World of Warships: Legends ship guide

Johan de Witt

Beta
Airstrike cruiserStrike from cover with airstrikes; screen the fleet and zone with planes.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
2.05 sigma accuracyStrong AASonarDefensive AASlow
Community Data

Johan de Witt Community Stats

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Playstyle

Overview

Johan de Witt is the Tier VIII Dutch airstrike cruiser. The alt-armament fires a bomber line instead of torpedoes, so her damage profile is main battery up front plus airstrike pressure on distant caps. Sonar (5.6 km on ships and 3.9 km on torpedoes, 100 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. AA (757 AA DPS at 5.2 km, +100% Defensive AA flak burst) 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.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5.6 km on ships, 3.9 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Top-tier AA

757.0 AA DPS, best of T8 CAs (median 485.0).

Extra heal charges

3.0 Repair Party charges, best of T8 CAs. More total HP available across a match.

Fast heal cycle

40.0 s Repair Party reload, top decile of T8 CAs. Heals up more often than peers.

Heavy citadel belt

225.0 mm citadel belt, top decile of T8 CAs. Citadels through angle are rare.

Slow for the class

32.1 kt, bottom decile of T8 CAs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

How to get Johan de Witt

Johan de Witt is available in the Airstrike Cruisers branch of the Netherlands Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show The Netherlands tech-tree branch diagram
Netherlands Tech Tree

Johan de Witt sits in the Airstrike Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.

Builds Beta

Karel Doorman is the canonical primary: Bird's Eye View extends both airstrike and main range, Sea Wings speeds the squadron up, Iron Feathers buffs plane HP against AA. Pair with Cornelis van der Windt (Flame Storm trait: airstrike bomb burning chance) for more fire starts, or Johan Furstner (Minister of the Navy trait: fire damage on cruiser shells and bombs) for heavier DoT.

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Commanders frequently paired with this ship Karel Doorman

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Cohort position

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Where Johan de Witt sits among Tier VIII CAs (27 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.

BestAA DPS757 (1/27) BestRepair charges3 (1 of 2 tied) Top 10%AA threat2,687 (3/27) Top 10%Citadel belt225 mm (3/27) Top 25%Stealth profile12.12 km / 7.27 km (7/27 / 6/27) Top 25%Main battery caliber240 mm (7/27) Top 25%Main battery range15.93 km (6/27) Top 25%AP shell damage6,100 (7/27) Top 25%Secondary DPM (per side)204,000 (5/21) Top 25%Max armor250 mm (5/27) Bottom 25%Traverse-to-turn ratio4.69 × (22/27) Bottom 10%Max speed32.1 kt (26/27) WorstNo torpedoes (11 of 27 in cohort)
See 31 mid-pack stats

Not standouts for Johan de Witt -- 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 points45,900 HP(15/27) Rudder shift15.6 s(21/27) Main battery reload12.6 s(16/27) Sigma2.05(13/27) HE shell damage3,400(9/25) HE fire chance18%(8/25) Fires per minute7.71(14/25) HE DPM145,714(14/25) AP DPM261,429(17/27) Main dispersion169.7 m(21/27) HE alpha1,700(10/20) Secondary fire chance7%(8/20) Secondary HE pen20 mm(13/20) AP velocity900 m/s(9/27) HE velocity900 m/s(9/25) Acceleration10.7 s(18/27) AP arming threshold40 mm(21/27) Engine power126,000 hp(14/27) Turn-speed retention170.3 hp/m(12/27) Displacement23,703 t(20/27) Power-to-weight5.32 hp/t(21/27) AA range5.2 km(11/27) Bow armor25 mm(17/27) Stern armor25 mm(20/27) Deck armor75 mm(19/26) NormSecondary dispersion bracket57(16 of 21 tied at this value) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(21 of 27 tied at this value) NormAP auto-bounce angle60°(20 of 27 tied at this value) NormSecondary range5 km(17 of 21 tied at this value) NormRepair heal rate0.5 %/s(14 of 27 tied at this value)

