World of Warships: Legends ship guide

Felix Schultz

Also called: 菲利克斯·舒尔茨 Beta
Long-range gunboatA long-arm gunboat: farm from range where shorter-ranged DDs cannot answer.
Playstyle
  • Sit in open water at the edge of 12.4 km where peer DDs cannot return fire and most cruisers have to pu…
  • Avoid: Overstaying detection after a torpedo drop
Key characteristics
Heavy AP pen12 km gun rangeWide always-pen zoneSmokeEngine BoostStiff AP fuse
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Community Data

Felix Schultz Community Stats

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Playstyle

Overview

Felix Schultz is a Tier VIII German long-range gunboat destroyer reaching 12.4 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is HE spam from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. Standout traits: best AP overmatch threshold in T8 DDs (10.4 mm) and top-decile close-range AP pen in T8 DDs (300.2 mm).

Positioning

Sit in open water at the edge of 12.4 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it.

Potato Avoidance

Overstaying detection after a torpedo drop

The detection window is a hard timer; if you are still firing guns when concealment closes again, you have already taken more damage than the drop earned.

Signature Traits

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.

ELITE MAIN BATTERY
  • Big-caliber overmatch · 10.4 mm
  • Close-range AP brick · 300.2 mm
  • Long-range AP brick · 116.7 mm
  • Long gun range · 12.36 km
  • High fire chance · 12.0%
  • Deep-fuse AP · 0.03 s
Stiff AP fuse

25.0 mm AP arming threshold, worst of T8 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Felix Schultz

Felix Schultz is available in the Hunter Destroyers branch of the Germany Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. 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.

Show Germany tech-tree branch diagram
Germany Tech Tree

Felix Schultz sits in the Hunter Destroyers branch. The highlighted path shows the local branch context inside the full Germany tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where Felix Schultz sits among Tier VIII DDs (27 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 caliber150 mm (1 of 2 tied) BestMain battery range12.36 km (1/27) BestHE fire chance12% (1/26) BestAP fuse timer0.03 s (1 of 3 tied) BestAP ricochet start60° (1 of 6 tied) BestAA range6 km (1 of 2 tied) BestBow armor20 mm (1/27) BestDeck armor25 mm (1 of 2 tied) Top 10%Hit points29,040 HP (2/27) Top 10%AP shell damage4,000 (2/25) Top 10%Main dispersion54.3 m (2/27) Top 10%AP velocity960 m/s (3/25) Top 10%HE velocity960 m/s (3/26) Top 10%Max armor25 mm (3/27) Top 10%Citadel belt25 mm (3/27) Top 25%AP auto-bounce angle67.5° (4/25) Top 25%AA DPS281 (6/27) Top 25%AA threat1,080 (5/27) Bottom 25%Stealth profile7.35 km / 3.68 km (24/27 / 23/27) Bottom 25%Main battery reload6 s (24/27) Bottom 25%Displacement4,809 t (25/27) Bottom 25%Torpedo range7.98 km (23/26) Bottom 25%Torpedo speed52 kt (24/26) Bottom 10%Rudder shift6.1 s (26/27) Bottom 10%HE DPM108,000 (25/26) WorstAP arming threshold25 mm (1 of 2 tied)
See 11 mid-pack stats

Not standouts for Felix Schultz -- here's where she sits on every other ranked stat in the cohort.

