World of Warships: Legends ship guide

Charles Martel

Also called: 查理-马特 Beta
Hydro cruiserSonar contests islands and smoke without exposing the hull to vision cycles.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Playing her like a fast French cruiser
Key characteristics
SonarReload BoosterEngine BoostSlow heal cycle
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Community Data

Charles Martel Community Stats

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Playstyle

Overview

Charles Martel is a Tier VII 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 4.4 km, which is the range at which she can commit to a contest without guessing.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Playing her like a fast French cruiser

Despite the Rapid Cruisers line name she is slow for her tier (32.5 kn), and her engine boost is the standard cruiser value, so she cannot rotate flanks or kite out of a bad spot the way her faster line-mates can. Commit to a lane early, lean on cover, and do not over-extend expecting to escape on speed.

Signature Traits

Engine Boost

+20% speed (about +6.5 kt), 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in T7 CAs.

AP overmatch specialist

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

Slow heal cycle

80 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Acquisition

How to get Charles Martel

Charles Martel is available in the Rapid Cruisers branch of the France Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

Show France tech-tree branch diagram
France Tech Tree

Charles Martel sits in the Rapid Cruisers branch. The highlighted path shows the local branch context inside the full France tree.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Charles Martel sits among Tier VII CAs (56 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAP fuse timer0.03 s (1 of 24 tied) Top 25%Main battery range15.81 km (15/57) Top 25%HE shell damage2,950 (13/49) Top 25%AP shell damage5,050 (13/57) Bottom 25%Smoke fire bloom7.84 km (49/57) Bottom 25%Traverse-to-turn ratio5.04 × (47/57) Bottom 25%Secondary HE pen17 mm (39/50) Bottom 25%AA threat1,118 (45/57) Bottom 25%Torpedo speed60 kt (33/42) Bottom 25%Torpedo reaction time8.1 s (35/42) Bottom 25%Citadel belt100 mm (44/54) Bottom 10%Flak per wave (expected)648 (55/57) Bottom 10%Max armor100 mm (53/57) WorstRepair heal rate0.5 %/s (1 of 18 tied)
See 40 mid-pack stats

Not standouts for Charles Martel -- 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.

Hit points38,000 HP(32/57) Max speed32.5 kt(43/57) Concealment13.45 km(43/57) Air detection8.07 km(42/57) Rudder shift8.9 s(27/57) Turning circle690 m(17/57) Main battery caliber203 mm(18/57) Main battery reload8.6 s(25/57) Sigma2(29/57) HE fire chance15%(14/49) Fires per minute9.42(17/49) HE DPM185,233(21/49) AP DPM317,093(23/57) Main dispersion142.1 m(41/57) Secondary DPM (per side)105,000(37/50) Secondary HE alpha1,400(37/50) Secondary fire chance6%(19/50) AP velocity845 m/s(37/57) HE velocity876 m/s(23/49) Acceleration26.6 s(41/56) AP arming threshold34 mm(41/57) Engine power100,000 hp(39/56) Turn-speed retention144.9 hp/m(39/56) Displacement14,700 t(21/57) Power-to-weight6.8 hp/t(39/56) AP pen at 10 km214 mm(23/57) Effective HE DPM (incl. fire)255,109(21/49) AA DPS349(39/57) AA range5 km(29/57) Torpedo range9.99 km(17/42) Torpedo damage≈14,733(19/42) Torpedo reload90 s(17/42) Bow armor25 mm(33/54) Stern armor25 mm(33/54) NormSecondary dispersion bracket57(47 of 50 tied at this value) NormAP ricochet start45°(40 of 57 tied at this value) NormAP auto-bounce angle60°(40 of 57 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value) NormSecondary range5 km(46 of 50 tied at this value) NormRepair charges2(50 of 56 tied at this value)
Survivability
Hit PointsInitial: 30,800 → 38,000
Displacement14,700 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.
191.6 x 21.6 m (measured from the ship model)
Armor range6–100 mm
Plate armor thicknesses6, 16, 20, 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.
Initial: 33.3% → 36.6%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (3,420 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 (3,800 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.
19,000
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.
11,400
Effective HP
ƒBase 38,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 5,320 HP per charge, x2 charges = 10,640 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. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
48,640
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 203 mm/55 Mle 1934
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 11 s → 9.5 s
Firing range (base)14.4 km
Firing range (top fire control)15.8 km
Turret traverseInitial: 6 °/s → 7 °/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 range158 mm
HE fire DPM vs T7 BB63247
Effective HE DPM vs T7 BB230931
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 =(1580730·81.11000+1.1)·30=142.1m
142.1 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =142.1·0.6=85.2m
85.2 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =142.1·0.62=42.6m
42.6 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =85.2·0.62=25.6m
25.6 m at 15.8 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 11 s base reload = 49.1. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 8.6 s all-upgrades reload = 62.8.
Initial: 49.1 → 62.8
HE shells
HE Damage2,950
HE Velocity850 m/s → 876 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,950 HE damage x 9 broadside guns = 26,550.
26,550
HE DPM
ƒZero upgrades: 26,550 HE full-salvo alpha x 60 / 11 s base reload = 144,818. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 26,550 HE full-salvo alpha x 60 / 8.6 s all-upgrades reload = 185,233.
Initial: 144,818 → 185,233
Fires/min
ƒZero upgrades: 49.1 shells/min x 15% fire chance = 7.36. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 62.8 shells/min x 15% fire chance = 9.42.
Initial: 7.36 → 9.42
AP shells
AP Damage5,050
AP Velocity820 m/s → 845 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 =107·2434·1340.69·0.2031.07·8451.38=430.6mm. Matches the in-game spec card.
430.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 407.5 m/s: P=107·2434·1340.69·0.2031.07·407.51.38=157.4mm.
157.4 mm at 15.8 km
AP full-salvo alpha
ƒ5,050 AP damage x 9 broadside guns = 45,450.
45,450
AP DPM
ƒZero upgrades: 45,450 AP full-salvo alpha x 60 / 11 s base reload = 247,909. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 45,450 AP full-salvo alpha x 60 / 8.6 s all-upgrades reload = 317,093.
Initial: 247,909 → 317,093
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.
30
Torpedoes
ModuleTorpedoes: 550 mm 23DT Mle 2
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 pointsInitial: 16 → 24
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 Mk2Initial: 40 mm/56 Bofors Mk3 (4×1) → 40 mm/56 Bofors Mk2 (4×4)
37 mm/70 ACAD Mle 19364×2 37mm
20 mm/70 Mk4Initial: 8×1 → 16×1 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 Mk2
Continuous DPS
ƒEffective DPS: 61 raw aura damage × 3.5 × 0.9 hit probability = 192 - the same in-game units as the Close-range AA DPS headline.
Initial: 145 → 192
Range3.5 km
Total DPS in Aura
ƒFar 44 + Medium 192 = 236
236
Near aura
Guns20 mm/70 Mk4
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 0.85 hit probability = 113 - the same in-game units as the Close-range AA DPS headline.
Initial: 60 → 113
Range2 km
Total DPS in Aura
ƒFar 44 + Medium 192 + Near 113 = 349
349
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 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.
2 salvos × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
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 range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power100,000 hp
Maximum speed32.5 kt
Turning circle radius690 m
Rudder shift time8.9 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 = 32.5 / 4 + 4.9 = 13 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 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.
27.6 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).
9.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
26.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
43.7 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·32.5·0.5144690=1.39°/s, so ratio=ωturretωhull=61.39=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea13.45 km
Detectability by air8.07 km
Smoke firing penalty7.84 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.
15.81 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.
12.13 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.
15.45 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.
11.07 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 5,320 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.
· 10,640 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.
· 190 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (38,000 HP) per second = 190 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
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 · +20% speed bonus
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points30,800 → 38,000
  • Rudder shift16.2 → 11.6 s
  • AA mounts16 → 24
  • Close-range AA DPS66 → 99
  • Turret traverse6 → 7 °/s
Fire controlUpgrade
  • Main battery range14,370 → 15,807 m
ArtilleryUpgrade
  • Base reload11 → 9.5 s