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

Sonar 5.56 kmRepair 3Def-AA
Survivability
Hit PointsInitial: 42,100 → 45,900
Displacement23,703 t
Armor range16–250 mm
Plate armor thicknesses16, 25, 27, 30, 40, 50, 60, 75, 100, 163, 200, 225, 250 mm
Armor material/layer entries67
Fire resistance40%
Fire duration30 s
Torp Reduction19%
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.
23,000
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.
13,800
Main Battery
ModuleArtillery: 240 mm/55 QF
Mounts / barrels3 mounts / 9 barrels
Reload time14 s
Firing range (base)14.5 km
Firing range (top fire control)15.9 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14485/30·(10−1.6)/1000 + 1.6)·30 = 169.7 m
169.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 169.7 × 0.6 = 101.8 m
101.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 169.7 × 0.313 (σ=2.05) = 53.2 m
53.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 101.8 × 0.313 (σ=2.05) = 31.9 m
31.9 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 14 s base reload = 38.6.
38.6
HE shells
HE Damage3,400
HE Velocity900 m/s
Fire Chance18%
HE penetration
ƒ40 mm ≈ 240 mm caliber / 6 (standard HE penetration ratio).
40 mm
HE full-salvo alpha
ƒ3,400 HE damage x 9 broadside guns = 30,600.
30,600
Base HE DPM
ƒ30,600 HE full-salvo alpha x 60 / 14 s base reload = 131,143.
131,143
Installed HE DPM
ƒ30,600 HE full-salvo alpha x 60 / 12.6 s installed reload (Main Battery Mod. 3 = -10%) = 145,714.
145,714
Base fires/min
ƒ9 HE shells x 60 / 14 s reload x 18% fire chance = 6.94.
6.94
AP shells
AP Damage6,100
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold40 mm
AP overmatch
ƒfloor(240 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
16 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 × 207^0.69 × 0.24^-1.07 × 900^1.38 = 522.7 mm. Matches the in-game spec card.
522.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 466.5 m/s: 1e-7 × 2400 × 207^0.69 × 0.24^-1.07 × 466.5^1.38 = 211.1 mm.
211.1 mm
AP full-salvo alpha
ƒ6,100 AP damage x 9 broadside guns = 54,900.
54,900
Base AP DPM
ƒ54,900 AP full-salvo alpha x 60 / 14 s base reload = 235,286.
235,286
Installed AP DPM
ƒ54,900 AP full-salvo alpha x 60 / 12.6 s installed reload (Main Battery Mod. 3 = -10%) = 261,429.
261,429
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.
50
Squadrons
Airstrike 1
Plane HP2,050
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,300 dmg
Fire chance26%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Strike reload30 s
Launch arc-124° to 124°
Airstrike 2
Plane HP2,100
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,600 dmg
Fire chance28%
Bomb penetration36 mm
Bomb velocity300 m/s
Strike reload30 s
Launch arc-124° to 124°
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (148×3.5×0.9) + (48×3.5×0.85) + (47×3.5×0.9) = 757. 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.
757
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm/56 Bofors Model 1936Initial: 40 mm/56 Bofors (14×1) → 40 mm/56 Bofors Model 1936 (14×2)
20 mm Oerlikon Mk.II14×2 20mm
120 mm/50 Model 1942 (DP)6×2 120mm
Far aura
DPS
ƒIncludes 47 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
47
Range5.2 km
Medium aura
DPSInitial: 53 → 148
Range3.5 km
Total DPS in Aura
ƒFar 47 + Medium 148 = 195
195
Near aura
DPSInitial: 30 → 48
Range2 km
Total DPS in Aura
ƒFar 47 + Medium 148 + Near 48 = 243
243
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber120 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity850 m/s
Fire Chance7%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 126,000 hp
Engine power126,000 hp
Maximum speed32.1 kt
Turning circle radius740 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.7× drags
Concealment
Detectability by sea12.12 km
Detectability by air7.27 km
Smoke firing penalty7.66 km
Detect after firing main guns12.12 km
Detect Fire Sea14.12 km
Detect Fire Air10.27 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 5.56 km ship detect · 3.89 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party3 charges · 40 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Module options (2)

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

HullUpgrade
  • Hit points42,100 → 45,900
  • Rudder shift21.8 → 15.6 s
  • Close-range AA DPS83 → 196
Fire controlUpgrade
  • Main battery range14,485 → 15933.5 m

