AL Montpelier
Also called: AL 蒙彼利埃 Beta- Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
- Avoid: Using radar like a destroyer hunter rather than a position tool
Variant of Cleveland
Al Montpelier is a variant of Cleveland with artillery buffs and maneuverability buff.
Show all differences
Artillery
- base firing range15,298 m+1,391 mBetter
- AP damage3,300+100Better
- HE damage2,300+100Better
- HE fire chance13%+1%Better
Maneuverability
- rudder shift6.5 s-0.7 sBetter
On this page
AL Montpelier Community Stats
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AL Montpelier Community Stats
Record History
Playstyle
Overview
AL Montpelier is a Tier VII American light cruiser whose 152mm guns farm HE fires and sustained DPM. Surveillance Radar (9 km) is the cap-control consumable on top, so she sets fights as well as winning them. AA (556 AA DPS at 5 km, +100% Defensive AA flak burst) ranks 3 of 57 in T7 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best AP always-pen window in T7 CAs (60°) and top-decile fires per minute in T7 CAs (14.9).
Positioning
Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. She is genuinely evasive in both phases of a turn, answering the helm in 6.5 s and carving a 660 m circle, so you can break a salvo and still be where you meant to go.
Potato Avoidance
Using radar like a destroyer hunter rather than a position tool
The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision. Yours reaches 9 km for 30 s, which is the whole window your team gets to act on what it shows.
Signature Traits
9 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
- Wide always-pen zone · 60°
- High fire pressure · 14.86 fires
- HE DPM machine · 262857 HE
- High-arc HE shells · 24.65°
556 AA DPS, top decile of T7 CAs (median 375).
80 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.
812 m/s HE muzzle velocity, bottom decile of T7 CAs. Lobby trajectory, harder to land at range.
How to get AL Montpelier
AL Montpelier 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
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Azur Lane Crate: Ultimate
1%
Azur Lane Premium Ship
Collaboration · Azur Lane Crate: Ultimate · 1 of 6 ships
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Azur Lane Crate: Ultimate II
0.75%
Azur Lane Premium Ship
Collaboration · Azur Lane Crate: Ultimate II · 1 of 8 ships
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Azur Lane Crate: Ultimate III
0.545455%
Azur Lane Premium Ship
Collaboration · Azur Lane Crate: Ultimate III · 1 of 11 ships
Show all 4 containers (1 more)
-
Azur Lane Crate: Ultimate IV
0.4%
One of these ships
New · Azur Lane Crate: Ultimate IV · 1 of 15 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Azur Lane Crate: Ultimate 1% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate II 0.75% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate III 0.545455% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate IV 0.4% · One of these ships
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
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 AL Montpelier sits among Tier VII CAs (56 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 23 mid-pack stats
Not standouts for AL Montpelier -- 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 56 peers
Stats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.ƒ
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 / 10 deg/s traverse speed = 18 s.ƒ
Zero upgrades: 12 broadside guns x 60 / 7 s base reload = 102.9. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.3 s all-upgrades reload = 114.3.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,300 HE damage x 12 broadside guns = 27,600.ƒ
Zero upgrades: 27,600 HE full-salvo alpha x 60 / 7 s base reload = 236,571. All upgrades (Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 6.3 s all-upgrades reload = 262,857.ƒ
Zero upgrades: 102.9 shells/min x 13% fire chance = 13.37. All upgrades (Main Battery Mod. 3 = -10% reload): 114.3 shells/min x 13% fire chance = 14.86.AP shells
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floor(152 mm caliber / 14.3) = 10 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 (15.3 km), where the shell has slowed to 372.3 m/s: .ƒ
3,300 AP damage x 12 broadside guns = 39,600.ƒ
Zero upgrades: 39,600 AP full-salvo alpha x 60 / 7 s base reload = 339,429. All upgrades (Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 6.3 s all-upgrades reload = 377,143.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
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.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 101 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 65 raw aura damage × 3.5 × 0.9 hit probability = 205 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 101 + Medium 205 = 306ƒ
Effective DPS: 84 raw aura damage × 3.5 × 0.85 hit probability = 250 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 101 + Medium 205 + Near 250 = 556ƒ
Each ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.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 waves 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 flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
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
top speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.ƒ
Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).ƒ
Time to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.ƒ
Time 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.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
Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.ƒ
Air detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.44 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 · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 30 s active · 9 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Repair Party2 charges · 80 s reload · 28 s active · 5,166 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 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (36,900 HP) per second = 184 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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: Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.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.Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.Vertical dispersion ellipse height at max range: 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 15298 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 372.3 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . 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, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . 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, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.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 812 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 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 12 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.2,300 HE damage x 12 broadside guns = 27,600.3,300 AP damage x 12 broadside guns = 39,600.Zero upgrades: 27,600 HE full-salvo alpha x 60 / 7 s base reload = 236,571. All upgrades (Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 6.3 s all-upgrades reload = 262,857.Zero upgrades: 39,600 AP full-salvo alpha x 60 / 7 s base reload = 339,429. All upgrades (Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 6.3 s all-upgrades reload = 377,143.Zero upgrades: 12 broadside guns x 60 / 7 s base reload = 102.9. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.3 s all-upgrades reload = 114.3.Zero upgrades: 102.9 shells/min x 13% fire chance = 13.37. All upgrades (Main Battery Mod. 3 = -10% reload): 114.3 shells/min x 13% fire chance = 14.86.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 6x2 -> 123 DPS @ 3.5 km; 40mm Bofors Mk2 4x4 -> 82 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 23x2 -> 250 DPS @ 2 km; 5in38 Mk32 Mod12 6x2 -> 101 DPS @ 5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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: 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. 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: 1800 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 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: 21 mm from the 127 mm family.Ship Charts
Balance History
Balance updates affecting AL Montpelier. Cards are condensed; use each source link for full context.
Ministry of Balance: Anniversary Tune-Up
- Main battery firing range increased from 13.9 to 15,2 km.
- Main battery reload time reduced from 7.5 to 7 seconds.
- Main battery HE shell air drag reduced from 0.3 to 0.28.
- Main battery AP shell minimum ricochet angle increased from 45° to 60°.
- Main battery AP shell guaranteed ricochet angle increased from 60° to 67.5°.
- Main battery AP shell air drag reduced from 0.3 to 0.28.
Skins & permanent camouflages
Every custom exterior AL Montpelier can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAzur MontpelierAzur Lane
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.
