World of Warships: Legends ship guide

Java

Also called: 爪哇 Beta
AA-specialistAnchors the team's AA umbrella; match value is air denial as much as direct damage.
Playstyle
  • Switch to HE the moment a target angles: your bounce angles are the standard 45°/60°, so AP that fails the angle check does nothing no matter how much penetration it carries. Save AP for a flat broadside
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Heavy AP pen11.5 km gun rangeStrong AAStealthy (8.4 km)Heavy AP shellsAA only matters with planes up
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Community Data

Java Community Stats

Across 190+ Standard battles from 77 players, Java averages a 63% win rate, 26,200 damage and 1.1 kills per battle, and survives 32% of them.

Community Data

Java Community Stats

Log in to GamingDiver and upload your data to see Community Data for Java: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Java is the Tier II Dutch AA-specialist light cruiser with 166 AA DPS at 3 km. Match value is air denial as much as direct damage; she anchors the team's AA umbrella so peer ships rotate into the air-defended cell rather than away from it. Standout traits: best close-range AP pen in T2 CAs (246.9 mm) and best long-range AP brick in T2 CAs (102.7 mm). WG's own post lists concealment first among her strengths: 8.45 km is third-best in her cohort, so she can choose her firing positions rather than being held to one.

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.

Potato Avoidance

Open-water broadside trading

Her 150mm shells citadel cruisers on the wrong frame, and her 24,500-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Top-tier AA ↗

166 AA DPS, best of T2 CAs (median 21).

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 3000 damage
  • Close-range AP brick · 246.9 mm
  • Long-range AP brick · 102.71 mm
  • Long gun range · 11.5 km
  • Fast AP shells · 5.7 s
Fast for the class ↗

30 kt, top decile of T2 CAs. Lets you rotate flanks or escape disengagements.

Best-in-class stealth ↗

8.4 km surface detect, top quartile of T2 CAs. Stays dark longer.

AA only matters with planes up

The anti-air is elite, but against a lineup with no carrier it does nothing -- you are then judged on the guns and armor alone. Don't over-value the AA when you pick engagements or trade position for it.

Acquisition

How to get Java

Java is available in the Early Dutch Cruisers branch of the Netherlands Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Netherlands tech-tree branch diagram
Netherlands Tech Tree

Java sits in the Early Dutch Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.

Official WG availability sources
  • Going Orange: Dutch Cruisers and Commanders Coming to Legends Tech tree line Start: 2025-02-28
    • You can try Tier III–VIII ships in Early Access during this update, while Tier I will be available in the Tech Tree right away, and you can unlock Tier II simply by playing.
    • Tier II Java
  • March Update: Thirst for Combat Tech tree line 2025-02-27
    • Tier I cruiser Gelderland will be available in the Tech Tree right away, followed by Tier II cruiser Java, which you can unlock simply by playing.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Karel Doorman

Dutch cruiser HE

Doorman's HE-cruiser kit (Burn It Down XXL fire chance, Ingenious traverse + splash reduction, Sponge incoming damage reduction) holds up even when the hull doesn't carry airstrike. Furstner's Minister of the Navy trait boosts fire damage from cruiser shells; André Roux's Grenadier trait increases cruiser HE shell damage. All three stack into a fire-DoT-focused HE pressure cruiser.

Open in Build Tool →

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

Hide ▾

Where Java sits among Tier II CAs (25 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.

BestAP velocity900 m/s (1 of 3 tied) BestHE velocity900 m/s (1 of 3 tied) BestEngine power65,000 hp (1/26) BestPower / turn radius114 hp/m (1/26) BestAP pen at 10 km116 mm (1/25) BestAA DPS166 (1/17) Top 10%Max speed30 kt (3/26) Top 10%Stealth profile8.45 km / 5.07 km (3/26 / 3/26) Top 10%Main battery range11.46 km (3/26) Top 10%Power-to-weight7.92 hp/t (3/26) Top 10%AA threat386 (2/17) Top 25%Hit points24,500 HP (7/26) Top 25%Smoke fire bloom3.62 km (7/26) Top 25%HE fire chance11% (4/25) Top 25%AP shell damage3,000 (6/25) Top 25%Acceleration (0-12 kt)9 s (5/26) Bottom 25%Rudder shift7.2 s (22/26) Bottom 25%Main battery reload10.5 s (21/26) Bottom 25%Main dispersion112.1 m (22/26) Bottom 25%Citadel belt60 mm (21/26) WorstTurning circle570 m (26/26) WorstNo secondaries (10 of 26 in cohort) WorstNo torpedoes (20 of 26 in cohort)
See 17 mid-pack stats

Not standouts for Java -- 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.

