World of Warships: Legends ship guide

Flint R

Also called: 弗林特 R Beta
U.S.A. · Tier VI · CL Cruiser · Premium
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on th…
  • Avoid: Do not drift broadside while tunnel-visioning damage
Key characteristics
High HE DPMHigh AP DPMLobs over islandsSmoke + SonarDefensive AAFragile

Variant of Flint

Cosmetic-only variant of Flint. Identical to Flint on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.

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Community Data

Flint R Community Stats

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Playstyle

Overview

Flint R is best treated as flexible fire support and utility pressure. Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.

Positioning

Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.

Potato Avoidance

Drift broadside while tunnel-visioning damage

Cruiser value comes from staying alive long enough to punish multiple pushes.

Signature Traits

ELITE SMOKE
  • Lingering · 121.0 s
  • Long smoke deployment · 27.0 s
ELITE MAIN BATTERY
  • Fast turret traverse · 25.0°
  • High-arc AP shells · 42.94°
  • HE DPM machine · 259200 HE
  • High-arc HE shells · 44.29°
Fragile HP pool

26600.0 HP, bottom decile of T6 CAs. Trade hits sparingly.

Loose grouping

Sigma 1.7, bottom decile of T6 CAs. Shells scatter more; bracketing matters.

Acquisition

How to get Flint R

Flint R is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Start with the standard cruiser priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.

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 Flint R sits among Tier VI CAs (43 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.

Top 10%Traverse-to-turn ratio15.92 × (4/43) Top 10%Main battery reload5 s (3/43) Top 10%HE DPM259,200 (2/39) Top 10%AP DPM302,400 (4/42) Top 10%AP arming threshold21 mm (5/42) Top 10%Displacement8,230 t (3/43) Top 25%Main dispersion125.6 m (9/43) Top 25%Acceleration24.6 s (9/43) Top 25%Power-to-weight9.11 hp/t (7/43) Bottom 25%AP velocity792 m/s (38/42) Bottom 25%AP fuse timer0.01 s (36/42) Bottom 25%Engine power75,000 hp (39/43) Bottom 25%Turn-speed retention123 hp/m (37/43) Bottom 25%Torpedo speed55 kt (30/33) Bottom 25%Torpedo reload98 s (27/33) Bottom 25%Max armor89 mm (39/43) Bottom 10%Hit points26,600 HP (42/43) WorstMain battery caliber127 mm (1 of 4 tied) WorstSigma1.7 (1 of 2 tied) WorstHE fire chance5% (1 of 3 tied) WorstNo secondaries (5 of 43 in cohort) WorstHE velocity792 m/s (1 of 3 tied) WorstEnd plates13 mm (1 of 5 tied / 1 of 5 tied)
See 15 mid-pack stats

