World of Warships: Legends ship guide

Carnot

Also called: 卡诺 Beta
France · Tier VIII · CB Cruiser · Premium
Super-cruiserHeavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Sailing straight and flat
Key characteristics
305 mm AP overmatchHeavy AP penHeavy HE shellsStrong secondaries (7 km)SonarEasily spotted
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Community Data

Carnot Community Stats

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Playstyle

Overview

Carnot is a Tier VIII French super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (4.7 km on ships and 3.3 km on torpedoes, 98 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best HE alpha in T8 CAs (4,800) and top-decile high HP pool in T8 CAs (66,450 HP).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance. Both phases of a turn are slow (14.5 s on the rudder, a 870 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Sailing straight and flat

With 14.5-second rudder she answers the helm too late to dodge a salvo already in the air, so the angle has to be set before you are shot at, not after. Weave between salvos and keep the bow or stern toward whoever can citadel you. There is no compensation once she is turning either: a 870 m circle is wide for her cohort, so a committed turn gives up a lot of water. Course changes have to be planned a salvo ahead rather than taken reactively.

Signature Traits

Engine Boost

+20% speed (about +6.9 kt), 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in T8 CAs.

Heavy HE shells

4800 damage per HE shell, best of T8 CAs. Punishes superstructure and modules harder than peers.

High HP pool

66450 HP, top decile of T8 CAs.

ELITE ARMOR
  • Heavy citadel belt · 305 mm
  • Strong torpedo belt · 25%
Slow acceleration

~32.2 s to 90% of top speed, worst of T8 CAs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Slow reload

21.6 s reload, bottom decile of T8 CAs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Carnot

Carnot is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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 VIII crate 5% One of the Tier VIII Premium ships Event · Super VIII crate · 1 of 20 ships
  • Santa Level 5 1.25% Tier VIII Premium ship Archived · Santa Level 5 · 1 of 10 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Archived · Spectral Vault 5.0 · 1 of 19 ships
Show all 13 containers (10 more)
  • Santa Level 4 0.425% Tier VIII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 10 ships
    Show 2 paths
    • Santa Level 40.3%
    • Santa Level 4 → Santa Level 50.125%
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
  • Santa Level 3 0.13625% Tier VIII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.0625%
    • Santa Level 3 → Santa Level 40.045%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.01875%
    • Santa Level 30.01%
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.045455% Tier VIII Premium ship Event · Mystic Lantern · 1 of 22 ships
  • Santa Level 2 0.041688% Tier VIII Premium ship Archived · Santa Level 2 · 6 paths combined · 1 of 10 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.015%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.009375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00675%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002812%
    • Santa Level 2 → Santa Level 30.0015%
  • Champion's Box 0.02725% Tier VIII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.0125%
    • Champion's Box → Santa Level 3 → Santa Level 40.009%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.00375%
    • Champion's Box → Santa Level 30.002%
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Santa Level 1 0.009878% Tier VIII Premium ship Archived · Santa Level 1 · 8 paths combined · 1 of 10 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.003125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00225%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001406%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.001012%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000938%
    • Santa Level 1 → Santa Level 30.0005%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000422%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000225%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Archived · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • "Lazare's Heritage" Campaign Breakdown Campaign Start: 2023-03-06 · End: 2023-04-09 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Carnot Ship feature / release Start: 2023-03-06 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
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

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Cohort position

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Where Carnot sits among Tier VIII CAs (34 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.

