Johan de Witt
Beta- Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Launching airstrikes at maneuvering targets
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Johan de Witt Community Stats
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Johan de Witt Community Stats
Record History
Playstyle
Overview
Johan de Witt is the Tier VIII 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. Sonar (5 km on ships and 3.5 km on torpedoes, 100 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. AA (757 AA DPS at 5.2 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 T8 CAs (3) and best superstructure armor in T8 CAs (30 mm).
Positioning
Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5 km on ships, 3.5 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.
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
Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
- Top-tier · 757.0 AA
- AA specialist
- Extra heal charges · 3.0 Repair
- Fast heal cycle · 40.0 s
- Hardened superstructure · 30.0 mm
- Heavy citadel belt · 225.0 mm
32.1 kt, bottom decile of T8 CAs. Hard to rotate flanks or disengage; commit positioning early.
How to get Johan de Witt
Johan de Witt is available in the Airstrike Cruisers branch of the Netherlands Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.
Show Netherlands tech-tree branch diagram
Johan de Witt sits in the Airstrike 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 Johan de Witt sits among Tier VIII CAs (33 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 31 mid-pack stats
Not standouts for Johan de Witt -- 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 / 6 deg/s traverse speed = 30 s.ƒ
9 broadside guns x 60 / 14 s base reload = 38.6.HE shells
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40 mm ≈ 240 mm caliber / 6 (standard HE penetration ratio).ƒ
3,400 HE damage x 9 broadside guns = 30,600.ƒ
30,600 HE full-salvo alpha x 60 / 14 s base reload = 131,143.ƒ
30,600 HE full-salvo alpha x 60 / 12.6 s installed reload (Main Battery Mod. 3 = -10%) = 145,714.ƒ
38.6 shells/min x 18% fire chance = 6.94.AP shells
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floor(240 mm caliber / 14.3) = 16 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 (19.9 km), where the shell has slowed to 466.5 m/s: .ƒ
6,100 AP damage x 9 broadside guns = 54,900.ƒ
54,900 AP full-salvo alpha x 60 / 14 s base reload = 235,286.ƒ
54,900 AP full-salvo alpha x 60 / 12.6 s installed reload (Main Battery Mod. 3 = -10%) = 261,429.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: (148×3.5×0.9) + (48×3.5×0.85) + (47×3.5×0.9) = 757. 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
Includes 47 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 47 + Medium 148 = 195ƒ
Far 47 + Medium 148 + Near 48 = 243ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to reach 90% of top speed (28.9 kt of 32.1 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (31.8 kt of 32.1 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 · 5 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):
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party3 charges · 40 s reload · 28 s active · 6,426 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (45,900 HP) per second = 230 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14485}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 169.7\,\text{m}$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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 169.7 \cdot 0.6 = 101.8\,\text{m}$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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 169.7 \cdot 0.313\;(\sigma = 2.05) = 53.2\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 101.8 \cdot 0.313\;(\sigma = 2.05) = 31.9\,\text{m}$Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 207^{0.69} \cdot 0.24^{-1.07} \cdot 900^{1.38} = 522.7\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 466.5 m/s: $P = 10^{-7}\cdot 2400 \cdot 207^{0.69} \cdot 0.24^{-1.07} \cdot 466.5^{1.38} = 211.1\,\text{mm}$.40 mm ≈ 240 mm caliber / 6 (standard HE penetration ratio).floor(240 mm caliber / 14.3) = 16 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 9 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.3,400 HE damage x 9 broadside guns = 30,600.6,100 AP damage x 9 broadside guns = 54,900.30,600 HE full-salvo alpha x 60 / 14 s base reload = 131,143.54,900 AP full-salvo alpha x 60 / 14 s base reload = 235,286.30,600 HE full-salvo alpha x 60 / 12.6 s installed reload (Main Battery Mod. 3 = -10%) = 145,714.54,900 AP full-salvo alpha x 60 / 12.6 s installed reload (Main Battery Mod. 3 = -10%) = 261,429.9 broadside guns x 60 / 14 s base reload = 38.6.9 broadside guns x 60 / 12.6 s installed Artillery reload = 42.9.38.6 shells/min x 18% fire chance = 6.94.42.9 shells/min x 18% fire chance = 7.71.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (148×3.5×0.9) + (48×3.5×0.85) + (47×3.5×0.9) = 757. 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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 120 mm (6/side) × 60/3 × 1700 = 204,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 120 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 20 mm from the 120 mm family.Armor Beta
Hull HP 42,100 → 45,900 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 98+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–40 mm) | 2,600 (6% of HP) | Overmatched by 380mm+ (Bismarck, 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) | 60 mm primary (range 25–250 mm) | 34,400 (75% of HP) | No common caliber overmatches60 mm: most HE shatters, standard pen from 380mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–100 mm) | 2,000 (4% of HP) | Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 225 mm primary (range 16–225 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 | 30 mm primary (range 30–100 mm) | 2,400 (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 | 23,000 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. |
| Secondary mount (120 mm mount) | separate HP pool, does not drain ship HP | 1,200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| 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 | 13,800 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
Balance History
Balance updates affecting Johan de Witt. Cards are condensed; use each source link for full context.
Ministry of Balance: Skillful Adjustments
- Detectability range by sea increased from 12.12 to 13.47 km.
- Detectability range by air increased from 7.27 to 8.08 km.
- Detectability range while firing in smoke increased from 7.66 to 8.69 km.
- Cruiser's main battery AP shell damage bonus increased from +0.3%–6% to +0.4%–8%.
- Smoke Screen deployment time bonus increased from +0.5%–10% to +0.75%–15%.
- Engine Boost cooldown time acceleration improved from –0.15%–3% to 0.2%–4%.
- Torpedo damage bonus increased from +0.15%–3% to +0.2%–4%.
- Cruiser main battery shell grouping bonus increased from +0.25%–5% to +0.3%–6%.
- Bonus to cruiser main battery shell grouping when shooting at destroyers increased from +2/2.6/3.3/4% to +3/4.6/6.3/8%.
- Made the skill's drawback less punishing: Smoke screen dispersion time is now reduced by 5/10/15/20% instead of 10/23/36/50%.
- +3 more official change lines in the source post.
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.
Ministry of Balance: Spring Renewal
- Stock HE bomb fire-starting chances reduced from 33 to 26%.
- Upgraded HE bomb fire-starting chances reduced from 35 to 28%.
- Main battery HE shell fire-starting chances reduced from 20 to 18%.
Ministry of Balance: Preparing for Winter
- Stock Airstrike reload time increased from 95 to 105 seconds.
- Upgraded Airstrike reload time increased from 90 to 100 seconds.
- Stock and upgraded Airstrike accuracy reduced: percentage of bombs falling near the central aim point decreased from 66% to 50%.
November Update: Into Black Waters
- Armor.
Ministry of Balance: Declaration of Changes
- Stock Airstrike maximum bomb damage reduced from 5,800 to 5,300.
- Stock Airstrike squadron restoration time increased from 85 to 95 seconds.
- Upgraded Airstrike maximum bomb damage reduced from 6,100 to 5,600.
- Upgraded Airstrike squadron restoration time increased from 80 to 90 seconds.
Skins & permanent camouflages
Every custom exterior Johan de Witt 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.
