World of Warships: Legends ship guide

De Zeven Provinciën

Beta
Airstrike cruiserPairs main-battery fire with a bomber alt-strike to pressure distant objectives.
Playstyle
  • Hold 12-15 km with islands tight enough to break vision on demand
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
Strong AAStealthy (11.5 km)Lobs over islandsEngine BoostSlowFragile
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Community Data

De Zeven Provinciën Community Stats

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Playstyle

Overview

De Zeven Provinciën is the Tier VII 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. AA (671 AA DPS at 6 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. Standout traits: best Repair Party charges in T7 CAs (3).

Positioning

Hold 12-15 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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

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

Airstrike alt-armament

Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T7 CAs.

ELITE AA
  • Top-tier · 671.0 AA
  • Long-reach · 6.0 km
Extra heal charges

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

Slow EB cycle

180.0 s Engine Boost reload, worst of T7 CAs. Sprint windows come slower than peers'.

Light citadel belt

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

Acquisition

How to get De Zeven Provinciën

De Zeven Provinciën is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.

Best listed chance for this ship

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Anniversary '25 Dutch Crate 1% VII De Zeven Provinciën Event containers · Anniversary '25 Dutch Crate
  • Dutch Cruiser Crate 0.01% VII De Zeven Provinciën Early access containers · Dutch Cruiser Crate
Official WG availability sources
  • "Skyreaper From the Lowlands" Campaign Breakdown Campaign Start: 2024-05-27 · End: 2024-06-30 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: De Zeven Provinciën Ship feature / release Start: 2024-06-03 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

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Cohort position

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Where De Zeven Provinciën sits among Tier VII CAs (55 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.

BestAA DPS671 (1/55) BestAA range6 km (1 of 3 tied) BestAA threat2,659 (1/55) BestRepair charges3 (1 of 6 tied) Top 10%Stealth profile11.48 km / 6.89 km (4/55 / 4/55) Top 25%Main battery reload5.9 s (11/55) Top 25%Displacement12,125 t (7/55) Top 25%Deck armor75 mm (11/50) Bottom 25%Max speed32 kt (49/55) Bottom 25%HE shell damage2,150 (42/48) Bottom 25%HE fire chance11% (37/48) Bottom 25%AP shell damage3,000 (50/55) Bottom 25%Engine power85,000 hp (43/54) Bottom 10%Hit points33,800 HP (51/55) Bottom 10%Turn-speed retention116.4 hp/m (50/54) Bottom 10%Max armor100 mm (51/55) WorstNo secondaries (7 of 55 in cohort) WorstNo torpedoes (15 of 55 in cohort) WorstRepair heal rate0.5 %/s (1 of 17 tied) WorstCitadel belt75 mm (1 of 2 tied)
See 19 mid-pack stats

Not standouts for De Zeven Provinciën -- 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.

