World of Warships: Legends ship guide

Kijkduin

Beta
Airstrike cruiserMain battery up front plus airstrike pressure on distant caps.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
Strong AASonarDefensive AALong fighter loiterStrong torpedo beltShort AA reach
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Community Data

Kijkduin Community Stats

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Playstyle

Overview

Kijkduin is the Tier V 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 (4 km on ships and 3 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 (384 AA DPS at 3.5 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: top-decile torpedo belt percent in T5 CAs (19) and top-decile stern plate in T5 CAs (20 mm).

Positioning

Sit 12-15 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

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.

Long fighter loiter

150.0 s Catapult Fighter active time, best of T5 CAs.

Strong torpedo belt

19.0% torpedo damage reduction, top decile of T5 CAs.

ELITE AA
  • Top-tier · 384.0 AA
  • AA specialist
Thick stern plate

20.0 mm stern, top decile of T5 CAs.

Short AA reach

3.5 km AA reach, bottom quartile of T5 CAs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Kijkduin

Kijkduin is available in the Airstrike Cruisers branch of the Netherlands Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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 Netherlands tech-tree branch diagram
Netherlands Tech Tree

Kijkduin sits in the Airstrike Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Kijkduin sits among Tier V CAs (28 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 threat1,345 (1/28) Top 10%AA DPS384 (2/28) Top 10%Stern armor20 mm (2/28) Top 25%AP velocity950 m/s (6/28) Top 25%HE velocity950 m/s (5/26) Top 25%Deck armor75 mm (5/28) Bottom 25%Rudder shift9 s (24/28) Bottom 25%Acceleration26.5 s (23/28) Bottom 25%Citadel belt75 mm (23/28) WorstNo secondaries (3 of 28 in cohort) WorstAA range3.5 km (1 of 5 tied) WorstNo torpedoes (4 of 28 in cohort)
See 26 mid-pack stats

Not standouts for Kijkduin -- 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.

Hit points32,000 HP(9/28) Max speed33 kt(13/28) Concealment12.2 km(20/28) Air detection7.32 km(20/28) Traverse-to-turn ratio5.92 ×(10/28) Main battery caliber152 mm(18/28) Main battery range14.72 km(9/28) Main battery reload8.5 s(13/28) Sigma2(15/28) HE shell damage2,400(13/26) HE fire chance11%(18/26) Fires per minute6.21(10/26) HE DPM135,529(8/26) AP shell damage3,200(21/28) AP DPM180,706(16/28) Main dispersion125.4 m(12/28) AP fuse timer0.03 s(17/28) AP arming threshold25 mm(11/28) Engine power85,000 hp(14/28) Turn-speed retention118.1 hp/m(19/28) Displacement11,850 t(21/28) Power-to-weight7.17 hp/t(20/28) Max armor100 mm(18/28) Bow armor16 mm(14/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value)
Survivability
Hit PointsInitial: 28,000 → 32,000
Displacement11,850 t
Armor range10–100 mm
Plate armor thicknesses10, 15, 16, 20, 25, 30, 40, 50, 60, 75, 100 mm
Armor material/layer entries74
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 152 mm/53 Model 1942
Mounts / barrels4 mounts / 8 barrels
Reload time8.5 s
Firing range (base)13.4 km
Firing range (top fire control)14.7 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 =(1338530·81.11000+1.1)·30=125.4m
125.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.4·0.6=75.2m
75.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =125.4·0.32(σ=2)=40.1m
40.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =75.2·0.319(σ=2)=24m
24 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 / 8.5 s base reload = 56.5.
56.5
HE shells
HE Damage2,400
HE Velocity950 m/s
Fire Chance11%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,400 HE damage x 8 broadside guns = 19,200.
19,200
Base HE DPM
ƒ19,200 HE full-salvo alpha x 60 / 8.5 s base reload = 135,529.
135,529
Base fires/min
ƒ56.5 shells/min x 11% fire chance = 6.21.
6.21
AP shells
AP Damage3,200
AP Velocity950 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 =107·2600·46.70.69·0.1521.07·9501.38=356mm. Matches the in-game spec card.
356 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.4 km), where the shell has slowed to 330.1 m/s: P=107·2600·46.70.69·0.1521.07·330.11.38=82.8mm.
82.8 mm
AP full-salvo alpha
ƒ3,200 AP damage x 8 broadside guns = 25,600.
25,600
Base AP DPM
ƒ25,600 AP full-salvo alpha x 60 / 8.5 s base reload = 180,706.
180,706
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 1
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 4,500 dmg
Fire chance24%
Bomb penetration32.3 mm
Bomb velocity300 m/s
Charges1
Range10 km
Reload65 s
Launch arc-124° to 124°
Airstrike 2
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,100 dmg
Fire chance29%
Bomb penetration32.3 mm
Bomb velocity300 m/s
Charges1
Range10 km
Reload65 s
Launch arc-124° to 124°
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (122×3.5×0.9) = 384. 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.
384
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm/56 Bofors Model 19366×2 40mm
40 mm/56 BoforsInitial: 2×2 → 8×2 40mm
Medium aura
DPSInitial: 109 → 122
Range3.5 km
Maneuverability
Engine moduleEngine: 85,000 hp
Engine power85,000 hp
Maximum speed33 kt
Turning circle radius720 m
Rudder shift time9 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 (29.7 kt of 33 kt), from our in-house acceleration model.
26.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
43.4 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·33.0·0.5144720=1.35°/s, so ratio=ωturretωhull=81.35=5.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.9× slow
Concealment
Detectability by sea12.2 km
Detectability by air7.3 km
Smoke firing penalty5.9 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.2 km
Detect Fire Sea14.2 km
Detect Fire Air10.3 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Choose one
Catapult Fighter3 charges · 80 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 2 squadron size
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 points28,000 → 32,000
  • Rudder shift16.4 → 11.7 s
  • Close-range AA DPS109 → 122
Fire controlUpgrade
  • Main battery range13,385 → 14723.5 m

