World of Warships: Legends ship guide

Friesland

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
2 sigma accuracyHigh HE / fire outputHigh AP DPMStrong AASmoke + Sonar
Community Data

Friesland Community Stats

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Playstyle

Overview

Friesland is a Tier VII European gunboat destroyer: she carries no torpedoes, so her damage comes from sustained main battery pressure on caps and open-water trades. AA (438 AA DPS at 5.2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best HE DPM in T7 DDs (262,500) and best AP DPM in T7 DDs (315,000).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; with no torpedoes the kit is gunfire, and gunfire from cover wins more than from blue water.

Potato Avoidance

Trading guns in open water against peer DDs

Without torpedoes you have only HE, so your damage comes from sustained pressure from cover; open-water duels stack incoming HE on you while you fire back.

Signature Traits

HE DPM machine

262500 HE DPM, best of T7 DDs. Sustained fire pressure.

AP DPM machine

315000 AP DPM, best of T7 DDs. Punishes broadsides.

High fire pressure

12.0 fires/min, best of T7 DDs. Keeps DCP on cooldown.

Top-tier AA

438.0 AA DPS, best of T7 DDs (median 170.0).

Long-reach AA

5.2 km AA reach, best of T7 DDs.

Fast reload

1.6 s reload, top decile of T7 DDs. Top-tier salvo cycle.

Acquisition

How to get Friesland

Friesland is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, Global XP, Campaign, and Early Access. 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
  • Pan-European Destroyer Big Crate 0.5% VII Friesland Early access containers · Pan-European Destroyer Big Crate
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
Show all 18 containers (15 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%
  • Pan-European Destroyer Crate 0.01% VII Friesland Early access containers · Pan-European Destroyer Crate
  • 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
Show direct source rows

Builds Beta

Prioritize concealment, destroyer HP, gun reload/range, and survivability. Jerzy Świrski is the natural European destroyer direction; inspirations like Erich Bey and William Sims fit the scouting-and-gunfight plan better than torpedo-focused picks.

Open in Build Tool →

Commanders frequently paired with this ship Erich BeyWilliam Sims

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Cohort position

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Where Friesland sits among Tier VII DDs (30 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 reload1.6 s (1/30) BestFires per minute12 (1/30) BestHE DPM262,500 (1/30) BestAP DPM315,000 (1/28) BestAA DPS438 (1/30) BestAA range5.2 km (1 of 3 tied) BestAA threat1,787 (1/30) Top 25%Traverse-to-turn ratio14.61 × (5/30) Top 25%AP arming threshold20 mm (4/28) Bottom 25%Air detection3.61 km (25/30) Bottom 25%Main battery caliber120 mm (27/30) WorstNo torpedoes (1 of 30 in cohort)
See 22 mid-pack stats

Not standouts for Friesland -- 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.

Hit points17,600 HP(15/30) Max speed36 kt(19/30) Concealment7.21 km(23/30) Rudder shift5.3 s(21/30) Main battery range10.9 km(18/30) HE fire chance8%(14/30) Main dispersion96.8 m(21/30) AP velocity825 m/s(19/28) HE velocity825 m/s(22/30) Acceleration10.8 s(17/30) Engine power60,000 hp(15/30) Turn-speed retention96.8 hp/m(14/30) Displacement3,070 t(21/30) Power-to-weight19.54 hp/t(16/30) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) Deck armor19 mm(11/25) NormAP fuse timer0.01 s(23 of 28 tied at this value) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value)