BestHE shell damage4,800 (1 of 3 tied) BestSecondary range7 km (1 of 2 tied) Top 10%Hit points66,450 HP (2/35) Top 10%Secondary DPM (per side)272,000 (3/28) Top 10%Secondary HE alpha2,000 (3/27) Top 10%Max armor305 mm (4/35) Top 10%Citadel belt305 mm (2/35) Top 25%Max speed34.5 kt (7/35) Top 25%Main battery caliber305 mm (7/35) Top 25%AP shell damage8,700 (9/34) Top 25%Secondary dispersion bracket37.5 (5/28) Top 25%Secondary fire chance8% (6/27) Top 25%Secondary HE pen35 mm (4/27) Top 25%HE velocity905 m/s (8/29) Top 25%Engine power160,000 hp (9/35) Bottom 25%Stealth profile13.89 km / 8.33 km (32/35 / 32/35) Bottom 25%Turning circle870 m (31/35) Bottom 25%Fires per minute6.94 (25/29) Bottom 25%Main dispersion181 m (31/35) Bottom 25%AP arming threshold51 mm (27/34) Bottom 10%Smoke fire bloom10.64 km (34/35) Bottom 10%Rudder shift14.5 s (34/35) Bottom 10%Main battery reload21.6 s (33/35) Bottom 10%Displacement38,270 t (34/35) Bottom 10%Power-to-weight4.18 hp/t (33/35) WorstAcceleration32.2 s (1 of 3 tied) WorstNo torpedoes (14 of 35 in cohort) WorstRepair heal rate0.5 %/s (1 of 16 tied)
See 21 mid-pack stats

Not standouts for Carnot -- 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.

