World of Warships: Legends ship guide

La Foudre

Also called: 疾电 Beta
France · Tier VII · Battleship · Premium · Jean Bart Variant
Fast battleshipSpeed lets it rotate flanks like no other battleship and open fights on its terms.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 30-kn speed to push rather than to rotate
Key characteristics
Reload BoosterEngine BoostSharp secondariesSharp rudderFlat-trajectory sniperShort gun range
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Community Data

La Foudre Community Stats

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Playstyle

Overview

La Foudre is a Tier VII French fast battleship at 30 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best secondary sigma in T7 BBs (1.2) and top-decile sharp rudder in T7 BBs (12.7 s).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 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 (12.7 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Using the 30-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

Engine Boost

+8% speed (about +2.4 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.

ELITE SECONDARIES
  • Sharp secondaries
  • Burny secondaries · 12%
Sharp rudder

12.7 s rudder shift, top decile of T7 BBs. Snappy weave.

Flat-trajectory sniper

Flat trajectory and high velocity retention. Easy aim at range, hard for targets to dodge.

WEAK MAIN BATTERY
  • Short gun range · 16.5 km
  • Pattern widens fast with range
Acquisition

How to get La Foudre

La Foudre 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 4 containers (1 more)
  • Explorer's Chest 0.115385% One of these ships New · Explorer's Chest · 1 of 26 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 La Foudre 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.

BestSecondary sigma1.2 (1/49) BestAA threat2,744 (1 of 2 tied) Top 10%Rudder shift12.7 s (3/49) Top 25%Hit points69,000 HP (13/49) Top 25%Secondary DPM (per side)424,875 (6/49) Top 25%Secondary HE alpha2,350 (8/46) Top 25%Secondary fire chance12% (9/46) Top 25%AP arming threshold63 mm (11/49) Top 25%AA DPS591 (13/49) Bottom 25%Main battery caliber380 mm (39/49) Bottom 25%Sigma1.7 (41/49) Bottom 10%Main battery range16.48 km (47/49) WorstNo torpedoes (33 of 49 in cohort)
See 34 mid-pack stats

Not standouts for La Foudre -- 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.