Main battery caliber150 mm(17/26) Sigma2(12/26) HE shell damage2,150(8/25) Fires per minute4.37(10/25) HE DPM85,419(16/25) AP DPM119,189(15/25) Time to 90% speed22.8 s(9/26) AP arming threshold25 mm(16/25) Displacement8,206 t(20/26) AA range3 km(9/17) Max armor125 mm(10/26) NormAP fuse timer0.025 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit PointsInitial: 21,600 → 24,500
Displacement8,206 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
155.3 x 15.99 m
Armor range6–125 mm
Plate armor thicknesses6, 10, 15, 25, 50, 60, 75, 80, 100, 125 mm
Armor material/layer entries42
Fire resistance
ƒstock hull: 1 − 1 fire coefficient = 0%; top hull: 1 − 0.9667 fire coefficient = 3.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 0% → 3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 24,500 HP = 2,205 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 24,500 HP = 2,450 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.32 hull torpedo-damage coefficient / 0.333 unprotected baseline = 4%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
4%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
12,300
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.
7,400
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 400 = 800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
400
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,700 = 11,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,700
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 18,400 = 36,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
18,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,000
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 300 = 600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 150 mm/50 Mk.6
Mounts / barrels10 mounts / 10 barrels
Reload timeInitial: 11.5 s → 10.5 s
Firing range (base)10.4 km
Firing range (top fire control)11.5 km
Turret traverse8 °/s
Turret armor100 mm
Turret traverse arcs
ƒHow 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.
±127°, ±136°, 2x 160° port-only, 2x 160° starboard-only, 163° starboard-only, 163° port-only, ±131°, ±116°
Guns to bear
ƒ180° − 116° (the most restricted aft-facing mount's arc) = 64° off bow; 180° − 127° (the most restricted forward-facing mount's arc) = 53° 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.
64° off bow / 53° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (11.5 km) shells land in an ellipse about 112 m wide and 67 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1146230·8−1.11000+1.1)·30=112.1m
112.1 m at 11.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =112.1·0.6=67.3m
67.3 m at 11.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =112.1·0.62=33.6m
33.6 m at 11.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =67.3·0.62=20.2m
20.2 m at 11.5 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 7 broadside guns x 60 / 11.571 s (11.5 s = 81 ticks) base reload = 36.3. All upgrades (top gun): 7 broadside guns x 60 / 10.571 s (10.5 s = 74 ticks) all-upgrades reload = 39.7.
Initial: 36.3 → 39.7
HE shells
HE alpha2,150
HE Velocity900 m/s
Fire Chance11%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,150 HE damage x 7 broadside guns = 15,050.
15,050
HE DPM
ƒZero upgrades: 15,050 HE full-salvo alpha x 60 / 11.571 s (11.5 s = 81 ticks) base reload = 78,037. All upgrades (top gun): 15,050 HE full-salvo alpha x 60 / 10.571 s (10.5 s = 74 ticks) all-upgrades reload = 85,419.
Initial: 78,037 → 85,419
Fires/min
ƒZero upgrades: 36.3 shells/min × 0.11 (11% fire chance) = 3.99. All upgrades (top gun): 39.7 shells/min × 0.11 (11% fire chance) = 4.37.
Initial: 3.99 → 4.37
AP shells
AP alpha3,000
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2200·46.70.69·0.15−1.07·9001.38=283.6mm.
283.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.5 km), where the shell has slowed to 431.1 m/s: P=10−7·2200·46.70.69·0.15−1.07·431.11.38=102.7mm.
102.7 mm at 11.5 km
AP full-salvo alpha
ƒ3,000 AP damage x 7 broadside guns = 21,000.
21,000
AP DPM
ƒZero upgrades: 21,000 AP full-salvo alpha x 60 / 11.571 s (11.5 s = 81 ticks) base reload = 108,889. All upgrades (top gun): 21,000 AP full-salvo alpha x 60 / 10.571 s (10.5 s = 74 ticks) all-upgrades reload = 119,189.
Initial: 108,889 → 119,189
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 pointsInitial: 4 → 8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
75 mm/55 Bofors Model 19294×1 75mm
12.7 mm Browning M1921 (upgraded hull only)4×1 13mm
Medium aura
Guns75 mm/55 Bofors Model 1929
Continuous DPS
ƒInitial: 32 × 3.5 × 0.9 = 101 → 33 × 3.5 × 0.9 = 104. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 101 → 104
Range3 km
Near aura
Guns12.7 mm Browning M1921
Continuous DPS
ƒEffective DPS: 21 raw aura damage × 3.5 × 0.85 hit probability = 62 - the same in-game units as the Close-range AA DPS headline.
62
Range1.2 km
Total DPS in Aura
ƒMedium 104 + Near 62 = 166
166
Maneuverability
Engine power65,000 hp
Maximum speed30.0 kt
Turning circle radius570 m
Rudder shift timeInitial: 10.1 s → 7.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 kt. Base value; speed modifiers scale it.
12.4 kt
Crash stop
ƒSeconds 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.
25.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30.0 kt).
22.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30.0 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.
36 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 6.5 = +1.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 8.45 km x 0.955 = 8.07 km. Camouflage does not change detectability by air.
8.45 km
With Grade IV camouflage (sea)
ƒDetectability by sea 8.45 km x 0.955 (Grade IV permanent camo or any disposable camo) = 8.07 km.
8.07 km
Detectability by air5.07 km
Smoke firing penalty3.62 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 8.45 km) = 11.46 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.46 km
Detect when firing (air)
ƒAir detectability 5.07 km + gun-firing bloom 3 km = 8.07 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.
8.07 km
Detect when on fire (sea)
ƒSea detectability 8.45 km + 2.0 km while burning = 10.45 km.
10.45 km
Detect when on fire (air)
ƒAir detectability 5.07 km + 3.0 km while burning = 8.07 km.
8.07 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (3)

