World of Warships: Legends ship guide

Jurien

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
2 sigma accuracy
Community Data

Jurien Community Stats

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Playstyle

Overview

Jurien is a Tier I French cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages. Notable: best armor plate in T1 CAs (160 mm) and best turret traverse rate in T1 CAs (10).

Positioning

Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.

Potato Avoidance

Sailing in a straight line

Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.

Signature Traits

Heavy armor

160.0 mm max plate, best of T1 CAs.

Big-caliber overmatch

11.5 mm overmatch threshold, best of T1 CAs. Punishes bow-tanking ships peers can't crack.

Thick stern plate

35.0 mm stern, best of T1 CAs.

Heavy magazine armor

35.0 mm magazine protection, best of T1 CAs. Detonation-resistant.

Heavy citadel belt

65.0 mm citadel belt, top decile of T1 CAs. Citadels through angle are rare.

All-Weather

No stat falls into the cohort's bottom decile across T1 CAs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Jurien

Jurien is available in the Jurien branch of the France Tech Tree as an early line ship.

Show France tech-tree branch diagram
France Tech Tree

Jurien sits in the Jurien branch. The highlighted path shows the local branch context inside the full France tree.

Builds Beta

AL Saint Louis, Andre Lemmonier, and Andre Roux are useful French cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL Saint LouisAndre LemonnierAndré Roux

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Jurien sits among Tier I CAs (13 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 caliber165 mm (1/13) BestMax armor160 mm (1/13) BestStern armor35 mm (1/13) Top 10%Traverse-to-turn ratio7.52 × (2/13) Top 10%HE shell damage2,300 (2/12) Top 10%Citadel belt65 mm (2/13) Top 25%HE fire chance8% (4/12) Top 25%Main dispersion83 m (4/13) Bottom 25%Main battery reload8.1 s (11/13) Bottom 25%HE velocity770 m/s (11/12) Bottom 25%Displacement5,691 t (11/13)
See 15 mid-pack stats

Not standouts for Jurien -- here's where she sits on every other ranked stat in the cohort.

Hit points14,100 HP(7/13) Max speed23 kt(7/13) Concealment8.79 km(10/13) Air detection5.27 km(10/13) Rudder shift7.6 s(10/13) Main battery range9.98 km(10/13) Fires per minute2.96(7/12) HE DPM85,185(5/12) Acceleration7.6 s(6/13) Engine power17,400 hp(7/13) Turn-speed retention34.1 hp/m(7/13) Power-to-weight3.06 hp/t(9/13) AA threat18(9/13) Bow armor20 mm(6/13) Deck armor16 mm(9/13)

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

Survivability
Hit Points14,100
Displacement5,691 t
Armor range6–160 mm
Plate armor thicknesses6, 10, 13, 16, 20, 35, 40, 55, 65, 72, 160 mm
Armor material/layer entries43
Fire resistance0%
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.
10,100
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.
6,000
Main Battery
ModuleArtillery: 165 mm/45 Mle 1893
Mounts / barrels8 mounts / 8 barrels
Reload time9 s
Firing range (base)9.1 km
Firing range (top fire control)10 km
Turret traverse10 °/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 = (9070/30·(8−0.5)/1000 + 0.5)·30 = 83 m
83 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83 × 0.6 = 49.8 m
49.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83 × 0.319 (σ=2) = 26.5 m
26.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.8 × 0.319 (σ=2) = 15.9 m
15.9 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ5 broadside guns x 60 / 9 s base reload = 33.3.
33.3
HE shells
HE Damage2,300
HE Velocity770 m/s
Fire Chance8%
HE penetration
ƒ28 mm ≈ 165 mm caliber / 6 (standard HE penetration ratio).
28 mm
HE full-salvo alpha
ƒ2,300 HE damage x 5 broadside guns = 11,500.
11,500
Base HE DPM
ƒ11,500 HE full-salvo alpha x 60 / 9 s base reload = 76,667.
76,667
Base fires/min
ƒ5 HE shells x 60 / 9 s reload x 8% fire chance = 2.67.
2.67
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(165 mm caliber / 14.3) = 11 mm (AP auto-penetrates plating this thick or less).
11 mm
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: (6×3.5×0.85) = 18. 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.
18
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
8 mm Mle 19146×1 8mm
Near aura
DPS6
Range1 km
Maneuverability
Engine moduleEngine: 17,400 hp
Engine power17,400 hp
Maximum speed23 kt
Turning circle radius510 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.5× ok
Concealment
Detectability by sea8.79 km
Detectability by air5.27 km
Smoke firing penalty4.06 km
Detect after firing main guns8.79 km
Detect Fire Sea10.79 km
Detect Fire Air8.27 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (1)

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

Fire controlUpgrade
  • Main battery range9,070 → 9,977 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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp83 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9070/30·(8−0.5)/1000 + 0.5)·30 = 83 m
Max Vert Disp49.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83 × 0.6 = 49.8 m
Med Horiz Disp26.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83 × 0.319 (σ=2) = 26.5 m
Med Vert Disp15.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.8 × 0.319 (σ=2) = 15.9 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
HE penetration28 mm
28 mm ≈ 165 mm caliber / 6 (standard HE penetration ratio).
AP overmatch11 mm
floor(165 mm caliber / 14.3) = 11 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha5
Barrels that can bear on one beam (5 of 8); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha11,500
2,300 HE damage x 5 broadside guns = 11,500.
Base HE DPM76,667
11,500 HE full-salvo alpha x 60 / 9 s base reload = 76,667.
Base shells/min33.3
5 broadside guns x 60 / 9 s base reload = 33.3.
Base fires/min2.67
5 HE shells x 60 / 9 s reload x 8% fire chance = 2.67.

AA defense

Close-range AA DPS18
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.85) = 18. 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 range1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index18
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 km

Armor

Hull HP 14,100, 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 6–55 mm)900 (6% of HP)
Overmatched by 305mm+ (Cavour, Derfflinger)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)6 mm primary (range 6–10 mm)12,800 (91% of HP)
Overmatched by 127mm+ (Farragut)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern35 mm primary (range 6–55 mm)1,000 (7% of HP)
No common caliber overmatches35 mm: most HE shatters, standard pen from 283mm+
Mirror of bow. Same fast saturation.
Citadel65 mm primary (range 6–65 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).
Superstructure6 mm primary (range 6–160 mm)700 (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 HP10,100 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 (8 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 HP6,000 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 Jurien can equip, from in-game data.

  • Jurien 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