World of Warships: Legends ship guide

Vrijheid

Also called: 弗赖海特 Beta
Airstrike cruiserGuns up front, airstrikes for the caps you cannot reach with the hull.
Playstyle
  • Use islands, concealment, and mid-range kiting lanes to stack pressure without becoming the easiest target
  • Avoid: Do not sit still waiting for gimmick damage
Key characteristics
Strong AAStealthy (11.5 km)Lobs over islandsSmokeEngine BoostFragile
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Community Data

Vrijheid Community Stats

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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

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Engine Boost

+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.

Extra heal charges

3 Repair Party charges, best of T7 CAs. More total HP available across a match.

LOBBING BATTERY
  • High-arc shells · 34.28°
  • Fast reload · 4.2 s
Saturates bow fast

600 HP bow pool, top decile of T7 CAs. A small pool saturates quickly, after which bow-on penetrations do about a tenth -- angle and they stop mattering.

Light citadel belt

75 mm citadel belt, bottom decile of T7 CAs. Citadels through angle are possible.

Acquisition

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

Builds

Build for cruiser concealment, survivability, reload, and consumable/airstrike tempo where available. Inspirations that help you stay dark or disengage are valuable.

Karel Doorman

Airstrike specialist

Doorman extends airstrike range, cruise speed, and plane HP via Bird's Eye View / Sea Wings / Iron Feathers so your bombers reach the target and survive AA. Cornelis van der Windt's Flame Storm trait adds bomb burning chance for more fire starts; Worf's Sky Attack trait raises damage on every projectile your aircraft drop. Treat the airstrike like a long-range torpedo: drop bombs across the path of a target rotating to cap or hiding behind an island, then use your main battery to punish whoever you've forced into the open.

Karel Doorman

Fire DoT cruiser

Same Doorman skill spine (airstrike range / cruise speed / plane HP). Furstner's Minister of the Navy trait raises fire damage from your cruiser's shells or bombs; Cornelis van der Windt's Flame Storm adds bomb burning chance on top. Each fire that lands does more DPS, and you start more of them. Pairs well with Burn It Down XXL on the main battery so HE salvos and airstrike bombs both leave heavier DoT.

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Cohort position

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Where Vrijheid sits among Tier VII CAs (56 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.

BestRepair charges3 (1 of 6 tied) Top 10%Stealth profile11.46 km / 6.88 km (5/57 / 4/57) Top 10%Main battery reload4.2 s (2/57) Top 10%Main dispersion137.5 m (6/57) Top 10%Displacement11,850 t (6/57) Top 10%AA threat2,028 (4/57) Top 10%Flak per wave (expected)1,944 (5/57) Top 25%Traverse-to-turn ratio8.88 × (7/57) Top 25%AP velocity940 m/s (11/57) Top 25%HE velocity940 m/s (10/50) Top 25%AP arming threshold20 mm (7/57) Top 25%AA DPS529 (7/57) Top 25%AA range5.2 km (7/57) Top 25%Deck armor75 mm (11/52) Bottom 25%HE fire chance8% (45/50) Bottom 25%AP fuse timer0.01 s (49/57) Bottom 25%Engine power85,000 hp (45/56) Bottom 25%Turn-speed retention118.1 hp/m (48/56) Bottom 10%Hit points33,400 HP (55/57) Bottom 10%Main battery range15.15 km (53/57) Bottom 10%HE shell damage1,850 (46/50) Bottom 10%Max armor100 mm (53/57) WorstMain battery caliber127 mm (1 of 2 tied) WorstAP shell damage2,100 (1 of 2 tied) WorstNo secondaries (7 of 57 in cohort) WorstAP pen at 10 km67 mm (55/55) WorstNo torpedoes (15 of 57 in cohort) WorstRepair heal rate0.5 %/s (1 of 18 tied) WorstCitadel belt75 mm (1 of 2 tied) WorstEnd plates16 mm (1 of 8 tied / 1 of 8 tied)
See 12 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.

