World of Warships: Legends ship guide

Charlemagne

Also called: 查理曼 Beta
France · Tier VI · CA Cruiser · Premium · Charles Martel Variant
Hydro cruiserLean on Sonar to win vision around cover, then farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Sailing straight and flat
Key characteristics
Long torps (10 km)SonarEngine BoostThick end platesFragile
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Community Data

Charlemagne Community Stats

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Playstyle

Overview

Charlemagne is a Tier VI French heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Her sonar reaches 4.2 km, which is the range at which she can commit to a contest without guessing. Standout traits: end-plate armor (25 mm) and top-decile stern plate in T6 CAs (25 mm).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.2 km on ships, 3 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. With 14.2 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Sailing straight and flat

With 14.2-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.

Signature Traits

Engine Boost

+15% speed (about +4.8 kt), 180 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase. Uncommon in T6 CAs.

ELITE ARMOR
  • Thick end plates · 25 mm
  • Thick stern plate · 25 mm
  • Thick bow plate · 25 mm
AP overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Sluggish rudder

14.2 s rudder shift, worst of T6 CAs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Charlemagne

Charlemagne is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Show all 20 containers (17 more)
  • Spectral Vault 5.0 0.448718% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
  • Santa Level 4 0.198529% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 34 ships
    Show 2 paths
    • Santa Level 40.147059%
    • Santa Level 4 → Santa Level 50.051471%
  • Spectral Vault 4.0 0.195513% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.128205%
    • Spectral Vault 4.0 → Spectral Vault 5.00.067308%
  • Santa Level 3 0.14375% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 34 ships
    Show 4 paths
    • Santa Level 30.088235%
    • Santa Level 3 → Santa Level 50.025735%
    • Santa Level 3 → Santa Level 40.022059%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007721%
  • Mega Santa '23 0.125% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 32 ships
  • Spectral Vault 3.0 0.111891% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.076923%
    • Spectral Vault 3.0 → Spectral Vault 4.00.014103%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013462%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
  • Super Santa '22 0.111111% Tier VI Premium ship Archived · Super Santa '22 · 1 of 27 ships
  • Super Santa '23 0.109375% Tier VI Premium ship Archived · Super Santa '23 · 1 of 32 ships
  • Mystic Lantern 0.104651% Tier VI Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Santa Level 2 0.060901% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 34 ships
    Show 7 paths
    • Santa Level 20.029412%
    • Santa Level 2 → Santa Level 30.013235%
    • Santa Level 2 → Santa Level 40.007353%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00386%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003309%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002574%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001158%
  • Spectral Vault 2.0 0.04074% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.00.025641%
    • Spectral Vault 2.0 → Spectral Vault 3.00.007692%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
  • Champion's Box 0.02875% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 34 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.017647%
    • Champion's Box → Santa Level 3 → Santa Level 50.005147%
    • Champion's Box → Santa Level 3 → Santa Level 40.004412%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001544%
  • Santa Level 1 0.014892% Tier VI Premium ship Archived · Santa Level 1 · 10 paths combined · 1 of 34 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004412%
    • Santa Level 1 → Santa Level 20.004412%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001985%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001287%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001103%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000579%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000496%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000174%
    • Santa Level 10.000059%
  • Ultimate Crate 0.010938% Tier VI Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
  • Spectral Vault 1.0 0.004837% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.002308%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000769%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
    • Spectral Vault 1.00.000051%
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
  • Secret Santa '23 0.000063% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 32 ships
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

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Cohort position

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Where Charlemagne sits among Tier VI CAs (42 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.

BestAP fuse timer0.03 s (1 of 21 tied) Top 25%Main battery range15.21 km (10/43) Top 25%AP shell damage4,800 (11/42) Top 25%End plates25 mm (9/43 / 7/43) Bottom 25%Hit points30,000 HP (39/43) Bottom 25%Max speed32 kt (37/43) Bottom 25%Stealth profile12.95 km / 7.77 km (34/43 / 35/43) Bottom 25%Smoke fire bloom7.45 km (37/43) Bottom 25%Main dispersion137.9 m (34/43) Bottom 25%AP velocity820 m/s (33/42) Bottom 25%Max armor100 mm (35/43) Bottom 10%Flak per wave (expected)306 (39/42) WorstRudder shift14.2 s (43/43)
See 37 mid-pack stats

Not standouts for Charlemagne -- 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.