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp169.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14485/30·(10−1.6)/1000 + 1.6)·30 = 169.7 m
Max Vert Disp101.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 169.7 × 0.6 = 101.8 m
Med Horiz Disp53.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 169.7 × 0.313 (σ=2.05) = 53.2 m
Med Vert Disp31.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 101.8 × 0.313 (σ=2.05) = 31.9 m
Dispersion familyBC Disp.
Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.
AP Pen Close522.7 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 × 207^0.69 × 0.24^-1.07 × 900^1.38 = 522.7 mm. Matches the in-game spec card.
AP Pen Far211.1 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 466.5 m/s: 1e-7 × 2400 × 207^0.69 × 0.24^-1.07 × 466.5^1.38 = 211.1 mm.
HE penetration40 mm
40 mm ≈ 240 mm caliber / 6 (standard HE penetration ratio).
AP overmatch16 mm
floor(240 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius50
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha30,600
3,400 HE damage x 9 broadside guns = 30,600.
AP full-salvo alpha54,900
6,100 AP damage x 9 broadside guns = 54,900.
Base HE DPM131,143
30,600 HE full-salvo alpha x 60 / 14 s base reload = 131,143.
Base AP DPM235,286
54,900 AP full-salvo alpha x 60 / 14 s base reload = 235,286.
Installed HE DPM145,714
30,600 HE full-salvo alpha x 60 / 12.6 s installed reload (Main Battery Mod. 3 = -10%) = 145,714.
Installed AP DPM261,429
54,900 AP full-salvo alpha x 60 / 12.6 s installed reload (Main Battery Mod. 3 = -10%) = 261,429.
Base shells/min38.6
9 broadside guns x 60 / 14 s base reload = 38.6.
Installed shells/min42.9
9 broadside guns x 60 / 12.6 s installed Artillery reload = 42.9.
Base fires/min6.94
9 HE shells x 60 / 14 s reload x 18% fire chance = 6.94.
Installed fires/min7.71
9 HE shells x 60 / 12.6 s installed reload x 18% fire chance = 7.71.

AA defense

Close-range AA DPS757
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (148×3.5×0.9) + (48×3.5×0.85) + (47×3.5×0.9) = 757. 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 index2687
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)204,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 120 mm (6/side) × 60/3 × 1700 = 204,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 120 mm family.
Max HE pen20 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: 20 mm from the 120 mm family.

Armor

Hull HP 42,10045,900 with hull upgrade, 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
Bow25 mm primary (range 25–40 mm)2,600 (6% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)60 mm primary (range 25–250 mm)34,400 (75% of HP)
No common caliber overmatches60 mm: most HE shatters, standard pen from 380mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)2,000 (4% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel225 mm primary (range 16–225 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure30 mm primary (range 30–100 mm)2,400 (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 HP23,000 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (120 mm mount)separate HP pool, does not drain ship HP1,200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP13,800 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

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

Balance History

Balance updates affecting Johan de Witt. Cards are condensed; use each source link for full context.

Nerf ×9Buff ×2Commander Skill ×1Airstrike ×7Main Battery ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Nerf affecting Dutch cruisers above Tier IV: Air Support special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
  • Air Support: Special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
  • Hidden Hand: Airstrike-launched torpedo damage penalty deepened: now -25/22/18/15% (was -20/17/13/10%).
Read the full official post
2026-03-26

Ministry of Balance: Spring Renewal

  • Stock HE bomb fire-starting chances reduced from 33 to 26%.
  • Upgraded HE bomb fire-starting chances reduced from 35 to 28%.
  • Main battery HE shell fire-starting chances reduced from 20 to 18%.
Read the full official post
2025-10-30

Ministry of Balance: Preparing for Winter

  • Stock Airstrike reload time increased from 95 to 105 seconds.
  • Upgraded Airstrike reload time increased from 90 to 100 seconds.
  • Stock and upgraded Airstrike accuracy reduced: percentage of bombs falling near the central aim point decreased from 66% to 50%.
Read the full official post
2025-06-26

Ministry of Balance: Declaration of Changes

  • Stock Airstrike maximum bomb damage reduced from 5,800 to 5,300.
  • Stock Airstrike squadron restoration time increased from 85 to 95 seconds.
  • Upgraded Airstrike maximum bomb damage reduced from 6,100 to 5,600.
  • Upgraded Airstrike squadron restoration time increased from 80 to 90 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Johan de Witt can equip, from in-game data.

  • Johan de Witt 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.