Max speed33 kt(31/57) Rudder shift9 s(29/57) Sigma2(29/57) Fires per minute9.14(20/50) HE DPM211,429(18/50) AP DPM240,000(41/57) Acceleration26.5 s(35/56) Power-to-weight7.17 hp/t(27/56) Effective HE DPM (incl. fire)279,228(19/50) NormAP ricochet start45°(40 of 57 tied at this value) NormAP auto-bounce angle60°(40 of 57 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value)
Survivability
Hit Points33,400
Displacement11,850 t
Armor range13–100 mm
Plate armor thicknesses13, 15, 16, 20, 30, 40, 50, 60, 75, 80, 100 mm
Armor material/layer entries69
Fire resistance36.6%
Fire duration30 s
Torp Reduction19%
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.
16,700
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.
10,000
Effective HP
ƒBase 33,400 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 4,676 HP per charge, x3 charges = 14,028 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
47,428
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 8×127 mm
Mounts / barrels4 mounts / 8 barrels
Reload time4.7 s
Firing range15.2 km
Turret traverse12 °/s
Turret armor125 mm
AP pen max range43 mm
HE fire DPM vs T7 BB60605
Effective HE DPM vs T7 BB249541
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1515030·81.11000+1.1)·30=137.5m
137.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.5·0.6=82.5m
82.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =137.5·0.62=41.3m
41.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =82.5·0.62=24.8m
24.8 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 4.7 s base reload = 102.1. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 4.2 s all-upgrades reload = 114.3.
Initial: 102.1 → 114.3
HE shells
HE Damage1,850
HE Velocity940 m/s
Fire Chance8%
HE penetration
ƒIn-game data: 20 mm = 127 mm caliber / 6.35 (non-standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,850 HE damage x 8 broadside guns = 14,800.
14,800
HE DPM
ƒZero upgrades: 14,800 HE full-salvo alpha x 60 / 4.7 s base reload = 188,936. All upgrades (Main Battery Mod. 3 = -10% reload): 14,800 HE full-salvo alpha x 60 / 4.2 s all-upgrades reload = 211,429.
Initial: 188,936 → 211,429
Fires/min
ƒZero upgrades: 102.1 shells/min x 8% fire chance = 8.17. All upgrades (Main Battery Mod. 3 = -10% reload): 114.3 shells/min x 8% fire chance = 9.14.
Initial: 8.17 → 9.14
AP shells
AP Damage2,100
AP Velocity940 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·23.50.69·0.121.07·9401.38=259.7mm. Matches the in-game spec card.
259.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.9 km), where the shell has slowed to 274.6 m/s: P=107·2400·23.50.69·0.121.07·274.61.38=47.5mm.
47.5 mm
AP full-salvo alpha
ƒ2,100 AP damage x 8 broadside guns = 16,800.
16,800
AP DPM
ƒZero upgrades: 16,800 AP full-salvo alpha x 60 / 4.7 s base reload = 214,468. All upgrades (Main Battery Mod. 3 = -10% reload): 16,800 AP full-salvo alpha x 60 / 4.2 s all-upgrades reload = 240,000.
Initial: 214,468 → 240,000
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
Squadrons
Airstrike
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 6,300 dmg
Fire chance38%
Bomb penetration36.5 mm
Bomb velocity300 m/s
Charges2
Range10.5 km
Reload54 s
Launch arc-124° to 124°
AA Defense
AA mount points17
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
40 mm/56 Bofors Model 193610×2 40mm
40 mm/56 Bofors7×1 40mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 104 from dual-purpose main battery firing as AA in this range band.
104
Range5.2 km
Medium aura
Guns40 mm/56 Bofors + 40 mm/56 Bofors Model 1936
Continuous DPS
ƒEffective DPS: 135 raw aura damage × 3.5 × 0.9 hit probability = 425 - the same in-game units as the Close-range AA DPS headline.
425
Range3.5 km
Total DPS in Aura
ƒFar 104 + Medium 425 = 529
529
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop.
2.5-5.2 km
Maneuverability
Engine power85,000 hp
Maximum speed33 kt
Turning circle radius720 m
Rudder shift time9 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
26.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
43.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.0·0.5144720=1.35°/s, so ratio=ωturretωhull=121.35=8.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.9× ok
Concealment
Detectability by sea11.46 km
Detectability by air6.88 km
Smoke firing penalty5.37 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.46 km
Detect Fire Sea13.46 km
Detect Fire Air9.88 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Engine Boost4 charges · 100 s reload · 60 s active · +20% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Smoke Generator3 charges · 160 s reload · 20 s emit / 90 s cloud active · 450 m radius
