPS339
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.9) + (27×3.5×0.85) + (34×3.5×0.9) = 339. 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 index1225
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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Flint R default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision