World of Warships: Legends ship guide

Prinz Eitel Friedrich

Also called: 艾特尔·腓特烈亲王 Beta
Germany · Tier V · Battleship · Premium
Fire-starter battleshipImproved HE means fires and chip damage on anything angled; heal back the trade.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
2 sigma accuracyImproved HE penLobs over islandsPunch-through secondariesHardened superstructureLow HE DPM
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Community Data

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Playstyle

Overview

Prinz Eitel Friedrich is a Tier V German fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. A heavy Repair Party sustains the trade. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best sigma in T5 BBs (2) and best punch-through secondaries in T5 BBs (38 mm).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/25 T5 BBs.

ELITE MAIN BATTERY
  • Tight grouping
  • High-arc AP shells · 24.3°
ELITE SECONDARIES
  • Punch-through · 38.0 mm
  • Heavy secondary DPM · 267140.0 secondary
Hardened superstructure

25.0 mm superstructure, top decile of T5 BBs. HE farms less.

WEAK MAIN BATTERY
  • Low HE DPM · 68571 HE
  • Wide dispersion · 221.7 m
Acquisition

How to get Prinz Eitel Friedrich

Prinz Eitel Friedrich is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

Show all 19 containers (16 more)
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Event containers · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event containers · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.047917% Tier V Premium ship Event containers · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Ultimate Crate 0.024227% Tier V Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event containers · Mystic Box · 1 of 25 ships
  • German Battleship Crate 0.01% V Prinz Eitel Friedrich Early access containers · German Battleship Crate
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
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.

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Cohort position

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Where Prinz Eitel Friedrich sits among Tier V BBs (25 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.

BestSigma2 (1 of 5 tied) BestSecondary HE pen38 mm (1 of 3 tied) Top 10%Secondary DPM (per side)267,140 (3/25) Top 25%Max speed28 kt (7/25) Top 25%Stealth profile14.03 km / 11.22 km (4/25 / 4/25) Top 25%Main battery reload28 s (7/25) Top 25%Engine power90,000 hp (5/25) Top 25%Displacement35,300 t (7/25) Top 25%Power-to-weight2.55 hp/t (6/25) Top 25%Secondary range4.5 km (7/25) Bottom 25%Main battery caliber350 mm (21/25) Bottom 25%AP DPM180,000 (21/25) Bottom 25%HE alpha1,700 (21/24) Bottom 25%Secondary fire chance8% (20/24) Bottom 25%Max armor300 mm (21/25) Bottom 10%Fires per minute4.63 (24/25) Bottom 10%Main dispersion221.7 m (24/25) WorstHE DPM68,571 (25/25)
See 24 mid-pack stats