Max speed30 kt(29/49) Concealment15.44 km(35/49) Smoke fire bloom14.12 km(19/49) Air detection12.35 km(35/49) Turning circle850 m(27/49) Traverse-to-turn ratio4.81 ×(19/49) Main battery reload24.3 s(19/49) HE shell damage5,400(32/48) HE fire chance36%(23/48) Fires per minute7.11(27/48) HE DPM106,667(26/48) AP shell damage11,900(31/49) AP DPM235,062(35/49) Main dispersion227.5 m(24/49) Secondary HE pen25 mm(23/46) AP velocity830 m/s(17/49) HE velocity830 m/s(19/48) Acceleration36 s(26/49) Engine power150,000 hp(32/49) Turn-speed retention176.5 hp/m(31/49) Displacement49,196 t(31/49) Power-to-weight3.05 hp/t(31/49) AP pen at 10 km566 mm(29/49) Effective HE DPM (incl. fire)159,408(28/48) Secondary range6.66 km(15/49) AA range5 km(19/49) Flak per wave (expected)1,575(17/49) Repair charges3(23/49) Max armor405 mm(16/49) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value)
Survivability
Hit Points69,000
Displacement49,196 t
Armor range18–405 mm
Plate armor thicknesses18, 19, 20, 22, 30, 32, 40, 50, 80, 100, 120, 150, 170, 233, 250, 280, 330, 340, 355, 405 mm
Armor material/layer entries65
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
36.6%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (12,420 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 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (13,800 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
32%
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.
34,500
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.
20,700
Effective HP
ƒBase 69,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 9,660 HP per charge, x3 charges = 28,980 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.
97,980
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 380 mm/45 Mle 1935
Mounts / barrels2 mounts / 8 barrels
Reload time27 s
Firing range16.5 km
Turret traverse5 °/s
Turret armor430 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.
±144°, ±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.
all guns bear at the bow
AP pen max range476 mm
HE fire DPM vs T7 BB47474
Effective HE DPM vs T7 BB143474
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1648230·122.21000+2.2)·30=227.5m
227.5 m at 16.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.5·0.6=136.5m
136.5 m at 16.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =227.5·0.61.7=80.3m
80.3 m at 16.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =136.5·0.61.7=48.2m
48.2 m at 16.5 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 27 s base reload = 17.8. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 24.3 s all-upgrades reload = 19.8.
Initial: 17.8 → 19.8
HE shells
HE Damage5,400
HE Velocity830 m/s
Fire Chance36%
HE penetration
ƒ63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
63 mm
HE full-salvo alpha
ƒ5,400 HE damage x 8 broadside guns = 43,200.
43,200
HE DPM
ƒZero upgrades: 43,200 HE full-salvo alpha x 60 / 27 s base reload = 96,000. All upgrades (Main Battery Mod. 3 = -10% reload): 43,200 HE full-salvo alpha x 60 / 24.3 s all-upgrades reload = 106,667.
Initial: 96,000 → 106,667
Fires/min
ƒZero upgrades: 17.8 shells/min x 36% fire chance = 6.4. All upgrades (Main Battery Mod. 3 = -10% reload): 19.8 shells/min x 36% fire chance = 7.11.
Initial: 6.4 → 7.11
AP shells
AP Damage11,900
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2347·8850.69·0.381.07·8301.38=761.8mm. Matches the in-game spec card.
761.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.5 km), where the shell has slowed to 590.6 m/s: P=107·2347·8850.69·0.381.07·590.61.38=476.3mm.
476.3 mm at 16.5 km
AP full-salvo alpha
ƒ11,900 AP damage x 8 broadside guns = 95,200.
95,200
AP DPM
ƒZero upgrades: 95,200 AP full-salvo alpha x 60 / 27 s base reload = 211,556. All upgrades (Main Battery Mod. 3 = -10% reload): 95,200 AP full-salvo alpha x 60 / 24.3 s all-upgrades reload = 235,062.
Initial: 211,556 → 235,062
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.
120
AA Defense
AA mount points14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
5 km
57 mm/60 ACAD Mle 195114×2 57mm
100 mm/55 CAD Mle 1945 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×2 100mm
152 mm/55 Mle 1936 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×3 152mm
Far aura
Guns100 mm/55 CAD Mle 1945 (DP) + 152 mm/55 Mle 1936 (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 168 from dual-purpose secondaries firing as AA in this range band.
168
Range5 km
Medium aura
Guns57 mm/60 ACAD Mle 1951
Continuous DPS
ƒEffective DPS: 161 raw aura damage × 3.5 × 0.75 hit probability = 423 - the same in-game units as the Close-range AA DPS headline.
423
Range4.5 km
Total DPS in Aura
ƒFar 168 + Medium 423 = 591
591
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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.
75%
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
Mounts15
Firing range6.66 km
Shell Grouping (σ)1.2
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 @ 6.66 km
ƒ6.66 km × 57 + 30 = 409.6 m.
409.6 m
100 mm/55 CAD Mle 1945 (×12) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time3 s
HE Damage1,550
Muzzle Velocity855 m/s
Fire Chance5%
Armor Pen17 mm
Show 1 more gun family
152 mm/55 Mle 1936 (×3) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber152 mm
Reload time12 s
HE Damage2,350
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 mm
Maneuverability
Engine power150,000 hp
Maximum speed30 kt
Turning circle radius850 m
