Vrijheid
Beta- Use islands, concealment, and mid-range kiting lanes to stack pressure without becoming the easiest tar…
- Avoid: Do not sit still waiting for gimmick damage
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Vrijheid Community Stats
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Vrijheid Community Stats
Record History
Playstyle
Overview
Dutch cruiser area denial and fire support is the core job. Use islands, concealment, and mid-range kiting lanes to stack pressure without becoming the easiest target. Look for clustered ships where Dutch airstrike-style pressure and cruiser fire can force movement.
Positioning
Use islands, concealment, and mid-range kiting lanes to stack pressure without becoming the easiest target. Look for clustered ships where Dutch airstrike-style pressure and cruiser fire can force movement.
Potato Avoidance
Sit still waiting for gimmick damage
Vrijheid should keep guns active, preserve escape routes, and use area denial to shape enemy movement.
Signature Traits
Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
+20% speed, 60 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T7 CAs.
3.0 Repair Party charges, best of T7 CAs. More total HP available across a match.
54.0° impact angle at max range, best of T7 CAs. Lobs over island cover.
54.0° HE impact angle at max range, best of T7 CAs. Lobs over cover.
4.2 s reload, top decile of T7 CAs. Top-tier salvo cycle.
How to get Vrijheid
Vrijheid is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Global XP.
Official WG availability sources
- Age of Discovery: New Ships and the Spirit of Adventure 750,000 Global XP 2026-03-02 Tier VII default; exact price not in source
Builds Beta
Build for cruiser concealment, survivability, reload, and consumable/airstrike tempo where available. Inspirations that help you stay dark or disengage are valuable.
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 Vrijheid sits among Tier VII CAs (54 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 11 mid-pack stats
Not standouts for Vrijheid -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 12 deg/s traverse speed = 15 s.ƒ
8 broadside guns x 60 / 4.7 s base reload = 102.1.HE shells
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In-game data: 20 mm = 127 mm caliber / 6.35 (non-standard HE penetration ratio).ƒ
1,850 HE damage x 8 broadside guns = 14,800.ƒ
14,800 HE full-salvo alpha x 60 / 4.7 s base reload = 188,936.ƒ
14,800 HE full-salvo alpha x 60 / 4.2 s installed reload (Main Battery Mod. 3 = -10%) = 211,429.ƒ
8 HE shells x 60 / 4.7 s reload x 8% fire chance = 8.17.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (18.9 km), where the shell has slowed to 274.6 m/s: .ƒ
2,100 AP damage x 8 broadside guns = 16,800.ƒ
16,800 AP full-salvo alpha x 60 / 4.7 s base reload = 214,468.ƒ
16,800 AP full-salvo alpha x 60 / 4.2 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.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: (135×3.5×0.9) + (33×3.5×0.9) = 529. 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.ƒ
Includes 33 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 33 + Medium 135 = 168ƒ
Time to accelerate from 0 kt to 90% of top speed (29.7 kt of 33). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (32.7 kt of 33). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Engine Boost4 charges · 100 s reload · 60 s active · +20% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator3 charges · 160 s reload · 15 s emit / 90 s cloud active
Repair Party3 charges · 40 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal ƒ
Heal per second (0.5%) x active time (28 s) = up to 14% of max HP restored per charge if the consumable runs its full duration.
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
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, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15150}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 137.5\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 137.5 \cdot 0.6 = 82.5\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 137.5 \cdot 0.32\;(\sigma = 2) = 44\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82.5 \cdot 0.32\;(\sigma = 2) = 26.4\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 23.5^{0.69} \cdot 0.12^{-1.07} \cdot 940^{1.38} = 259.7\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (18.9 km), where the shell has slowed to 274.6 m/s: $P = 10^{-7}\cdot 2400 \cdot 23.5^{0.69} \cdot 0.12^{-1.07} \cdot 274.6^{1.38} = 47.5\,\text{mm}$.In-game data: 20 mm = 127 mm caliber / 6.35 (non-standard HE penetration ratio).floor(127 mm caliber / 14.3) = 8 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 / 12 deg/s traverse speed = 15 s.1,850 HE damage x 8 broadside guns = 14,800.2,100 AP damage x 8 broadside guns = 16,800.14,800 HE full-salvo alpha x 60 / 4.7 s base reload = 188,936.16,800 AP full-salvo alpha x 60 / 4.7 s base reload = 214,468.14,800 HE full-salvo alpha x 60 / 4.2 s installed reload (Main Battery Mod. 3 = -10%) = 211,429.16,800 AP full-salvo alpha x 60 / 4.2 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.8 broadside guns x 60 / 4.7 s base reload = 102.1.8 broadside guns x 60 / 4.2 s installed Artillery reload = 114.3.8 HE shells x 60 / 4.7 s reload x 8% fire chance = 8.17.8 HE shells x 60 / 4.2 s installed reload x 8% fire chance = 9.14.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (135×3.5×0.9) + (33×3.5×0.9) = 529. 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 Beta
Hull HP 33,400, 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.
Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | 600 (2% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 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) | 80 mm primary (range 16–100 mm) | 25,100 (75% of HP) | No common caliber overmatches80 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–75 mm) | 500 (1% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 75 mm primary (range 15–75 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. |
| Superstructure | 13 mm primary (range 13–75 mm) | 3,100 (9% 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 | 16,700 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 | 10,000 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Vrijheid. 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.
Skins & permanent camouflages
Every custom exterior Vrijheid 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.
