World of Warships: Legends ship guide

Vrijheid

Beta
Netherlands · Tier VII · Cruiser · Premium
Airstrike cruiserStrike from cover with airstrikes; screen the fleet and zone with planes.
Playstyle
  • 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
Key characteristics
2 sigma accuracyStrong AAStealthy (11.5 km)Lobs over islandsFragile
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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

Right-trigger 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

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

High-arc AP shells

54.0° impact angle at max range, best of T7 CAs. Lobs over island cover.

High-arc HE shells

54.0° HE impact angle at max range, best of T7 CAs. Lobs over cover.

Fast reload

4.2 s reload, top decile of T7 CAs. Top-tier salvo cycle.

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 Beta

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

Open in Build Tool →

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.

BestMain battery reload4.2 s (1/54) BestRepair charges3 (1 of 6 tied) Top 10%Stealth profile11.46 km / 6.88 km (3/54 / 3/54) Top 10%Displacement11,850 t (6/54) Top 10%AA DPS529 (6/54) Top 10%AA threat2,029 (5/54) Top 25%Traverse-to-turn ratio8.88 × (7/54) Top 25%AP velocity940 m/s (11/54) Top 25%HE velocity940 m/s (10/47) Top 25%AP arming threshold20 mm (7/54) Top 25%AA range5.2 km (7/54) Top 25%Deck armor75 mm (9/44) Bottom 25%HE shell damage1,850 (43/47) Bottom 25%HE fire chance8% (42/47) Bottom 25%AP fuse timer0.01 s (47/54) Bottom 25%Engine power85,000 hp (41/53) Bottom 25%Turn-speed retention118.1 hp/m (45/53) Bottom 10%Hit points33,400 HP (52/54) Bottom 10%Main battery range15.15 km (51/54) Bottom 10%Max armor100 mm (50/54) WorstMain battery caliber127 mm (1 of 2 tied) WorstAP shell damage2,100 (1 of 2 tied) WorstNo secondaries (7 of 54 in cohort) WorstNo torpedoes (14 of 54 in cohort) WorstRepair heal rate0.5 %/s (1 of 16 tied) WorstCitadel belt75 mm (1 of 2 tied) WorstEnd plates16 mm (1 of 6 tied / 1 of 6 tied)
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.

Max speed33 kt(27/54) Rudder shift9 s(27/54) Sigma2(29/54) Fires per minute9.14(17/47) HE DPM211,429(16/47) AP DPM240,000(37/54) Main dispersion137.5 m(18/54) Acceleration26.5 s(33/53) Power-to-weight7.17 hp/t(25/53) NormAP ricochet start45°(38 of 54 tied at this value) NormAP auto-bounce angle60°(38 of 54 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
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.
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
Main Battery
ModuleArtillery: 8×127 mm
Mounts / barrels4 mounts / 8 barrels
Reload time4.7 s
Firing range15.2 km
Turret traverse12 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
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·GetHalfHitsRatio(σ) =137.5·0.32(σ=2)=44m
44 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =82.5·0.32(σ=2)=26.4m
26.4 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ8 broadside guns x 60 / 4.7 s base reload = 102.1.
102.1
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
Base HE DPM
ƒ14,800 HE full-salvo alpha x 60 / 4.7 s base reload = 188,936.
188,936
Installed HE DPM
ƒ14,800 HE full-salvo alpha x 60 / 4.2 s installed reload (Main Battery Mod. 3 = -10%) = 211,429.
211,429
Base fires/min
ƒ8 HE shells x 60 / 4.7 s reload x 8% fire chance = 8.17.
8.17
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
Base AP DPM
ƒ16,800 AP full-salvo alpha x 60 / 4.7 s base reload = 214,468.
214,468
Installed AP DPM
ƒ16,800 AP full-salvo alpha x 60 / 4.2 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
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
Close-range AA DPS
ƒSum 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.
529
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm/56 Bofors Model 193610×2 40mm
40 mm/56 Bofors7×1 40mm
Far aura
DPS
ƒIncludes 33 continuous AA damage from dual-purpose main battery firing as AA in this range band.
33
Range5.2 km
Medium aura
DPS135
Range3.5 km
Total DPS in Aura
ƒFar 33 + Medium 135 = 168
168
Maneuverability
Engine moduleEngine: 85,000 hp
Engine power85,000 hp
Maximum speed33 kt
Turning circle radius720 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime 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: maxPower=(Pm)0.42=(85,00011,850)0.42=2.2877; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=26.5s. 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.
26.5 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (32.7 kt of 33). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=43.4s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, 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 · +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
ƒHeal 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

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp137.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15150}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 137.5\,\text{m}$
Max Vert Disp82.5 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 137.5 \cdot 0.6 = 82.5\,\text{m}$
Med Horiz Disp44 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 137.5 \cdot 0.32\;(\sigma = 2) = 44\,\text{m}$
Med Vert Disp26.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82.5 \cdot 0.32\;(\sigma = 2) = 26.4\,\text{m}$
AP Pen Close259.7 mm
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.
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: $P = 10^{-7}\cdot 2400 \cdot 23.5^{0.69} \cdot 0.12^{-1.07} \cdot 274.6^{1.38} = 47.5\,\text{mm}$.
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.
Base HE DPM188,936
14,800 HE full-salvo alpha x 60 / 4.7 s base reload = 188,936.
Base AP DPM214,468
16,800 AP full-salvo alpha x 60 / 4.7 s base reload = 214,468.
Installed HE DPM211,429
14,800 HE full-salvo alpha x 60 / 4.2 s installed reload (Main Battery Mod. 3 = -10%) = 211,429.
Installed AP DPM240,000
16,800 AP full-salvo alpha x 60 / 4.2 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
Base shells/min102.1
8 broadside guns x 60 / 4.7 s base reload = 102.1.
Installed shells/min114.3
8 broadside guns x 60 / 4.2 s installed Artillery reload = 114.3.
Base fires/min8.17
8 HE shells x 60 / 4.7 s reload x 8% fire chance = 8.17.
Installed fires/min9.14
8 HE shells x 60 / 4.2 s installed reload x 8% fire chance = 9.14.

AA defense

Close-range AA DPS529
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.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2029
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 136+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–40 mm)600 (2% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst &#x27;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 &#x27;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 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 (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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

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.