World of Warships: Legends ship guide

Bayard

Also called: 巴亚尔 Beta
France · Tier VII · CL Cruiser · Premium
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Sitting on Main Battery Reload Booster waiting for a perfect target
Key characteristics
High HE / fire outputSonarReload BoosterEngine BoostAll-Weather
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Community Data

Bayard Community Stats

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Playstyle

Overview

Bayard is a Tier VII French light cruiser whose 152mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Her sonar reaches 4.4 km, which is the range at which she can commit to a contest without guessing. Standout traits: top-decile high-arc HE shells in T7 CAs (24.8°) and top-decile fires per minute in T7 CAs (12.7).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 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

Sitting on Main Battery Reload Booster waiting for a perfect target

With unlimited charges it is a cycle, not a finisher: every minute it spends full is a salvo you never fired. It comes back every 150 s, so press it early, press it often, and treat a charge bar that is never empty as damage you have not collected.

Signature Traits

Engine Boost

+20% speed (about +6.8 kt), 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in T7 CAs.

LOBBING BATTERY
  • High-arc HE shells · 24.77°
  • High fire pressure · 12.71 fires
  • Fire-starter cruiser
All-Weather

No stat falls into the cohort's bottom decile across T7 CAs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Bayard

Bayard is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Global XP. 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

  • Super VII crate 4.166667% One of the Tier VII Premium ships Event · Super VII crate · 1 of 24 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.394737% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 38 ships
Show all 16 containers (13 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Archived · Mega Santa '23 · 1 of 29 ships
  • Spectral Vault 4.0 0.164474% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 38 ships
    Show 2 paths
    • Spectral Vault 4.00.105263%
    • Spectral Vault 4.0 → Spectral Vault 5.00.059211%
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.082566% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 38 ships
    Show 4 paths
    • Spectral Vault 3.00.052632%
    • Spectral Vault 3.0 → Spectral Vault 5.00.011842%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011579%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006513%
  • Mystic Lantern 0.078049% Tier VII Premium ship Event · Mystic Lantern · 1 of 41 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Archived · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.014178% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 38 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005263%
    • Spectral Vault 2.00.002632%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002105%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001184%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001184%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000651%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.002102% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 38 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.000526%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000474%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000237%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000189%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000116%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000107%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000107%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000059%
Official WG availability sources
Show direct source rows

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.

André Roux

WG official

WG official build from Through the Spy Glass: Bayard.

Source: Through the Spy Glass: Bayard

Open in Build Tool →

Commanders frequently paired with this ship Nikolay KuznetsovConrad Helfrich

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Bayard 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.

Top 10%Fires per minute12.71 (5/49) Top 25%Max speed34 kt (13/57) Top 25%Traverse-to-turn ratio8.74 × (8/57) Top 25%HE DPM232,941 (10/49) Top 25%AP DPM349,412 (9/57) Top 25%Acceleration25.1 s (14/56) Top 25%Displacement12,627 t (10/57) Top 25%Power-to-weight9.5 hp/t (11/56) Top 25%Effective HE DPM (incl. fire)327,221 (9/49) Bottom 25%Hit points34,700 HP (46/57) Bottom 25%Secondary HE pen17 mm (39/50) Bottom 25%AA DPS309 (44/57) Bottom 25%Torpedo speed60 kt (33/42) Bottom 25%Torpedo reaction time8.1 s (35/42) Bottom 25%Max armor120 mm (44/57) WorstSecondary fire chance5% (1 of 22 tied)
See 36 mid-pack stats

Not standouts for Bayard -- 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.