Not standouts for Prinz Eitel Friedrich -- 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 points52,300 HP(19/25) Rudder shift14 s(11/25) Traverse-to-turn ratio3.88 ×(10/25) Main battery range15.89 km(9/25) HE fire chance27%(19/25) AP shell damage10,500(12/25) AP velocity815 m/s(9/25) HE velocity815 m/s(9/25) Acceleration35.9 s(13/25) AP arming threshold59 mm(11/25) Turn-speed retention112.5 hp/m(11/25) AA DPS227(11/25) AA range4.5 km(13/25) AA threat842(9/25) Repair charges3(13/25) Citadel belt300 mm(17/25) Bow armor25 mm(16/25) Stern armor25 mm(15/25) Deck armor50 mm(13/22) NormSecondary dispersion bracket57(20 of 25 tied at this value) NormAP fuse timer0.03 s(20 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormRepair heal rate0.5 %/s(23 of 25 tied at this value)
Survivability
Hit Points52,300
Displacement35,300 t
Armor range6–300 mm
Plate armor thicknesses6, 16, 21, 26, 30, 32, 40, 50, 55, 60, 80, 100, 110, 120, 150, 200, 225, 250, 270, 300 mm
Armor material/layer entries81
Fire resistance23.3%
Fire duration60 s
Torp Reduction27%
Main Battery
ModuleArtillery: 350 mm L/42 SK C/14
Mounts / barrels4 mounts / 8 barrels
Reload time28 s
Firing range15.9 km
Turret traverse4 °/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 =(1588730·122.21000+2.2)·30=221.7m
221.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =221.7·0.6=133m
133 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =221.7·0.319(σ=2)=70.8m
70.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =133·0.32(σ=2)=42.5m
42.5 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE Damage4,000
HE Velocity815 m/s
Fire Chance27%
HE penetration
ƒ88 mm ≈ 350 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
88 mm
HE full-salvo alpha
ƒ4,000 HE damage x 8 broadside guns = 32,000.
32,000
Base HE DPM
ƒ32,000 HE full-salvo alpha x 60 / 28 s base reload = 68,571.
68,571
Base fires/min
ƒ17.1 shells/min x 27% fire chance = 4.63.
4.63
AP shells
AP Damage10,500
AP Velocity815 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(350 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2460·6000.69·0.3561.07·8151.38=638.6mm. Matches the in-game spec card.
638.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 406.2 m/s: P=107·2460·6000.69·0.3561.07·406.21.38=244.3mm.
244.3 mm
AP full-salvo alpha
ƒ10,500 AP damage x 8 broadside guns = 84,000.
84,000
Base AP DPM
ƒ84,000 AP full-salvo alpha x 60 / 28 s base reload = 180,000.
180,000
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.
75
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: (12×3.5×0.75) + (24×3.5×0.7) + (52×3.5×0.75) = 227. 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.
227
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flakzwilling 308×2 37mm
20 mm Flak 3812×1 20mm
105 mm L/65 Dop. L. C/37 (DP)8×2 105mm
Far aura
DPS
ƒIncludes 52 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
52
Range4.5 km
Medium aura
DPS12
Range3.5 km
Total DPS in Aura
ƒFar 52 + Medium 12 = 64
64
Near aura
DPS24
Range2 km
Total DPS in Aura
ƒFar 52 + Medium 12 + Near 24 = 88
88
S
Secondary Battery
Mounts22
Firing range4.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
105 mm L/65 Dop. L. C/37 (×8)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
150 mm L/42 SK C/09 (×14)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed28 kt
Turning circle radius800 m
Rudder shift time14 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28 kt), from our in-house acceleration model.
35.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28 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.
58.1 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·28.0·0.5144800=1.03°/s, so ratio=ωturretωhull=41.03=3.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.9× drags
Concealment
Detectability by sea14.03 km
Detectability by air11.22 km
Smoke firing penalty11.98 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.03 km
Detect Fire Sea16.03 km
Detect Fire Air14.22 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,322 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.
· 21,966 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.
· 262 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (52,300 HP) per second = 262 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 Disp221.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15887}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 221.7\,\text{m}$
Shell scatter width @ 10 km164 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 Disp133 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 221.7 \cdot 0.6 = 133\,\text{m}$
Shell scatter height @ 10 km86.2 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 Disp70.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 221.7 \cdot 0.319\;(\sigma = 2) = 70.8\,\text{m}$
Med Vert Disp42.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 133 \cdot 0.32\;(\sigma = 2) = 42.5\,\text{m}$
AP Pen Close638.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2460 \cdot 600^{0.69} \cdot 0.356^{-1.07} \cdot 815^{1.38} = 638.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far244.3 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 406.2 m/s: $P = 10^{-7}\cdot 2460 \cdot 600^{0.69} \cdot 0.356^{-1.07} \cdot 406.2^{1.38} = 244.3\,\text{mm}$.
HE penetration88 mm
88 mm ≈ 350 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) - 0.251 in this case. Lets HE pen ~87mm armor instead of ~58mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch24 mm
floor(350 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius75
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha32,000
4,000 HE damage x 8 broadside guns = 32,000.
AP full-salvo alpha84,000
10,500 AP damage x 8 broadside guns = 84,000.
Base HE DPM68,571
32,000 HE full-salvo alpha x 60 / 28 s base reload = 68,571.
Base AP DPM180,000
84,000 AP full-salvo alpha x 60 / 28 s base reload = 180,000.
Base shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Base fires/min4.63
17.1 shells/min x 27% fire chance = 4.63.

AA defense

Close-range AA DPS227
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×0.75) + (24×3.5×0.7) + (52×3.5×0.75) = 227. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index842
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)267,140
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: 8×2 105 mm (8/side) × 60/3.35 × 1200 = 171,940 + 14×1 150 mm (7/side) × 60/7.5 × 1700 = 95,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 mm
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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 52,300, 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 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel300 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming25 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–120 mm)3,700 (7% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)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)150 mm primary (range 6–270 mm)39,200 (75% of HP)
No common caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–110 mm)2,900 (6% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 16–300 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.
Superstructure25 mm primary (range 25–300 mm)2,300 (4% 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 HP26,200 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.
Secondary mount (150 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 (37 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 HP15,700 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 Prinz Eitel Friedrich can equip, from in-game data.

  • Prinz Eitel Friedrich 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