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp142.1 m at 15.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1580730·81.11000+1.1)·30=142.1m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp85.2 m at 15.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =142.1·0.6=85.2m
Shell scatter height @ 10 km53.7 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15807=7904 m, and radiusOnMax=0.6 at 15807 m. Above the kink: k=0.5+(0.60.5)·100007904158077904=0.5265, so σV=σH·k=102·0.5265=53.7m.
Med Horiz Disp42.6 m at 15.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =142.1·0.62=42.6m
Med Vert Disp25.6 m at 15.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =85.2·0.62=25.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close430.6 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·1340.69·0.2031.07·8451.38=430.6mm. Matches the in-game spec card.
AP Pen Far157.4 mm at 15.8 km
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 407.5 m/s: P=107·2434·1340.69·0.2031.07·407.51.38=157.4mm.
AP pen 5 km295 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 km214 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 km163 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 Radius30
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 alpha26,550
2,950 HE damage x 9 broadside guns = 26,550.
AP full-salvo alpha45,450
5,050 AP damage x 9 broadside guns = 45,450.
HE DPMInitial: 144,818 → 185,233
Zero upgrades: 26,550 HE full-salvo alpha x 60 / 11 s base reload = 144,818. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 26,550 HE full-salvo alpha x 60 / 8.6 s all-upgrades reload = 185,233.
AP DPMInitial: 247,909 → 317,093
Zero upgrades: 45,450 AP full-salvo alpha x 60 / 11 s base reload = 247,909. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 45,450 AP full-salvo alpha x 60 / 8.6 s all-upgrades reload = 317,093.
Shells/minInitial: 49.1 → 62.8
Zero upgrades: 9 broadside guns x 60 / 11 s base reload = 49.1. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 8.6 s all-upgrades reload = 62.8.
Fires/minInitial: 7.36 → 9.42
Zero upgrades: 49.1 shells/min x 15% fire chance = 7.36. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 62.8 shells/min x 15% fire chance = 9.42.

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 Mk2 4x4 -> 96 DPS @ 3.5 km; 37 50 ACAD 4x2 -> 96 DPS @ 3.5 km; 20mm Oerlikon MK4 16x1 -> 113 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, 236 DPS @ 3.5 km, 349 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-blank349
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1118
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 @ 5 km315 m
5 km × 57 + 30 = 315 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 30,80038,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern25 mm

Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / 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 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,200 (6% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 6–100 mm)28,500 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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)2,100 (6% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 25–100 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP19,000 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (100 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (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 HP11,400 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×4Main Battery ×5
2024-09-05

Ministry of Balance: Season of Change

  • Main battery AP shell damage increased from 4,800 to 5,050.
  • Main battery HE shell damage increased from 2,800 to 2,950.
Read the full official post
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Like Saint Louis, we're improving the damage output of Charles Martel to improve her standing at Tier VII.
  • Stock main battery reload time reduced from 12 to 11 s.
  • Upgraded main battery reload time reduced from 10 to 9.5 s.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • Charles Martel receives 2 charges of Main Battery Reload Booster consumable in the 1st slot.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Charles Martel 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.