Concealment12.8 km(37/57) Smoke fire bloom6.31 km(17/57) Air detection7.68 km(36/57) Rudder shift9.3 s(31/57) Turning circle730 m(31/57) Main battery caliber152 mm(41/57) Main battery range15.79 km(17/57) Main battery reload6.8 s(17/57) Sigma2(29/57) HE fire chance12%(33/49) AP shell damage3,300(41/57) Main dispersion141.9 m(40/57) Secondary DPM (per side)112,000(27/50) Secondary HE alpha1,400(37/50) AP velocity870 m/s(31/57) HE velocity870 m/s(27/49) AP fuse timer0.03 s(31/57) AP arming threshold25 mm(19/57) Engine power120,000 hp(31/56) Turn-speed retention164.4 hp/m(23/56) AP pen at 10 km133 mm(43/57) AA range5 km(29/57) AA threat1,424(25/57) Flak per wave (expected)1,260(38/57) Torpedo range9 km(23/42) Torpedo damage≈13,733(27/42) Torpedo reload90 s(17/42) Citadel belt120 mm(33/54) Bow armor25 mm(33/54) Stern armor25 mm(33/54) Deck armor60 mm(17/52) NormSecondary dispersion bracket57(47 of 50 tied at this value) NormAP ricochet start45°(40 of 57 tied at this value) NormAP auto-bounce angle60°(40 of 57 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value) NormSecondary range5 km(46 of 50 tied at this value)
Survivability
Hit Points34,700
Displacement12,627 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
196.4 x 20.4 m (measured from the ship model)
Armor range6–120 mm
Plate armor thicknesses6, 13, 19, 25, 27, 28, 30, 38, 45, 60, 70, 90, 105, 120 mm
Armor material/layer entries54
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
36.6%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (3,123 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (3,470 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
16%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
17,400
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
10,400
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/55 Mle 1930
Mounts / barrels4 mounts / 12 barrels
Reload time7.5 s
Firing range15.8 km
Turret traverse12 °/s
Turret armor100 mm
Turret traverse arcs
ƒHow 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.
4x ±140°
Guns to bear
ƒHow 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.
40° off bow / 40° off stern
AP pen max range92 mm
HE fire DPM vs T7 BB85453
Effective HE DPM vs T7 BB296653
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 =(1578530·81.11000+1.1)·30=141.9m
141.9 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =141.9·0.6=85.1m
85.1 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =141.9·0.62=42.6m
42.6 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =85.1·0.62=25.5m
25.5 m at 15.8 km
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 7.5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.8 s all-upgrades reload = 105.9.
Initial: 96 → 105.9
HE shells
HE Damage2,200
HE Velocity870 m/s
Fire Chance12%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,200 HE damage x 12 broadside guns = 26,400.
26,400
HE DPM
ƒZero upgrades: 26,400 HE full-salvo alpha x 60 / 7.5 s base reload = 211,200. All upgrades (Main Battery Mod. 3 = -10% reload): 26,400 HE full-salvo alpha x 60 / 6.8 s all-upgrades reload = 232,941.
Initial: 211,200 → 232,941
Fires/min
ƒZero upgrades: 96 shells/min x 12% fire chance = 11.52. All upgrades (Main Battery Mod. 3 = -10% reload): 105.9 shells/min x 12% fire chance = 12.71.
Initial: 11.52 → 12.71
AP shells
AP Damage3,300
AP Velocity870 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 =107·2225·57.10.69·0.1521.07·8701.38=310mm. Matches the in-game spec card.
310 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 359.7 m/s: P=107·2225·57.10.69·0.1521.07·359.71.38=91.6mm.
91.6 mm at 15.8 km
AP full-salvo alpha
ƒ3,300 AP damage x 12 broadside guns = 39,600.
39,600
AP DPM
ƒZero upgrades: 39,600 AP full-salvo alpha x 60 / 7.5 s base reload = 316,800. All upgrades (Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 6.8 s all-upgrades reload = 349,412.
Initial: 316,800 → 349,412
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
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 s
Projectile speed60 kt
Range9 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=41,200·0.333=13,733.
≈ 13,733
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
14,833
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km60 kt×2.6855=8.1 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.46 per hit, shown as 2.46×100=246%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
246%
Torpedo launcher traverse25 °/s
Launch arcsstarboard 160°, 160°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,733 = 41,199.
41,199
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
5 km
57 mm/60 ACAD Mle 19516×2 57mm
100 mm/55 CAD Mle 1945 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 100mm
Far aura
Guns100 mm/55 CAD Mle 1945 (DP)
Continuous DPS
ƒEffective 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 66 from dual-purpose secondaries firing as AA in this range band.
66
Range5 km
Medium aura
Guns57 mm/60 ACAD Mle 1951
Continuous DPS
ƒEffective DPS: 77 raw aura damage × 3.5 × 0.9 hit probability = 243 - the same in-game units as the Close-range AA DPS headline.
243
Range4.5 km
Total DPS in Aura
ƒFar 66 + Medium 243 = 309
309
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 200 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.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach 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.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe 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.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
100 mm/55 CAD Mle 1945 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 100mm
Caliber100 mm
Reload time3 s
HE Damage1,400
Muzzle Velocity855 m/s
Fire Chance5%
Armor Pen17 mm
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power120,000 hp
Maximum speed34 kt
Turning circle radius730 m
Rudder shift time9.3 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 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.
13.4 kt
Crash stop
ƒSeconds 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.
25.2 s
Engine boost threshold (reverse)
ƒSpeed 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).
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
25.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
40.6 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·34.0·0.5144730=1.37°/s, so ratio=ωturretωhull=121.37=8.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.7× ok
Concealment
Detectability by sea12.8 km
Detectability by air7.68 km
Smoke firing penalty6.31 km
Detect when firing (sea)
ƒEqual 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.
15.79 km
Detect when firing (air)
ƒAir 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.
10.72 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
14.8 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
10.68 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Main Battery Reload Booster∞ charges · 150 s reload · 20 s active · +67% reload boost

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 Disp141.9 m at 15.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1578530·81.11000+1.1)·30=141.9m
Shell scatter width @ 5 km67.5 m
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.
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.
Shell scatter width @ 15 km136.5 m
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.
Max Vert Disp85.1 m at 15.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =141.9·0.6=85.1m
Shell scatter height @ 10 km53.7 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15785=7892 m, and radiusOnMax=0.6 at 15785 m. Above the kink: k=0.5+(0.60.5)·100007892157857892=0.5267, so σV=σH·k=102·0.5267=53.7m.
Med Horiz Disp42.6 m at 15.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =141.9·0.62=42.6m
Med Vert Disp25.5 m at 15.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =85.1·0.62=25.5m
AP Pen Close310 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2225·57.10.69·0.1521.07·8701.38=310mm. Matches the in-game spec card.
AP Pen Far91.6 mm at 15.8 km
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 359.7 m/s: P=107·2225·57.10.69·0.1521.07·359.71.38=91.6mm.
AP pen 5 km201 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km133 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km96 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.96 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3401·0.15228·55=5.61×105. That runs from a 870 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.
AP flight time @ 10 km5.77 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3226·0.15228·57.1=5.13×105. That runs from a 870 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.
HE penetration30 mm
In-game data: 30 mm = 152 mm caliber / 5.07 (non-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 alpha12
All 12 barrels bear on the broadside.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha26,400
2,200 HE damage x 12 broadside guns = 26,400.
AP full-salvo alpha39,600
3,300 AP damage x 12 broadside guns = 39,600.
HE DPMInitial: 211,200 → 232,941
Zero upgrades: 26,400 HE full-salvo alpha x 60 / 7.5 s base reload = 211,200. All upgrades (Main Battery Mod. 3 = -10% reload): 26,400 HE full-salvo alpha x 60 / 6.8 s all-upgrades reload = 232,941.
AP DPMInitial: 316,800 → 349,412
Zero upgrades: 39,600 AP full-salvo alpha x 60 / 7.5 s base reload = 316,800. All upgrades (Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 6.8 s all-upgrades reload = 349,412.
Shells/minInitial: 96 → 105.9
Zero upgrades: 12 broadside guns x 60 / 7.5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.8 s all-upgrades reload = 105.9.
Fires/minInitial: 11.52 → 12.71
Zero upgrades: 96 shells/min x 12% fire chance = 11.52. All upgrades (Main Battery Mod. 3 = -10% reload): 105.9 shells/min x 12% fire chance = 12.71.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed60 kt
Travel time to max range55.9 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage82,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.
Per-side salvo damage41,199
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,733 = 41,199.

AA defense

AA DPS at max range66
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 57mm 60 2 25 1951 6x2 -> 243 DPS @ 4.5 km; 2 100 55 Mle 1945 4x2 -> 66 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
AA DPS layered by range66 DPS @ 5 km, 309 DPS @ 4.5 km
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.
AA DPS at point-blank309
Sum of every family's average DPS, achievable only inside the closest-range family (4.5 km).
AA threat index1424
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

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)112,000
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: 4×2 100 mm (4/side) × 60/3 × 1400 = 112,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor Beta

Hull HP 34,700, 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 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel120 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

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
Bow25 mm1,800 (5% of HP)
Overmatched by 380mm+ AP (Gneisenau, 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)25 mm primary (range 19–90 mm)26,000 (75% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–38 mm)1,300 (4% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel120 mm primary (range 25–120 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.
Superstructure13 mm primary (range 13–60 mm)2,300 (7% 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 HP17,400 magazine HPTurret knocked outPer-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.
Secondary mount (100 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 (57 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 HP10,400 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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×5Main Battery ×2Concealment ×3
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Detectability range by sea reduced from 13.25 to 12.8 km.
  • Detectability range while firing in smoke reduced from 6.67 to 6.31 km.
  • Detectability range by air reduced from 7.95 to 7.68 km.
  • Main Battery Reload Booster has been number of charges increased from 2 to infinite.
  • Main Battery Reload Booster has been reload speed boost increased from 50% to 67%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Bayard can equip, from in-game data.

  • Bayard 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.