Rudder shift9.1 s(29/55) Traverse-to-turn ratio6.19 ×(22/55) Main battery caliber152 mm(39/55) Main battery range15.62 km(20/55) Sigma2(29/55) Fires per minute8.95(19/48) HE DPM174,915(21/48) AP DPM244,068(37/55) Main dispersion140.8 m(41/55) AP velocity900 m/s(21/55) HE velocity900 m/s(21/48) Acceleration26.1 s(21/54) AP fuse timer0.03 s(31/55) AP arming threshold25 mm(19/55) Power-to-weight7.01 hp/t(30/54) Bow armor25 mm(32/52) Stern armor25 mm(32/52) NormAP ricochet start45°(39 of 55 tied at this value) NormAP auto-bounce angle60°(39 of 55 tied at this value)
Survivability
Hit Points33,800
Displacement12,125 t
Armor range13–100 mm
Plate armor thicknesses13, 15, 16, 20, 25, 27, 30, 40, 50, 60, 75, 100 mm
Armor material/layer entries68
Fire resistance36.6%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 152 mm/53 Bofors M42
Mounts / barrels4 mounts / 8 barrels
Reload time6.5 s
Firing range15.6 km
Turret traverse8 °/s
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 =(1562530·81.11000+1.1)·30=140.8m
140.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.8·0.6=84.5m
84.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =140.8·0.32(σ=2)=45m
45 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =84.5·0.32(σ=2)=27m
27 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 6.5 s base reload = 73.8.
73.8
HE shells
HE Damage2,150
HE Velocity900 m/s
Fire Chance11%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,150 HE damage x 8 broadside guns = 17,200.
17,200
Base HE DPM
ƒ17,200 HE full-salvo alpha x 60 / 6.5 s base reload = 158,769.
158,769
Installed HE DPM
ƒ17,200 HE full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 174,915.
174,915
Base fires/min
ƒ73.8 shells/min x 11% fire chance = 8.12.
8.12
AP shells
AP Damage3,000
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2200·46.70.69·0.1521.07·9001.38=279.6mm. Matches the in-game spec card.
279.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.5 km), where the shell has slowed to 317.2 m/s: P=107·2200·46.70.69·0.1521.07·317.21.38=66.3mm.
66.3 mm
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
Base AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 6.5 s base reload = 221,538.
221,538
Installed AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 244,068.
244,068
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.
15
Squadrons
Airstrike
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,800 dmg
Fire chance33%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges3
Range12 km
Reload65 s
Launch arc-124° to 124°
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (100×3.5×0.9) + (92×3.5×0.9) + (21×3.5×0.9) = 671. 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.
671
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
57 mm/60 SAK Model 19504×2 57mm
40 mm/70 SAK-40/L70-3508×1 40mm
Far aura
DPS
ƒIncludes 21 continuous AA damage from dual-purpose main battery firing as AA in this range band.
21
Range6 km
Outer Medium aura
DPS92
Range4 km
Total DPS in Aura
ƒFar 21 + Outer Medium 92 = 113
113
Inner Medium aura
DPS100
Range3.5 km
Total DPS in Aura
ƒFar 21 + Outer Medium 92 + Inner Medium 100 = 213
213
Maneuverability
Engine moduleEngine: 85,000 hp
Engine power85,000 hp
Maximum speed32 kt
Turning circle radius730 m
Rudder shift time9.1 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 (28.8 kt of 32 kt), from our in-house acceleration model.
26.1 s
Acceleration 0-99%
ƒTime 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.
42.7 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·32.0·0.5144730=1.29°/s, so ratio=ωturretωhull=81.29=6.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.2× slow
Concealment
Detectability by sea11.48 km
Detectability by air6.89 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.
11.48 km
Detect Fire Sea13.48 km
Detect Fire Air9.89 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party3 charges · 40 s reload · 28 s active · 4,732 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.
· 14,196 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.
· 169 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (33,800 HP) per second = 169 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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
Max Horiz Disp140.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15625}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 140.8\,\text{m}$
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.
Max Vert Disp84.5 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 140.8 \cdot 0.6 = 84.5\,\text{m}$
Shell scatter height @ 10 km53.9 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.
Med Horiz Disp45 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 140.8 \cdot 0.32\;(\sigma = 2) = 45\,\text{m}$
Med Vert Disp27 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 84.5 \cdot 0.32\;(\sigma = 2) = 27\,\text{m}$
AP Pen Close279.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2200 \cdot 46.7^{0.69} \cdot 0.152^{-1.07} \cdot 900^{1.38} = 279.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far66.3 mm
Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 317.2 m/s: $P = 10^{-7}\cdot 2200 \cdot 46.7^{0.69} \cdot 0.152^{-1.07} \cdot 317.2^{1.38} = 66.3\,\text{mm}$.
HE penetration30 mm
In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha17,200
2,150 HE damage x 8 broadside guns = 17,200.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
Base HE DPM158,769
17,200 HE full-salvo alpha x 60 / 6.5 s base reload = 158,769.
Base AP DPM221,538
24,000 AP full-salvo alpha x 60 / 6.5 s base reload = 221,538.
Installed HE DPM174,915
17,200 HE full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 174,915.
Installed AP DPM244,068
24,000 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 244,068.
Base shells/min73.8
8 broadside guns x 60 / 6.5 s base reload = 73.8.
Installed shells/min81.4
8 broadside guns x 60 / 5.9 s installed Artillery reload = 81.4.
Base fires/min8.12
73.8 shells/min x 11% fire chance = 8.12.
Installed fires/min8.95
81.4 shells/min x 11% fire chance = 8.95.

AA defense

Close-range AA DPS671
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (100×3.5×0.9) + (92×3.5×0.9) + (21×3.5×0.9) = 671. 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 range6 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2659
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 33,800, 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 & stern25 mm

Overmatched by 100+ 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
Bow25 mm primary (range 25–40 mm)600 (2% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
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)25,400 (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.
Stern25 mm primary (range 25–75 mm)500 (1% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
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)3,300 (10% 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 HP16,900 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 (57 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 HP10,100 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 →
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting De Zeven Provinciën. 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 De Zeven Provinciën can equip, from in-game data.

  • De Zeven Provinciën 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.