Turning circle690 m(24/43) Traverse-to-turn ratio4.39 ×(30/43) Main battery caliber203 mm(14/43) Main battery reload12 s(25/43) Sigma2(23/43) HE shell damage2,600(19/36) HE fire chance14%(15/36) Fires per minute6.3(20/36) HE DPM117,000(27/36) AP DPM216,000(19/42) Secondary DPM (per side)105,000(16/38) Secondary HE alpha1,400(29/38) Secondary fire chance6%(23/38) Secondary HE pen17 mm(27/38) HE velocity850 m/s(16/36) Acceleration26.3 s(24/43) AP arming threshold34 mm(29/42) Engine power100,000 hp(24/43) Turn-speed retention144.9 hp/m(25/43) Displacement14,700 t(31/43) Power-to-weight6.8 hp/t(32/43) AP pen at 10 km193 mm(22/42) Effective HE DPM (incl. fire)164,112(25/36) AA DPS248(32/43) AA range5 km(15/43) AA threat844(31/43) Torpedo range9.99 km(11/33) Torpedo damage≈14,733(19/33) Torpedo speed60 kt(25/33) Torpedo reaction time8.1 s(24/33) Torpedo reload90 s(21/33) Citadel belt100 mm(29/43) NormSecondary dispersion bracket57(37 of 38 tied at this value) NormAP ricochet start45°(32 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value) NormTurn speed retained81%(39 of 43 tied at this value) NormSecondary range4.5 km(26 of 38 tied at this value)
Survivability
Hit Points30,000
Displacement14,700 t
Armor range6–100 mm
Plate armor thicknesses6, 13, 20, 22, 25, 26, 30, 40, 80, 100 mm
Armor material/layer entries45
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.
30%
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 (2,700 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 (3,000 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.
15,000
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.
9,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 203 mm/50 Mle 1931
Mounts / barrels3 mounts / 9 barrels
Reload time12 s
Firing range15.2 km
Turret traverse6 °/s
Turret armor140 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 ±146°, ±150°
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.
34° off bow / 34° off stern
AP pen max range146 mm
HE fire DPM vs T6 BB47112
Effective HE DPM vs T6 BB164112
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 =(1520730·81.11000+1.1)·30=137.9m
137.9 m at 15.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.9·0.6=82.8m
82.8 m at 15.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =137.9·0.62=41.4m
41.4 m at 15.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =82.8·0.62=24.8m
24.8 m at 15.2 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒ9 broadside guns x 60 / 12 s base reload = 45.
45
HE shells
HE Damage2,600
HE Velocity850 m/s
Fire Chance14%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,600 HE damage x 9 broadside guns = 23,400.
23,400
HE DPM
ƒ23,400 HE full-salvo alpha x 60 / 12 s base reload = 117,000.
117,000
Fires/min
ƒ45 shells/min x 14% fire chance = 6.3.
6.3
AP shells
AP Damage4,800
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2191·1340.69·0.2031.07·8201.38=371.9mm. Matches the in-game spec card.
371.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.2 km), where the shell has slowed to 415.4 m/s: P=107·2191·1340.69·0.2031.07·415.41.38=145.5mm.
145.5 mm at 15.2 km
AP full-salvo alpha
ƒ4,800 AP damage x 9 broadside guns = 43,200.
43,200
AP DPM
ƒ43,200 AP full-salvo alpha x 60 / 12 s base reload = 216,000.
216,000
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.
25
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 s
Projectile speed60 kt
Range9.99 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=44,200·0.333=14,733.
≈ 14,733
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.
15,833
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 152°, 146°
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 14,733 = 44,199.
44,199
AA Defense
AA mount points16
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 Mk34×1 40mm
37 mm/70 ACAD Mle 19364×2 37mm
20 mm/70 Mk48×1 20mm
100 mm/45 Mle 1931 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
5×2 100mm
Far aura
Guns100 mm/45 Mle 1931 (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 44 from dual-purpose secondaries firing as AA in this range band.
44
Range5 km
Medium aura
Guns37 mm/70 ACAD Mle 1936 + 40 mm/56 Bofors Mk3
Continuous DPS
ƒEffective DPS: 46 raw aura damage × 3.5 × 0.9 hit probability = 145 - the same in-game units as the Close-range AA DPS headline.
145
Range3.5 km
Total DPS in Aura
ƒFar 44 + Medium 145 = 189
189
Near aura
Guns20 mm/70 Mk4
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.85 hit probability = 60 - the same in-game units as the Close-range AA DPS headline.
60
Range2 km
Total DPS in Aura
ƒFar 44 + Medium 145 + Near 60 = 249
249
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 170 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
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
Mounts5
Firing range4.5 km
Shell Grouping (σ)1
100 mm/45 Mle 1931 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
5×2 100mm
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity780 m/s
Fire Chance6%
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power100,000 hp
Maximum speed32 kt
Turning circle radius690 m
Rudder shift time14.2 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 = 32 / 4 + 4.9 = 12.9 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.
12.9 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.
27.2 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).
9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
26.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
43.1 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·32.0·0.5144690=1.37°/s, so ratio=ωturretωhull=61.37=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea12.95 km
Detectability by air7.77 km
Smoke firing penalty7.45 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.
15.21 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (4.06 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
11.83 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.
14.95 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.
10.77 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 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.
Catapult Fighter3 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
Engine Boost2 charges · 120 s reload · 180 s active · +15% 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