Traverse-to-turn ratio5.13 ×(26/35) Main battery range15.83 km(11/35) Sigma2.05(17/35) HE DPM133,333(21/29) AP DPM241,667(26/34) AP velocity870 m/s(12/34) Turn-speed retention183.9 hp/m(12/35) AP pen at 10 km420 mm(10/34) Effective HE DPM (incl. fire)190,222(22/29) AA DPS515(15/35) AA range5 km(23/35) AA threat1,856(17/35) Flak per wave (expected)1,980(11/35) Bow armor25 mm(20/35) Stern armor25 mm(21/35) Deck armor38 mm(26/34) NormAP fuse timer0.03 s(24 of 34 tied at this value) NormAP ricochet start45°(25 of 34 tied at this value) NormAP auto-bounce angle60°(24 of 34 tied at this value) NormTurn speed retained81%(32 of 35 tied at this value) NormRepair charges2(33 of 35 tied at this value)
Survivability
Hit Points66,450
Displacement38,270 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.
254.5 x 30.52 m
Armor range16–305 mm
Plate armor thicknesses16, 20, 25, 27, 30, 36, 38, 40, 50, 100, 120, 150, 160, 180, 210, 300, 305 mm
Armor material/layer entries58
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.
40%
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 (5,980 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 (6,645 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.
25%
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.
33,200
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.
19,900
Effective HP
ƒBase 66,450 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 9,303 HP per charge, x2 charges = 18,606 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
85,056
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm/50 Mle 1930
Mounts / barrels3 mounts / 10 barrels
Reload time24 s
Firing range15.8 km
Turret traverse6 °/s
Turret armor305 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.
2x ±141°, ±152°
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.
28° off bow / 39° off stern
AP pen max range347 mm
HE fire DPM vs T8 BB51232
Effective HE DPM vs T8 BB171232
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1583230·101.61000+1.6)·30=181m
181 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =181·0.6=108.6m
108.6 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =181·0.62.05=53m
53 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =108.6·0.62.05=31.8m
31.8 m at 15.8 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 24 s base reload = 25. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 21.6 s all-upgrades reload = 27.8.
Initial: 25 → 27.8
HE shells
HE Damage4,800
HE Velocity905 m/s
Fire Chance25%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,800 HE damage x 10 broadside guns = 48,000.
48,000
HE DPM
ƒZero upgrades: 48,000 HE full-salvo alpha x 60 / 24 s base reload = 120,000. All upgrades (Main Battery Mod. 3 = -10% reload): 48,000 HE full-salvo alpha x 60 / 21.6 s all-upgrades reload = 133,333.
Initial: 120,000 → 133,333
Fires/min
ƒZero upgrades: 25 shells/min x 25% fire chance = 6.25. All upgrades (Main Battery Mod. 3 = -10% reload): 27.8 shells/min x 25% fire chance = 6.94.
Initial: 6.25 → 6.94
AP shells
AP Damage8,700
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2225·4420.69·0.3051.07·8701.38=604mm. Matches the in-game spec card.
604 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 581.5 m/s: P=107·2225·4420.69·0.3051.07·581.51.38=346.4mm.
346.4 mm at 15.8 km
AP full-salvo alpha
ƒ8,700 AP damage x 10 broadside guns = 87,000.
87,000
AP DPM
ƒZero upgrades: 87,000 AP full-salvo alpha x 60 / 24 s base reload = 217,500. All upgrades (Main Battery Mod. 3 = -10% reload): 87,000 AP full-salvo alpha x 60 / 21.6 s all-upgrades reload = 241,667.
Initial: 217,500 → 241,667
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.
175
AA Defense
AA mount points26
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm/56 Bofors Mk212×4 40mm
20 mm/70 Mk413×1 20mm
20 mm/70 Oerlikon Mk241×2 20mm
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.
8×2 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 129 from dual-purpose secondaries firing as AA in this range band.
129
Range5 km
Medium aura
Guns40 mm/56 Bofors Mk2
Continuous DPS
ƒEffective DPS: 93 raw aura damage × 3.5 × 0.9 hit probability = 293 - the same in-game units as the Close-range AA DPS headline.
293
Range3.5 km
Total DPS in Aura
ƒFar 129 + Medium 293 = 422
422
Near aura
Guns20 mm/70 Mk4 + 20 mm/70 Oerlikon Mk24
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 0.85 hit probability = 92 - the same in-game units as the Close-range AA DPS headline.
92
Range2 km
Total DPS in Aura
ƒFar 129 + Medium 293 + Near 92 = 514
514
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 220 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 × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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
Mounts12
Firing range7.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (32.5%)
Max secondary dispersion @ 7 km
ƒ7 km × 37.5 + 30 = 292.5 m.
292.5 m
100 mm/55 CAD Mle 1945 (×8) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time3 s
HE Damage1,400
Muzzle Velocity855 m/s
Fire Chance5%
Armor Pen25 mm
Show 1 more gun family
139 mm/50 Mle 1934 (×4)
Caliber139 mm
Reload time10 s
HE Damage2,000
Muzzle Velocity840 m/s
Fire Chance8%
Armor Pen35 mm
Maneuverability
Engine power160,000 hp
Maximum speed34.5 kt
Turning circle radius870 m
Rudder shift time14.5 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 = 34.5 / 4 + 4.9 = 13.5 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.
13.5 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.
35.5 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).
10.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
32.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
54.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.5·0.5144870=1.17°/s, so ratio=ωturretωhull=61.17=5.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.1× slow
Concealment
Detectability by sea13.89 km
Detectability by air8.33 km
Smoke firing penalty10.64 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.
15.83 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
14.43 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.
15.89 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.
11.33 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 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.
Repair Party2 charges · 80 s reload · 28 s active · 9,303 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.
· 18,606 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 332 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (66,450 HP) per second = 332 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Catapult Fighter4 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping

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)2.05
Max Horiz Disp181 m at 15.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1583230·101.61000+1.6)·30=181m
Shell scatter width @ 5 km90 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 km132 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 km174 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 Disp108.6 m at 15.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =181·0.6=108.6m
Shell scatter height @ 10 km69.5 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=0.5·15832=7916 m, and radiusOnMax=0.6 at 15832 m. Above the kink: k=0.5+(0.60.5)·100007916158327916=0.5263, so σV=σH·k=132·0.5263=69.5m.
Med Horiz Disp53 m at 15.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =181·0.62.05=53m
Med Vert Disp31.8 m at 15.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =108.6·0.62.05=31.8m
AP Pen Close604 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2225·4420.69·0.3051.07·8701.38=604mm. Matches the in-game spec card.
AP Pen Far346.4 mm at 15.8 km
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 581.5 m/s: P=107·2225·4420.69·0.3051.07·581.51.38=346.4mm.
AP pen 5 km502 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 km420 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 km355 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 km4.62 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·0.27·0.30528·426=2.32×105. That runs from a 905 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 km4.77 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·0.265·0.30528·442=2.19×105. 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 penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius175
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha48,000
4,800 HE damage x 10 broadside guns = 48,000.
AP full-salvo alpha87,000
8,700 AP damage x 10 broadside guns = 87,000.
HE DPMInitial: 120,000 → 133,333
Zero upgrades: 48,000 HE full-salvo alpha x 60 / 24 s base reload = 120,000. All upgrades (Main Battery Mod. 3 = -10% reload): 48,000 HE full-salvo alpha x 60 / 21.6 s all-upgrades reload = 133,333.
AP DPMInitial: 217,500 → 241,667
Zero upgrades: 87,000 AP full-salvo alpha x 60 / 24 s base reload = 217,500. All upgrades (Main Battery Mod. 3 = -10% reload): 87,000 AP full-salvo alpha x 60 / 21.6 s all-upgrades reload = 241,667.
Shells/minInitial: 25 → 27.8
Zero upgrades: 10 broadside guns x 60 / 24 s base reload = 25. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 21.6 s all-upgrades reload = 27.8.
Fires/minInitial: 6.25 → 6.94
Zero upgrades: 25 shells/min x 25% fire chance = 6.25. All upgrades (Main Battery Mod. 3 = -10% reload): 27.8 shells/min x 25% fire chance = 6.94.

AA defense

AA DPS at max range129
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 12x4 -> 293 DPS @ 3.5 km; 20mm Oerlikon MK4 13x1 -> 86 DPS @ 2 km; 20mm Oerlikon MK20 Twin 1x2 -> 7 DPS @ 2 km; 2 100 55 Mle 1945 8x2 -> 129 DPS @ 5 km.
Maximum AA range5 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.
AA DPS layered by range129 DPS @ 5 km, 422 DPS @ 3.5 km, 515 DPS @ 2 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-blank515
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1856
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 typeImproved (32.5%)
Max dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km292.5 m
7 km × 37.5 + 30 = 292.5 m.
Secondary dispersion @ 5 km217.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 37.5 + 30 = 217.5 m.

Secondary battery firepower

Secondary DPM (per side)272,000
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: 8×2 100 mm (8/side) × 60/3 × 1400 = 224,000 + 4×2 139 mm (4/side) × 60/10 × 2000 = 48,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 139 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 139 mm family.
Max HE pen35 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: 35 mm from the 139 mm family.

Armor Beta

Hull HP 66,450, 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 100+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel180 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,400 (4% of HP)
Overmatched by 380mm+ AP (Bismarck, 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)120 mm primary (range 20–305 mm)49,800 (75% of HP)
No common AP caliber overmatches120 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 25–150 mm)1,800 (3% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel180 mm primary (range 25–305 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.
Superstructure16 mm primary (range 16–38 mm)1,800 (3% 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 HP33,200 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 (139 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 (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP19,900 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 Carnot. Cards are condensed; use each source link for full context.

Buff ×6Rework ×1Main Battery ×3
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Secondary battery maximum range increased from 6 to 7 km.
  • Secondary battery HE shell penetration increased from 17 to 25 mm for 100 mm guns and from 23 to 35 mm for 139 mm guns.
  • Secondary battery dispersion improved by 32.5%.
  • Added the Enhanced Secondary Targeting consumable to the fourth slot, now giving you a choice between it, Engine Boost, Catapult Fighter, and Observation Seaplane.
  • The Powerful AA Defenses ship trait has been replaced with Secondary Reach. This doesn't affect the ship's performance.
Read the full official post
2024-10-10

Ministry of Balance: Trick and Treat

  • Carnot slightly falls behind her peers in damage output, so we're improving this aspect slightly.
  • Main battery reload time reduced from 25 to 24 s.
  • Main battery maximum HE shell damage increased from 4,250 to 4,800.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Carnot 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.