Max speed35.5 kt(19/27) Traverse-to-turn ratio10.7 ×(18/27) HE shell damage1,800(16/26) Fires per minute7.2(9/26) AP DPM240,000(13/25) Acceleration17.8 s(18/27) Engine power82,450 hp(8/27) Turn-speed retention103.1 hp/m(13/27) Power-to-weight17.14 hp/t(19/27) Torpedo damage≈14,500(14/26) Torpedo reload110 s(13/26)
Survivability
Hit PointsInitial: 26,500 → 29,040
Displacement4,809 t
Armor range13–25 mm
Plate armor thicknesses13, 19, 20, 25 mm
Armor material/layer entries22
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 6×150 mm
Mounts / barrels3 mounts / 6 barrels
Reload time6.7 s
Firing range (base)11.2 km
Firing range (top fire control)12.4 km
Turret traverse14 °/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 =(1124030·40.51000+0.5)·30=54.3m
54.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =54.3·0.6=32.6m
32.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =54.3·0.32(σ=2)=17.4m
17.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =32.6·0.319(σ=2)=10.4m
10.4 m
Turret turn time
ƒ180 degrees / 14 deg/s traverse speed = 12.9 s.
12.9 s
Base shells/min
ƒ6 broadside guns x 60 / 6.7 s base reload = 53.7.
53.7
HE shells
HE Damage1,800
HE Velocity960 m/s
Fire Chance12%
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,800 HE damage x 6 broadside guns = 10,800.
10,800
Base HE DPM
ƒ10,800 HE full-salvo alpha x 60 / 6.7 s base reload = 96,716.
96,716
Installed HE DPM
ƒ10,800 HE full-salvo alpha x 60 / 6 s installed reload (Main Battery Mod. 3 = -10%) = 108,000.
108,000
Base fires/min
ƒ53.7 shells/min x 12% fire chance = 6.45.
6.45
AP shells
AP Damage4,000
AP Velocity960 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 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 =107·2600·410.69·0.151.07·9601.38=334.9mm. Matches the in-game spec card.
334.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (15.5 km), where the shell has slowed to 447.3 m/s: P=107·2600·410.69·0.151.07·447.31.38=116.7mm.
116.7 mm
AP full-salvo alpha
ƒ4,000 AP damage x 6 broadside guns = 24,000.
24,000
Base AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 6.7 s base reload = 214,925.
214,925
Installed AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 6 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.
15
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time110 s
Projectile speed52 kt
Range7.98 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=43,500·0.333=14,500.
≈ 14,500
Torpedo detectability1.2 km
Flooding chance279%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming161 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,500 = 116,000.
116,000
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (13×3.5×1) + (56×3.5×0.95) + (14×3.5×1) = 281. 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.
281
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
55 mm L/77 Gerät 58 ZwillingInitial: 55 mm L/77 Gerät 58 (1×1) → 55 mm L/77 Gerät 58 Zwilling (1×2)
30 mm Flak 38Initial: 30 mm Flak 103/38 (6×2) → 30 mm Flak 38 (6×4)
Far aura
DPS
ƒIncludes 14 continuous AA damage from dual-purpose main battery firing as AA in this range band.
14
Range6 km
Medium aura
DPS13
Range5 km
Total DPS in Aura
ƒFar 14 + Medium 13 = 27
27
Near aura
DPSInitial: 42 → 56
Range3 km
Total DPS in Aura
ƒFar 14 + Medium 13 + Near 56 = 83
83
Maneuverability
Engine moduleEngine: 82,450 hp
Engine power82,450 hp
Maximum speed35.5 kt
Turning circle radius800 m
Rudder shift time6.1 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt), from our in-house acceleration model.
17.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
30.4 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·35.5·0.5144800=1.31°/s, so ratio=ωturretωhull=141.31=10.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
10.7× ok
Concealment
Detectability by sea7.35 km
Detectability by air3.68 km
Smoke firing penalty3.15 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.35 km
Detect Fire Sea9.35 km
Detect Fire Air6.68 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 73 s cloud 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
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points26,500 → 29,040
  • Rudder shift11.1 → 7.9 s
  • Close-range AA DPS52 → 69
  • Maximum AA range4.5 → 5 km
Fire controlUpgrade
  • Main battery range11,240 → 12,364 m

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 Disp54.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11240}{30}\cdot\dfrac{4-0.5}{1000} + 0.5\right)\cdot 30 = 54.3\,\text{m}$
Shell scatter width @ 10 km50 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 Disp32.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 54.3 \cdot 0.6 = 32.6\,\text{m}$
Shell scatter height @ 10 km28.9 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 Disp17.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 54.3 \cdot 0.32\;(\sigma = 2) = 17.4\,\text{m}$
Med Vert Disp10.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 32.6 \cdot 0.319\;(\sigma = 2) = 10.4\,\text{m}$
AP Pen Close334.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2600 \cdot 41^{0.69} \cdot 0.15^{-1.07} \cdot 960^{1.38} = 334.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far116.7 mm
Same formula at the ship's max firing range (15.5 km), where the shell has slowed to 447.3 m/s: $P = 10^{-7}\cdot 2600 \cdot 41^{0.69} \cdot 0.15^{-1.07} \cdot 447.3^{1.38} = 116.7\,\text{mm}$.
HE penetration38 mm
38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch10 mm
floor(150 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 alpha6
All 6 barrels bear on the broadside.
Turret turn time12.9 s
180 degrees / 14 deg/s traverse speed = 12.9 s.
HE full-salvo alpha10,800
1,800 HE damage x 6 broadside guns = 10,800.
AP full-salvo alpha24,000
4,000 AP damage x 6 broadside guns = 24,000.
Base HE DPM96,716
10,800 HE full-salvo alpha x 60 / 6.7 s base reload = 96,716.
Base AP DPM214,925
24,000 AP full-salvo alpha x 60 / 6.7 s base reload = 214,925.
Installed HE DPM108,000
10,800 HE full-salvo alpha x 60 / 6 s installed reload (Main Battery Mod. 3 = -10%) = 108,000.
Installed AP DPM240,000
24,000 AP full-salvo alpha x 60 / 6 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
Base shells/min53.7
6 broadside guns x 60 / 6.7 s base reload = 53.7.
Installed shells/min60
6 broadside guns x 60 / 6 s installed Artillery reload = 60.
Base fires/min6.45
53.7 shells/min x 12% fire chance = 6.45.
Installed fires/min7.2
60 shells/min x 12% fire chance = 7.2.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed52 kt
Travel time to max range59 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage116,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,500 = 116,000.
Per-side salvo damage116,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,500 = 116,000.

AA defense

Close-range AA DPS281
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (13×3.5×1) + (56×3.5×0.95) + (14×3.5×1) = 281. 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 index1080
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.
Near aura range3 km

Armor Beta

Hull HP 26,50029,040 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.

Bow & stern20 mm

Overmatched by 126+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow20 mm3,300 (11% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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)19 mm21,800 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)2,700 (9% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel25 mm primary (range 13–25 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.
Superstructure19 mm primary (range 19–25 mm)2,700 (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 HP14,500 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 (55 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP8,700 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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Felix Schultz default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision