De Ruyter
Beta- Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Open-water broadside trading
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De Ruyter Community Stats
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De Ruyter Community Stats
Record History
Playstyle
Overview
De Ruyter is a Tier III Dutch light cruiser whose 150mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. AA (157 AA DPS at 3.5 km) 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. Standout traits: top-decile close-range AP pen in T3 CAs (246.9 mm) and top-decile long-range AP brick in T3 CAs (74.7 mm).
Positioning
Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 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. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.
Potato Avoidance
Open-water broadside trading
Her 150mm shells citadel cruisers on the wrong frame, and her 25,500-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
- Close-range AP brick · 246.9 mm
- Long-range AP brick · 74.7 mm
- Long gun range · 13.27 km
- Flat AP shells · 900.0 m
- Flat HE shells · 900.0 m
- Flat AP trajectory
10.0% torpedo damage reduction, best of T3 CAs.
150.0 s Catapult Fighter active time, best of T3 CAs.
How to get De Ruyter
De Ruyter is available in the Early Dutch Cruisers branch of the Netherlands Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.
Show Netherlands tech-tree branch diagram
De Ruyter sits in the Early Dutch Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 De Ruyter sits among Tier III 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.
See 18 mid-pack stats
Not standouts for De Ruyter -- 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
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 / 8 deg/s traverse speed = 22.5 s.ƒ
7 broadside guns x 60 / 9 s base reload = 46.7.HE shells
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25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).ƒ
2,150 HE damage x 7 broadside guns = 15,050.ƒ
15,050 HE full-salvo alpha x 60 / 9 s base reload = 100,333.ƒ
46.7 shells/min x 11% fire chance = 5.13.AP shells
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floor(150 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: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (16.6 km), where the shell has slowed to 342.3 m/s: .ƒ
3,000 AP damage x 7 broadside guns = 21,000.ƒ
21,000 AP full-salvo alpha x 60 / 9 s base reload = 140,000.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: (32×3.5×0.9) + (19×3.5×0.85) = 157. 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
Medium 32 + Near 19 = 51ƒ
Time to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (31.7 kt of 32 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.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
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Catapult Fighter3 charges · 80 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12060}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 116.2\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 116.2 \cdot 0.6 = 69.7\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 116.2 \cdot 0.319\;(\sigma = 2) = 37.1\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 69.7 \cdot 0.32\;(\sigma = 2) = 22.3\,\text{m}$Standard cruiser dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2200 \cdot 46.7^{0.69} \cdot 0.15^{-1.07} \cdot 900^{1.38} = 283.6\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (16.6 km), where the shell has slowed to 342.3 m/s: $P = 10^{-7}\cdot 2200 \cdot 46.7^{0.69} \cdot 0.15^{-1.07} \cdot 342.3^{1.38} = 74.7\,\text{mm}$.25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).floor(150 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 7 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,150 HE damage x 7 broadside guns = 15,050.3,000 AP damage x 7 broadside guns = 21,000.15,050 HE full-salvo alpha x 60 / 9 s base reload = 100,333.21,000 AP full-salvo alpha x 60 / 9 s base reload = 140,000.7 broadside guns x 60 / 9 s base reload = 46.7.46.7 shells/min x 11% fire chance = 5.13.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×0.9) + (19×3.5×0.85) = 157. 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 23,000 → 25,500 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.
Overmatched by 52+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 13 mm primary (range 13–20 mm) | 900 (4% of HP) | Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 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) | 13 mm primary (range 13–30 mm) | 19,100 (75% of HP) | Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 13 mm primary (range 13–30 mm) | 500 (2% of HP) | Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 50 mm primary (range 16–50 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 | 7 mm primary (range 7–50 mm) | 1,400 (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 HP | 12,000 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 | 7,700 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
Skins & permanent camouflages
Every custom exterior De Ruyter 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.