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

Sonar 4.93 kmSmokeEngine Boost
Survivability
Hit Points17,600
Displacement3,070 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries21
Fire resistance36.6%
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.
8,800
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.
5,300
Main Battery
ModuleArtillery: 4×120 mm
Mounts / barrels2 mounts / 4 barrels
Reload time1.8 s
Firing range10.9 km
Turret traverse25 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10903/30·(8−0.5)/1000 + 0.5)·30 = 96.8 m
96.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.8 × 0.6 = 58.1 m
58.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.8 × 0.319 (σ=2) = 30.9 m
30.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.1 × 0.32 (σ=2) = 18.6 m
18.6 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ4 broadside guns x 60 / 1.8 s base reload = 133.3.
133.3
HE shells
HE Damage1,750
HE Velocity825 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 4 broadside guns = 7,000.
7,000
Base HE DPM
ƒ7,000 HE full-salvo alpha x 60 / 1.8 s base reload = 233,333.
233,333
Installed HE DPM
ƒ7,000 HE full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 262,500.
262,500
Base fires/min
ƒ4 HE shells x 60 / 1.8 s reload x 8% fire chance = 10.67.
10.67
AP shells
AP Damage2,100
AP Velocity825 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2400 × 23.5^0.69 × 0.12^-1.07 × 825^1.38 = 216.9 mm. Matches the in-game spec card.
216.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 274.8 m/s: 1e-7 × 2400 × 23.5^0.69 × 0.12^-1.07 × 274.8^1.38 = 47.6 mm.
47.6 mm
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
Base AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 1.8 s base reload = 280,000.
280,000
Installed AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
315,000
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
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (82×3.5×1) + (43×3.5×1) = 438. 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.
438
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm/70 SAK-40/L70-3506×1 40mm
Far aura
DPS
ƒIncludes 43 continuous AA damage from dual-purpose main battery firing as AA in this range band.
43
Range5.2 km
Medium aura
DPS82
Range3.5 km
Total DPS in Aura
ƒFar 43 + Medium 82 = 125
125
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed36 kt
Turning circle radius620 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio14.6× snappy
Concealment
Detectability by sea7.21 km
Detectability by air3.61 km
Smoke firing penalty2.57 km
Detect after firing main guns7.21 km
Detect Fire Sea9.21 km
Detect Fire Air6.61 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 124 s cloud active
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Engine Boost2 charges · 180 s reload · 120 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 traverse25 → 40 °/s

See all derived stats

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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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp96.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10903/30·(8−0.5)/1000 + 0.5)·30 = 96.8 m
Max Vert Disp58.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.8 × 0.6 = 58.1 m
Med Horiz Disp30.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.8 × 0.319 (σ=2) = 30.9 m
Med Vert Disp18.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.1 × 0.32 (σ=2) = 18.6 m
AP Pen Close216.9 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 × 2400 × 23.5^0.69 × 0.12^-1.07 × 825^1.38 = 216.9 mm. Matches the in-game spec card.
AP Pen Far47.6 mm
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 274.8 m/s: 1e-7 × 2400 × 23.5^0.69 × 0.12^-1.07 × 274.8^1.38 = 47.6 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 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 alpha4
All 4 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha7,000
1,750 HE damage x 4 broadside guns = 7,000.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
Base HE DPM233,333
7,000 HE full-salvo alpha x 60 / 1.8 s base reload = 233,333.
Base AP DPM280,000
8,400 AP full-salvo alpha x 60 / 1.8 s base reload = 280,000.
Installed HE DPM262,500
7,000 HE full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 262,500.
Installed AP DPM315,000
8,400 AP full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
Base shells/min133.3
4 broadside guns x 60 / 1.8 s base reload = 133.3.
Installed shells/min150
4 broadside guns x 60 / 1.6 s installed Artillery reload = 150.
Base fires/min10.67
4 HE shells x 60 / 1.8 s reload x 8% fire chance = 10.67.
Installed fires/min12
4 HE shells x 60 / 1.6 s installed reload x 8% fire chance = 12.

AA defense

Close-range AA DPS438
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (82×3.5×1) + (43×3.5×1) = 438. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1787
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.

Armor

Hull HP 17,600, 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
Bow20 mm primary (range 19–20 mm)2,100 (12% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm13,200 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 19–20 mm)1,200 (7% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure19 mm1,900 (11% 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 HP8,800 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.
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 HP5,300 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.

Shell ballistics chart

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

Skins & permanent camouflages

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

  • Friesland 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.