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 Disp125.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13385}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 125.4\,\text{m}$
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 Disp75.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 125.4 \cdot 0.6 = 75.2\,\text{m}$
Shell scatter height @ 10 km56 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 Disp40.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 125.4 \cdot 0.32\;(\sigma = 2) = 40.1\,\text{m}$
Med Vert Disp24 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 75.2 \cdot 0.319\;(\sigma = 2) = 24\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close356 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2600 \cdot 46.7^{0.69} \cdot 0.152^{-1.07} \cdot 950^{1.38} = 356\,\text{mm}$. Matches the in-game spec card.
AP Pen Far82.8 mm
Same formula at the ship's max firing range (18.4 km), where the shell has slowed to 330.1 m/s: $P = 10^{-7}\cdot 2600 \cdot 46.7^{0.69} \cdot 0.152^{-1.07} \cdot 330.1^{1.38} = 82.8\,\text{mm}$.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (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 alpha19,200
2,400 HE damage x 8 broadside guns = 19,200.
AP full-salvo alpha25,600
3,200 AP damage x 8 broadside guns = 25,600.
Base HE DPM135,529
19,200 HE full-salvo alpha x 60 / 8.5 s base reload = 135,529.
Base AP DPM180,706
25,600 AP full-salvo alpha x 60 / 8.5 s base reload = 180,706.
Base shells/min56.5
8 broadside guns x 60 / 8.5 s base reload = 56.5.
Base fires/min6.21
56.5 shells/min x 11% fire chance = 6.21.

AA defense

Close-range AA DPS384
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (122×3.5×0.9) = 384. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1345
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 28,00032,000 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 & stern16 mm

Overmatched by 92+ 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.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)600 (2% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 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)100 mm primary (range 16–100 mm)24,000 (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.
Stern20 mm primary (range 16–75 mm)600 (2% of HP)
Overmatched by 305mm+ (Indefatigable, Toulon)Angle bounces 283mm20 mm: HE pens from 127mm+
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.
Superstructure10 mm primary (range 10–75 mm)2,000 (6% 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 HP16,000 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 (40 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 HP9,600 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
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

Balance updates affecting Kijkduin. Cards are condensed; use each source link for full context.

Nerf ×4Rework ×1Commander Skill ×1Concealment ×3
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Detectability range by sea increased from 10.98 to 12.2 km.
  • Detectability range by air increased from 6.59 to 7.32 km.
  • Detectability range while firing in smoke increased from 5.04 to 5.87 km.
  • Replaced the "Hidden" trait with "Pyromania".
Read the full official post
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 Kijkduin can equip, from in-game data.

  • Kijkduin 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.