Rudder shift time12.7 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 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.
12.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
43.1 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).
8.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
36 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
58.1 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·30.0·0.5144850=1.04°/s, so ratio=ωturretωhull=51.04=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea15.44 km
Detectability by air12.35 km
Smoke firing penalty14.12 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.
16.48 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.6 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
19.95 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.
17.44 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.
15.35 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,660 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.
· 28,980 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 345 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (69,000 HP) per second = 345 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
Choose one
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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)1.7
Max Horiz Disp227.5 m at 16.5 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1648230·122.21000+2.2)·30=227.5m
Shell scatter width @ 5 km115 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 km164 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 km213 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 Disp136.5 m at 16.5 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.5·0.6=136.5m
Shell scatter height @ 10 km85.5 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16482=8241 m, and radiusOnMax=0.6 at 16482 m. Above the kink: k=0.5+(0.60.5)·100008241164828241=0.5213, so σV=σH·k=164·0.5213=85.5m.
Med Horiz Disp80.3 m at 16.5 km
50%-hit horizontal radius: σH,50=σH·0.6σ =227.5·0.61.7=80.3m
Med Vert Disp48.2 m at 16.5 km
50%-hit vertical radius: σV,50=σV·0.6σ =136.5·0.61.7=48.2m
AP Pen Close761.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2347·8850.69·0.381.07·8301.38=761.8mm. Matches the in-game spec card.
AP Pen Far476.3 mm at 16.5 km
Same formula at the ship's max firing range (16.5 km), where the shell has slowed to 590.6 m/s: P=107·2347·8850.69·0.381.07·590.61.38=476.3mm.
AP pen 5 km655 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 km566 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 km495 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km4.87 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·0.2791·0.3828·884=1.79×105. That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.87 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·0.2791·0.3828·885=1.79×105. That runs from a 830 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 penetration63 mm
63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha43,200
5,400 HE damage x 8 broadside guns = 43,200.
AP full-salvo alpha95,200
11,900 AP damage x 8 broadside guns = 95,200.
HE DPMInitial: 96,000 → 106,667
Zero upgrades: 43,200 HE full-salvo alpha x 60 / 27 s base reload = 96,000. All upgrades (Main Battery Mod. 3 = -10% reload): 43,200 HE full-salvo alpha x 60 / 24.3 s all-upgrades reload = 106,667.
AP DPMInitial: 211,556 → 235,062
Zero upgrades: 95,200 AP full-salvo alpha x 60 / 27 s base reload = 211,556. All upgrades (Main Battery Mod. 3 = -10% reload): 95,200 AP full-salvo alpha x 60 / 24.3 s all-upgrades reload = 235,062.
Shells/minInitial: 17.8 → 19.8
Zero upgrades: 8 broadside guns x 60 / 27 s base reload = 17.8. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 24.3 s all-upgrades reload = 19.8.
Fires/minInitial: 6.4 → 7.11
Zero upgrades: 17.8 shells/min x 36% fire chance = 6.4. All upgrades (Main Battery Mod. 3 = -10% reload): 19.8 shells/min x 36% fire chance = 7.11.

AA defense

AA DPS at max range168
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 57mm 60 2 25 1951 14x2 -> 423 DPS @ 4.5 km; 2 100 55 Mle 1945 12x2 -> 134 DPS @ 5 km; 152 55 Mle 1936 3x3 -> 34 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
AA DPS layered by range168 DPS @ 5 km, 591 DPS @ 4.5 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank591
Sum of every family's average DPS, achievable only inside the closest-range family (4.5 km).
AA threat index2744
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.66 km409.6 m
6.66 km × 57 + 30 = 409.6 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)424,875
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) × 60/3 × 1550 = 372,000 + 3×3 152 mm (4.5/side) × 60/12 × 2350 = 52,875. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2350
Maximum HE damage per shell across secondary HE families. Best on this ship: 2350 from the 152 mm family.
Max HE fire chance12%
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.
Max HE pen25 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: 25 mm from the 152 mm family.
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Ship Charts

Balance History

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

2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Extended the barbette armor plates to the casemate, making these areas more resistant to accidental hits.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • La Foudre default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Jb PirateDecorative

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.