Not standouts for Flint R -- 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 speed32.5 kt(28/43) Concealment11.94 km(23/43) Air detection7.16 km(21/43) Rudder shift8.5 s(15/43) Main battery range14.75 km(29/43) Fires per minute7.2(15/39) AA DPS339(12/43) AA range5 km(15/43) AA threat1,225(13/43) Torpedo range9.15 km(16/33) Torpedo damage≈15,533(13/33) Citadel belt89 mm(29/41) Deck armor65 mm(14/40) NormAP ricochet start45°(33 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value)
Survivability
Hit Points26,600
Displacement8,230 t
Armor range6–89 mm
Plate armor thicknesses6, 10, 13, 16, 20, 25, 32, 51, 65, 89 mm
Armor material/layer entries53
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 12×127 mm
Mounts / barrels6 mounts / 12 barrels
Reload time5 s
Firing range14.7 km
Turret traverse25 °/s
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1474930·80.51000+0.5)·30=125.6m
125.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.6·0.6=75.4m
75.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =125.6·0.357(σ=1.7)=44.8m
44.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =75.4·0.357(σ=1.7)=26.9m
26.9 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ12 broadside guns x 60 / 5 s base reload = 144.
144
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 12 broadside guns = 21,600.
21,600
Base HE DPM
ƒ21,600 HE full-salvo alpha x 60 / 5 s base reload = 259,200.
259,200
Base fires/min
ƒ144 shells/min x 5% fire chance = 7.2.
7.2
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 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 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.4 km), where the shell has slowed to 265.6 m/s: P=107·2598·250.69·0.1271.07·265.61.38=48.3mm.
48.3 mm
AP full-salvo alpha
ƒ2,100 AP damage x 12 broadside guns = 25,200.
25,200
Base AP DPM
ƒ25,200 AP full-salvo alpha x 60 / 5 s base reload = 302,400.
302,400
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
Torpedoes
ModuleTorpedoes: 533 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time98 s
Projectile speed55 kt
Range9.15 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=46,600·0.333=15,533.
≈ 15,533
Torpedo detectability1.1 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 Arming170 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.
62,132
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.9) + (27×3.5×0.85) + (34×3.5×0.9) = 339. 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.
339
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk18×2 40mm
20 mm Oerlikon Mk412×1 20mm
Far aura
DPS
ƒIncludes 34 continuous AA damage from dual-purpose main battery firing as AA in this range band.
34
Range5 km
Medium aura
DPS48
Range3.5 km
Total DPS in Aura
ƒFar 34 + Medium 48 = 82
82
Near aura
DPS27
Range2 km
Total DPS in Aura
ƒFar 34 + Medium 48 + Near 27 = 109
109
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed32.5 kt
Turning circle radius610 m
Rudder shift time8.5 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 (29.2 kt of 32.5 kt), from our in-house acceleration model.
24.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
39.6 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·32.5·0.5144610=1.57°/s, so ratio=ωturretωhull=251.57=15.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.9× snappy
Concealment
Detectability by sea11.94 km
Detectability by air7.16 km
Smoke firing penalty5.24 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.94 km
Detect Fire Sea13.94 km
Detect Fire Air10.16 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator2 charges · 240 s reload · 27 s emit / 121 s cloud active

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)1.7
Max Horiz Disp125.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14749}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 125.6\,\text{m}$
Shell scatter width @ 10 km90 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 Disp75.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 125.6 \cdot 0.6 = 75.4\,\text{m}$
Shell scatter height @ 10 km48.2 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 Disp44.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 125.6 \cdot 0.357\;(\sigma = 1.7) = 44.8\,\text{m}$
Med Vert Disp26.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 75.4 \cdot 0.357\;(\sigma = 1.7) = 26.9\,\text{m}$
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 792^{1.38} = 218\,\text{mm}$. Matches the in-game spec card.
AP Pen Far48.3 mm
Same formula at the ship's max firing range (16.4 km), where the shell has slowed to 265.6 m/s: $P = 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 265.6^{1.38} = 48.3\,\text{mm}$.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (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 alpha12
All 12 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha21,600
1,800 HE damage x 12 broadside guns = 21,600.
AP full-salvo alpha25,200
2,100 AP damage x 12 broadside guns = 25,200.
Base HE DPM259,200
21,600 HE full-salvo alpha x 60 / 5 s base reload = 259,200.
Base AP DPM302,400
25,200 AP full-salvo alpha x 60 / 5 s base reload = 302,400.
Base shells/min144
12 broadside guns x 60 / 5 s base reload = 144.
Base fires/min7.2
144 shells/min x 5% fire chance = 7.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.
Per-side salvo damage62,132
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.

AA defense

Close-range AA DPS339
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.9) + (27×3.5×0.85) + (34×3.5×0.9) = 339. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1225
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 range2 km

Armor Beta

Hull HP 26,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern13 mm

Overmatched by 177+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel89 mm

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

Farming6 mm

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

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 6–51 mm)≈ 1,330 (~5% of HP)
Overmatched by 203mm+ (Aoba, Baleares)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)25 mm≈ 19,950 (~75% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–25 mm)≈ 1,330 (~5% of HP)
Overmatched by 203mm+ (Aoba, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 6–89 mm)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.
Superstructure6 mm primary (range 6–65 mm)no cap
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).

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

Exteriors

Skins & permanent camouflages

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

  • Flint R 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