Kijkduin
Beta- Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Launching airstrikes at maneuvering targets
Kijkduin Community Stats
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Kijkduin Community Stats
Playstyle
Overview
Kijkduin is the Tier V 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 (4.4 km on ships and 3.3 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 (384 AA DPS at 3.5 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 (4.4 km on ships, 3.3 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
Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
19.0% torpedo damage reduction, top decile of T5 CAs.
384.0 AA DPS, top decile of T5 CAs (median 221.5).
950.0 m/s HE muzzle velocity, top decile of T5 CAs. Flatter trajectory, easier to land at range.
AA DPS in the top bracket. Sanctuary for friendly DDs against carriers; dangerous airspace for airstrikes.
3.5 km AA reach, bottom quartile of T5 CAs. Drops bombs and rockets land before AA bites.
How to get Kijkduin
Kijkduin is available in the Airstrike Cruisers branch of the Netherlands Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.
Show The Netherlands tech-tree branch diagram
Kijkduin sits in the Airstrike Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.
Best listed chance for this ship
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Anniversary '25 Dutch Crate
5%
V Kijkduin
Event containers · Anniversary '25 Dutch Crate
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Dutch Cruiser Crate
2.5%
V Kijkduin
Early access containers · Dutch Cruiser Crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- March Update: Thirst for Combat 500,000 Global XP 2025-02-27 Tier V default; exact price not in source
Show direct source rows
- Anniversary '25 Dutch Crate 5% · V Kijkduin
- Dutch Cruiser Crate 2.5% · V Kijkduin
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.
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 Kijkduin sits among Tier V CAs (28 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.
See 26 mid-pack stats
Not standouts for Kijkduin -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13385/30·(8−1.1)/1000 + 1.1)·30 = 125.4 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 125.4 × 0.6 = 75.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 125.4 × 0.32 (σ=2) = 40.1 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.2 × 0.319 (σ=2) = 24 mƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
8 broadside guns x 60 / 8.5 s base reload = 56.5.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,400 HE damage x 8 broadside guns = 19,200.ƒ
19,200 HE full-salvo alpha x 60 / 8.5 s base reload = 135,529.ƒ
8 HE shells x 60 / 8.5 s reload x 11% fire chance = 6.21.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2600 × 46.7^0.69 × 0.152^-1.07 × 950^1.38 = 356 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (18.4 km), where the shell has slowed to 330.1 m/s: 1e-7 × 2600 × 46.7^0.69 × 0.152^-1.07 × 330.1^1.38 = 82.8 mm.ƒ
3,200 AP damage x 8 broadside guns = 25,600.ƒ
25,600 AP full-salvo alpha x 60 / 8.5 s base reload = 180,706.ƒ
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.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (122×3.5×0.9) = 384. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4.44 km ship detect · 3.33 km torpedo detect
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 2 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13385/30·(8−1.1)/1000 + 1.1)·30 = 125.4 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 125.4 × 0.6 = 75.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 125.4 × 0.32 (σ=2) = 40.1 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.2 × 0.319 (σ=2) = 24 mStandard cruiser dispersion baseline.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 × 2600 × 46.7^0.69 × 0.152^-1.07 × 950^1.38 = 356 mm. Matches the in-game spec card.Same formula at the ship's max firing range (18.4 km), where the shell has slowed to 330.1 m/s: 1e-7 × 2600 × 46.7^0.69 × 0.152^-1.07 × 330.1^1.38 = 82.8 mm.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 8 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,400 HE damage x 8 broadside guns = 19,200.3,200 AP damage x 8 broadside guns = 25,600.19,200 HE full-salvo alpha x 60 / 8.5 s base reload = 135,529.25,600 AP full-salvo alpha x 60 / 8.5 s base reload = 180,706.8 broadside guns x 60 / 8.5 s base reload = 56.5.8 HE shells x 60 / 8.5 s reload x 11% fire chance = 6.21.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (122×3.5×0.9) = 384. 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.Longest-reaching aura across AA-only + dual-purpose auras.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 28,000 → 32,000 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 |
|---|---|---|---|---|
| Bow | 30 mm primary (range 16–30 mm) | 600 (2% of HP) | Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 100 mm primary (range 16–100 mm) | 24,000 (75% of HP) | No common caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 30 mm primary (range 16–75 mm) | 600 (2% of HP) | Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 75 mm primary (range 15–75 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). |
| Superstructure | 10 mm primary (range 10–75 mm) | 2,000 (6% 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 HP | 16,000 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 9,600 module HP | Incapacitated at 0 HP | When 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 Kijkduin. Cards are condensed; use each source link for full context.
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%).
Skins & permanent camouflages
Every custom exterior Kijkduin can equip, from in-game data.
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.