Shell Grouping (σ)2
Max Horiz Disp137.9 m at 15.2 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1520730·81.11000+1.1)·30=137.9m
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 Disp82.8 m at 15.2 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.9·0.6=82.8m
Shell scatter height @ 10 km54.2 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=0.5·15207=7604 m, and radiusOnMax=0.6 at 15207 m. Above the kink: k=0.5+(0.60.5)·100007604152077604=0.5315, so σV=σH·k=102·0.5315=54.2m.
Med Horiz Disp41.4 m at 15.2 km
50%-hit horizontal radius: σH,50=σH·0.6σ =137.9·0.62=41.4m
Med Vert Disp24.8 m at 15.2 km
50%-hit vertical radius: σV,50=σV·0.6σ =82.8·0.62=24.8m
AP Pen Close371.9 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2191·1340.69·0.2031.07·8201.38=371.9mm. Matches the in-game spec card.
AP Pen Far145.5 mm at 15.2 km
Same formula at the ship's max firing range (15.2 km), where the shell has slowed to 415.4 m/s: P=107·2191·1340.69·0.2031.07·415.41.38=145.5mm.
AP pen 5 km266 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 km193 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 km147 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.
AP flight time @ 10 km5.68 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·0.33·0.20328·134=3.99×105. That runs from a 820 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 flight time @ 10 km5.59 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·0.3296·0.20328·123.82=4.31×105. 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.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha23,400
2,600 HE damage x 9 broadside guns = 23,400.
AP full-salvo alpha43,200
4,800 AP damage x 9 broadside guns = 43,200.
HE DPM117,000
23,400 HE full-salvo alpha x 60 / 12 s base reload = 117,000.
AP DPM216,000
43,200 AP full-salvo alpha x 60 / 12 s base reload = 216,000.
Shells/min45
9 broadside guns x 60 / 12 s base reload = 45.
Fires/min6.3
45 shells/min x 14% fire chance = 6.3.

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 range62 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 damage88,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,733 = 88,398.
Per-side salvo damage44,199
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,733 = 44,199.

AA defense

AA DPS at max range44
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk3 4x1 -> 72 DPS @ 3.5 km; 37 50 ACAD 4x2 -> 72 DPS @ 3.5 km; 20mm Oerlikon MK4 8x1 -> 60 DPS @ 2 km; 100mm 45 Mle 1930 5x2 -> 44 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 range44 DPS @ 5 km, 188 DPS @ 3.5 km, 248 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-blank248
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index844
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 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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)105,000
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: 5×2 100 mm (5/side) × 60/4 × 1400 = 105,000. 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 chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% 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 30,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern25 mm

Overmatched by 80+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)≈ 1,500 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, 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)16 mm primary (range 6–100 mm)≈ 22,500 (~75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 20–40 mm)≈ 1,500 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 25–100 mm)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.

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 Charlemagne. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×1
2021-01-28

Update: February 2021

  • Main battery reload decreased from 13 to 12 seconds.
  • Extremity armor improved from 16 to 25 mm.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.