Champagne
Also called: 香槟 Beta- Anchor a flank at 16-19 km with bow toward the closest threat, then use the speed advantage at 34 kn to rotate to the cap that needs a second battleship rather than the one your team already has
- Avoid: Using the 34-kn speed to push rather than to rotate
On this page
Champagne Community Stats
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Champagne Community Stats
Record History
Playstyle
Overview
Champagne is a Tier VII French sniper battleship (18.2 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. Standout traits: top-decile long-range AP brick in T7 BBs (579.8 mm) and top-decile close-range AP pen in T7 BBs (880.7 mm).
Positioning
Anchor a flank at 16-19 km with bow toward the closest threat, then use the speed advantage at 34 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. The helm answers quickly (14 s), so she can break an incoming salvo that slower hulls have to eat.
Potato Avoidance
Using the 34-kn speed to push rather than to rotate
The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.
Signature Traits
+8% speed (about +2.7 kt), 180 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down. Uncommon in T7 BBs.
- Long-range AP brick · 579.8 mm
- Close-range AP brick · 880.7 mm
- High fire chance · 49%
- Fast AP shells · 4.7 s
- Long gun range · 18.2 km
32 mm superstructure, best of T7 BBs. HE farms less.
225 AA DPS, bottom decile of T7 BBs. Aircraft chew through with impunity; lean on positioning over AA.
How to get Champagne
Champagne is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Global XP, and Campaign. WG has listed Champagne in the Store for 750,000 Global XP (most recently 2022-03-03), so it can be bought without spending doubloons; Store stock rotates, so check in game for current availability. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- Global XP750,000 GXP in the Legends Store (Jul 2025).
- CampaignEarnable in the A Tall Glass of Victory campaign; campaign ships can later return through other limited methods.
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 17 containers (14 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
-
Super Santa '22
0.034615%
Tier VII Premium ship
Archived · Super Santa '22 · 1 of 13 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
- "A Tall Glass of Victory" Campaign Breakdown Campaign Start: 2021-05-17 · End: 2021-06-20 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.
- Vive la France: Bastille Day in Legends 750,000 Global XP 2025-07-14 Tier VII default; exact price not in source
- March update: All That is Gold Does Not Glitter 750,000 Global XP 2022-03-03
Show direct source rows
- Mega Santa '23 0.172414% · Tier VII Premium ship
- Mystic Lantern 0.078049% · Tier VII Premium ship
- Santa Level 2 0.002857% · Tier VII Premium ship
- Santa Level 3 0.057143% · Tier VII Premium ship
- Santa Level 4 0.114286% · Tier VII Premium ship
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 Champagne sits among Tier VII BBs (48 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 25 mid-pack stats
Not standouts for Champagne -- 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 BattleshipsShow all 48 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 / 7 deg/s traverse speed = 25.7 s.ƒ
Zero upgrades: 6 broadside guns x 60 / 26.6 s base reload = 13.5. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 23.9 s all-upgrades reload = 15.1.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
6,700 HE damage x 6 broadside guns = 40,200.ƒ
Zero upgrades: 40,200 HE full-salvo alpha x 60 / 26.6 s base reload = 90,677. All upgrades (Main Battery Mod. 3 = -10% reload): 40,200 HE full-salvo alpha x 60 / 23.9 s all-upgrades reload = 100,921.ƒ
Zero upgrades: 13.5 shells/min x 49% fire chance = 6.63. All upgrades (Main Battery Mod. 3 = -10% reload): 15.1 shells/min x 49% fire chance = 7.38.AP shells
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floor(406 mm caliber / 14.3) = 28 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 (18.2 km), where the shell has slowed to 609.8 m/s: .ƒ
12,100 AP damage x 6 broadside guns = 72,600.ƒ
Zero upgrades: 72,600 AP full-salvo alpha x 60 / 26.6 s base reload = 163,759. All upgrades (Main Battery Mod. 3 = -10% reload): 72,600 AP full-salvo alpha x 60 / 23.9 s all-upgrades reload = 182,259.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 3.1 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
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 105 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 33 raw aura damage × 3.5 × 0.7 hit probability = 81 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 105 + Near 81 = 186ƒ
Effective DPS: 15 raw aura damage × 3.5 × 0.75 hit probability = 39 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 105 + Near 81 + Medium 39 = 225ƒ
Each ~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 × 180 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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.Show 1 more gun family