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

HullUpgrade
  • Hit points21,600 → 24,500
  • Rudder shift10.1 → 7.2 s
  • AA mounts4 → 8
  • Close-range AA DPS32 → 54
Fire controlUpgrade
  • Main battery range10,420 → 11,462 m
ArtilleryUpgrade
  • Base reload11.5 → 10.5 s

Under the hood

Show ▾

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

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter height @ 5 km31.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11462=5731 m, and radiusOnMax=0.6 at 11462 m. Below the kink: k=0.2+(0.5−0.2)·50005731=0.4617, so σV=σH·k=67.5·0.4617=31.2m.
Shell scatter height @ 10 km58.6 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11462=5731 m, and radiusOnMax=0.6 at 11462 m. Above the kink: k=0.5+(0.6−0.5)·10000−573111462−5731=0.5745, so σV=σH·k=102·0.5745=58.6m.
AP pen 5 km179 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2200·46.70.69·0.15−1.07·644.61.38=179mm, where 644.6 m/s is the shell's speed when it arrives at 5 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km116 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2200·46.70.69·0.15−1.07·469.51.38=116mm, where 469.5 m/s is the shell's speed when it arrives at 10 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.7 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2841·0.1528·46=5.46×10−5. That runs from a 900 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.
AP flight time @ 10 km5.7 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2884·0.1528·46.7=5.46×10−5. That runs from a 900 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.
Guns per full salvo (alpha, DPM)7
Counted from each mount's firing arc: most barrels that bear at once: 7 of 10, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)2,200
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass46.7 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2884
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity900 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity900 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range104
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: Bofors 75mm55 Wilton Fijenoord Mark4 4x1 -> 104 DPS @ 3 km; 12 7mm 80 Browning 4x1 -> 62 DPS @ 1.2 km.
AA DPS layered by range104 DPS @ 3 km, 166 DPS @ 1.2 km
@ 3 km: 104 from one family; @ 1.2 km: 104 + 62 = 166. 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.
AA DPS at point-blank166
104 + 62 = 166 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index386
104 × 3 + 62 × 1.2 = 386. 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 range1.2 km
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Ship Charts

Background

In 1915, the Netherlands passed a fleet reinforcement law to protect their East Indies colonies. Cruiser Java was laid down in 1916 as a part of this program. She was commissioned in 1925 and remained in the East Indies until 1937 when she was sent to Europe for refurbishment and George VI's coronation review. During World War II, Java operated in the East Indies under ABDA command until she was sunk in the Java Sea in February 1942.

Armor Beta

Hull HP 21,600 → 24,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–50 mm)400 (2% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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)6 mm18,400 (75% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–50 mm)300 (1% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 6–60 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.
Superstructure10 mm primary (range 10–125 mm)1,000 (4% 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 HP12,300 magazine HPTurret knocked outPer-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.
AA mount (75 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 HP7,400 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Java can equip.

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.