Vrijheid
Also called: 弗赖海特 Beta- Use islands, concealment, and mid-range kiting lanes to stack pressure without becoming the easiest target
- Avoid: Do not sit still waiting for gimmick damage
On this page
Vrijheid Community Stats
Across 10,000+ Standard battles from 130+ players, Vrijheid averages a 66% win rate, 79,600 damage and 1.2 kills per battle, and survives 55% of them.
Vrijheid Community Stats
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Vrijheid Community Stats
Record History
Playstyle
Overview
Dutch cruiser area denial and fire support is the core job. Use islands, concealment, and mid-range kiting lanes to stack pressure without becoming the easiest target. Look for clustered ships where Dutch airstrike-style pressure and cruiser fire can force movement.
Positioning
Use islands, concealment, and mid-range kiting lanes to stack pressure without becoming the easiest target. Look for clustered ships where Dutch airstrike-style pressure and cruiser fire can force movement.
Potato Avoidance
Sit still waiting for gimmick damage
Vrijheid should keep guns active, preserve escape routes, and use area denial to shape enemy movement.
Signature Traits
The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
+20% speed (about +6.6 kt), 60 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in T7 CAs.
11.5 km surface detect, top decile of T7 CAs. Stays dark longer.
- Top-tier AA · 529 AA
- Long-reach AA · 5.2 km
33400 HP, bottom decile of T7 CAs. Trade hits sparingly.
15.2 km main battery reach, bottom decile of T7 CAs. Outranged by peers; close distance or lean on terrain.
How to get Vrijheid
Vrijheid is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Bundle.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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Age of Discovery: New Ships and the Spirit of Adventure
Bundle
Start: 2026-03-02
- You can find Vrijheid in the Spirit of Discovery random bundle in the Store.
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March Update: Echoes at Sea
Store / event post
Start: 2026-02-19
- Check the Store for themed content and a chance to step aboard the new ships, available from the Spirit of Discovery random bundle—Spanish Tier VII Premium cruiser Numancia and Dutch Tier VII Premium cruiser Vrijheid.
Builds
Build for cruiser concealment, survivability, reload, and consumable/airstrike tempo where available. Inspirations that help you stay dark or disengage are valuable.
Karel Doorman
Airstrike specialistDoorman extends airstrike range, cruise speed, and plane HP via Bird's Eye View / Sea Wings / Iron Feathers so your bombers reach the target and survive AA. Cornelis van der Windt's Flame Storm trait adds bomb burning chance for more fire starts; Worf's Sky Attack trait raises damage on every projectile your aircraft drop. Treat the airstrike like a long-range torpedo: drop bombs across the path of a target rotating to cap or hiding behind an island, then use your main battery to punish whoever you've forced into the open.
Karel Doorman
Fire DoT cruiserSame Doorman skill spine (airstrike range / cruise speed / plane HP). Furstner's Minister of the Navy trait raises fire damage from your cruiser's shells or bombs; Cornelis van der Windt's Flame Storm adds bomb burning chance on top. Each fire that lands does more DPS, and you start more of them. Pairs well with Burn It Down XXL on the main battery so HE salvos and airstrike bombs both start more fires.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Vrijheid sits among Tier VII CAs (57 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 14 mid-pack stats
Not standouts for Vrijheid -- 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
Compare Tier VII CruisersShow all 57 peers
Stats & specs
Customize in the Build Tool →ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (15.2 km) shells land in an ellipse about 138 m wide and 83 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 12 deg/s traverse speed = 15 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 4.714 s (4.7 s = 33 ticks) base reload = 101.8. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 4.286 s (4.2 s = 30 ticks) all-upgrades reload (4.7 s × 0.9 Main Battery Mod. 3 = 4.2 s) = 112.HE shells
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20 mm = 127 mm caliber / 6.35 (non-standard HE penetration ratio).ƒ
1,850 HE damage x 8 broadside guns = 14,800.ƒ
Zero upgrades: 14,800 HE full-salvo alpha x 60 / 4.714 s (4.7 s = 33 ticks) base reload = 188,364. All upgrades (Main Battery Mod. 3 = -10% reload): 14,800 HE full-salvo alpha x 60 / 4.286 s (4.2 s = 30 ticks) all-upgrades reload (4.7 s × 0.9 Main Battery Mod. 3 = 4.2 s) = 207,200.ƒ
Zero upgrades: 101.8 shells/min × 0.08 (8% fire chance) = 8.15. All upgrades (Main Battery Mod. 3 = -10% reload): 112 shells/min × 0.08 (8% fire chance) = 8.96.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.2 km), where the shell has slowed to 271.6 m/s: .ƒ
2,100 AP damage x 8 broadside guns = 16,800.ƒ
Zero upgrades: 16,800 AP full-salvo alpha x 60 / 4.714 s (4.7 s = 33 ticks) base reload = 213,818. All upgrades (Main Battery Mod. 3 = -10% reload): 16,800 AP full-salvo alpha x 60 / 4.286 s (4.2 s = 30 ticks) all-upgrades reload (4.7 s × 0.9 Main Battery Mod. 3 = 4.2 s) = 235,200.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 104 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 135 raw aura damage × 3.5 × 0.9 hit probability = 425 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 104 + Medium 425 = 529ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.7 kt of 33.0 kt).ƒ
Time to reach 99% of top speed (32.7 kt of 33.0 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
With the rudder hard over the hull turns 5.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 12 − 5.5 = +6.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.46 km x 0.955 = 10.94 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 11.46 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.94 km.ƒ
Larger of 15.15 km range and 5.37 km smoke firing penalty = 15.15 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.ƒ
Air detectability 6.88 km + gun-firing bloom 2.4 km = 9.28 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 11.46 km + 2.0 km while burning = 13.46 km.ƒ
Air detectability 6.88 km + 3.0 km while burning = 9.88 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Engine Boost4 charges · 100 s reload · 60 s active · +20% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Smoke Generator3 charges · 160 s reload · 20 s emit / 90 s cloud active · 450 m radius
Repair Party3 charges · 40 s reload · 28 s active · 4,676 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 33,400 HP = 4,676 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 33,400 HP = 14,028 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 33,400 HP = 167 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard cruiser dispersion curve.(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15150 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15150 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15150 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 574.8 m/s is the shell's speed when it arrives at 5 km (from 940 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 364.1 m/s is the shell's speed when it arrives at 10 km (from 940 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 272.6 m/s is the shell's speed when it arrives at 15 km (from 940 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 940 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 940 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mark IV Hazemeyer 10x2 -> 250 DPS @ 3.5 km; 40mm Bofors Mk3 7x1 -> 175 DPS @ 3.5 km; Far AA (?) -> 104 DPS @ 5.2 km.@ 5.2 km: 104 from one family; @ 3.5 km: 250 + 175 + 104 = 529. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.250 + 175 + 104 = 529 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).250 × 3.5 + 175 × 3.5 + 104 × 5.2 = 2028. 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.Ship Charts
Background
A post-war version of the Dutch Eendracht-class light cruiser design with an alternative main battery. The ship's main armament consists of automatic dual-purpose 120 mm guns, similar to those mounted on Friesland-class destroyers in the early 1950s.
Armor Beta
Hull HP 33,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 142+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | 600 (2% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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) | 80 mm primary (range 16–100 mm) | 25,100 (75% of HP) | No common AP caliber overmatches80 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–75 mm) | 500 (1% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 75 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. |
| Superstructure | 13 mm primary (range 13–75 mm) | 3,100 (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 HP | 16,700 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| 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 | 10,000 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.
Skins & permanent camouflages
Every custom exterior Vrijheid can equip.
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.