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Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
top 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.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 (30.6 kt of 34 kt), from our in-house acceleration model.ƒ
Time 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.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 (8.12 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 · 80 s reload · 15 s active
Repair Party3 charges · 40 s reload · 28 s active · 10,552 HP (18.5% of max HP) total heal (per charge) ƒ
Heal per second (0.66%) x effective active time (28 s) = up to 18.5% of max HP restored per charge.ƒ
18.5% per charge x 3 charges = up to 55.5% of max HP if the whole Repair Party loadout is used.ƒ
0.66% of max HP (57,100 HP) per second = 377 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost
Catapult Fighter4 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):
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
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 18180 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 (18.2 km), where the shell has slowed to 609.8 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 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 850 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 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 850 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.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 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 6 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.6,700 HE damage x 6 broadside guns = 40,200.12,100 AP damage x 6 broadside guns = 72,600.Zero upgrades: 40,200 HE full-salvo alpha x 60 / 26.6 s base reload = 90,677. All upgrades (Main Battery Mod. 3 = -10% reload): 40,200 HE full-salvo alpha x 60 / 23.9 s all-upgrades reload = 100,921.Zero upgrades: 72,600 AP full-salvo alpha x 60 / 26.6 s base reload = 163,759. All upgrades (Main Battery Mod. 3 = -10% reload): 72,600 AP full-salvo alpha x 60 / 23.9 s all-upgrades reload = 182,259.Zero upgrades: 6 broadside guns x 60 / 26.6 s base reload = 13.5. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 23.9 s all-upgrades reload = 15.1.Zero upgrades: 13.5 shells/min x 49% fire chance = 6.63. All upgrades (Main Battery Mod. 3 = -10% reload): 15.1 shells/min x 49% fire chance = 7.38.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 37 50 CAD Mle 1933 12x2 -> 39 DPS @ 3 km; 25mm Hotchkiss Mle 1940 9x2 -> 81 DPS @ 3.1 km; 100mm 45 Mle 1933 12x2 -> 84 DPS @ 5 km; 152 55 Mle 1936 3x3 -> 21 DPS @ 5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 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 (3 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.4.5 km × 57 + 30 = 286.5 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: 12×2 100 mm (12/side) × 60/4 × 1400 = 252,000 + 3×3 152 mm (4.5/side) × 60/12 × 2200 = 49,500. 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: 2200 from the 152 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 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: 25 mm from the 152 mm family.Armor Beta
Hull HP 57,100, 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.
Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–50 mm) | 2,700 (5% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 19 mm primary (range 19–355 mm) | 42,800 (75% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–150 mm) | 2,600 (5% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 240 mm primary (range 18–240 mm) | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 32 mm primary (range 32–340 mm) | 2,200 (4% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 28,600 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (152 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (37 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 17,100 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Ship Charts
Balance History
Balance updates affecting Champagne. Cards are condensed; use each source link for full context.
Ministry of Balance Reports: Ship Trimming
- Main Battery Firing Range increased from 17.78 to 18.18 km.
- Rudder Shift Time reduced from 15.5 to 14 s.
- Added Main Battery Reload Booster consumable.
- 2 Charges, 180 s Cooldown, 15 s Active Time.
November Update: Under the Black Flag
- HP increased from 52,600 to 57,100.
- Maximum HE shell damage increased from 6,100 to 6,700.
September update: the Redinforcements
- Maximum range of main guns increased from 17480m to 17780m. Shell grouping increased by 5%, reload time of main guns decreased from 28.6 seconds to 26.6 seconds.
- Repair party HP/second regeneration is increased by 33%.
Skins & permanent camouflages
Every custom exterior Champagne can equip, from in-game data.
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.