Repair Party3 charges · 40 s reload · 28 s active · 4,676 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 14,028 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 167 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (33,400 HP) per second = 167 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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 (σ)2
Max Horiz Disp137.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1515030·81.11000+1.1)·30=137.5m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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 width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp82.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.5·0.6=82.5m
Shell scatter height @ 10 km54.3 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=0.5·15150=7575 m, and radiusOnMax=0.6 at 15150 m. Above the kink: k=0.5+(0.60.5)·100007575151507575=0.532, so σV=σH·k=102·0.532=54.3m.
Med Horiz Disp41.3 m
50%-hit horizontal radius: σH,50=σH·0.6σ =137.5·0.62=41.3m
Med Vert Disp24.8 m
50%-hit vertical radius: σV,50=σV·0.6σ =82.5·0.62=24.8m
AP Pen Close259.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·23.50.69·0.121.07·9401.38=259.7mm. Matches the in-game spec card.
AP Pen Far47.5 mm
Same formula at the ship's max firing range (18.9 km), where the shell has slowed to 274.6 m/s: P=107·2400·23.50.69·0.121.07·274.61.38=47.5mm.
AP pen 5 km131 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km67 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km43 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km6.51 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·0.3345·0.1228·23.5=8.05×105. That runs from a 940 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km6.51 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·0.3345·0.1228·23.5=8.05×105. That runs from a 940 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration20 mm
In-game data: 20 mm = 127 mm caliber / 6.35 (non-standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha14,800
1,850 HE damage x 8 broadside guns = 14,800.
AP full-salvo alpha16,800
2,100 AP damage x 8 broadside guns = 16,800.
HE DPMInitial: 188,936 → 211,429
Zero upgrades: 14,800 HE full-salvo alpha x 60 / 4.7 s base reload = 188,936. All upgrades (Main Battery Mod. 3 = -10% reload): 14,800 HE full-salvo alpha x 60 / 4.2 s all-upgrades reload = 211,429.
AP DPMInitial: 214,468 → 240,000
Zero upgrades: 16,800 AP full-salvo alpha x 60 / 4.7 s base reload = 214,468. All upgrades (Main Battery Mod. 3 = -10% reload): 16,800 AP full-salvo alpha x 60 / 4.2 s all-upgrades reload = 240,000.
Shells/minInitial: 102.1 → 114.3
Zero upgrades: 8 broadside guns x 60 / 4.7 s base reload = 102.1. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 4.2 s all-upgrades reload = 114.3.
Fires/minInitial: 8.17 → 9.14
Zero upgrades: 102.1 shells/min x 8% fire chance = 8.17. All upgrades (Main Battery Mod. 3 = -10% reload): 114.3 shells/min x 8% fire chance = 9.14.

AA defense

AA DPS at max range104
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mark IV Hazemeyer 10x2 -> 250 DPS @ 3.5 km; 40mm Bofors Mk3 7x1 -> 175 DPS @ 3.5 km; Far AA (?) -> 104 DPS @ 5.2 km.
Maximum AA range5.2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range104 DPS @ 5.2 km, 529 DPS @ 3.5 km
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-blank529
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index2028
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.

Bow & stern16 mm

Overmatched by 141+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

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 Compare tool →

Section Plates HP cap Threats Tactic
Bow16 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.
Stern16 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.
Citadel75 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.
Superstructure13 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 HP16,700 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 (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 HP10,000 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Vrijheid. Cards are condensed; use each source link for full context.

Nerf ×1Commander Skill ×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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Vrijheid can equip, from in-game data.

  • Vrijheid 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.