World of Warships: Legends ship guide

République

Also called: 共和国 Beta
France · Tier VIII · Battleship · Premium
Sniper battleshipLong main-battery reach lands AP citadels from positions peers must push to reach.
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
431 mm AP overmatch2 sigma accuracy18 km gun rangeHigh HE / fire outputHigh fire chanceEasily spotted
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Community Data

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Playstyle

Overview

République is a Tier VIII French sniper battleship (17.6 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. Standout traits: best torpedo belt percent in T8 BBs (55) and best HE fire chance in T8 BBs (48).

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. Both phases of a turn are slow (18.3 s on the rudder, a 980 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

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 T8 BBs.

Strong torpedo belt

55% torpedo damage reduction, best of T8 BBs.

ELITE MAIN BATTERY
  • High fire chance · 48%
  • High fire pressure · 10.24 fires
Long-reach AA

5.2 km AA reach, best of T8 BBs.

Easily spotted

16.1 km surface detect, worst of T8 BBs. Visible before you can react; position early.

Slow EB cycle

180 s Engine Boost reload, worst of the 4 T8 BBs with Engine Boost. Sprint windows come slower than peers'.

Acquisition

How to get République

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

Best listed chance for this ship

  • Super VIII crate 5% One of the Tier VIII Premium ships Event · Super VIII crate · 1 of 20 ships
  • Santa Level 5 1.25% Tier VIII Premium ship Archived · Santa Level 5 · 1 of 10 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Archived · Spectral Vault 5.0 · 1 of 19 ships
Show all 16 containers (13 more)
  • Mega Santa '23 0.5% Tier VIII Premium ship Archived · Mega Santa '23 · 1 of 2 ships
  • Santa Level 4 0.425% Tier VIII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 10 ships
    Show 2 paths
    • Santa Level 40.3%
    • Santa Level 4 → Santa Level 50.125%
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
  • Santa Level 3 0.13625% Tier VIII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.0625%
    • Santa Level 3 → Santa Level 40.045%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.01875%
    • Santa Level 30.01%
  • Super Santa '23 0.075% Tier VIII Premium ship Archived · Super Santa '23 · 1 of 2 ships
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.045455% Tier VIII Premium ship Event · Mystic Lantern · 1 of 22 ships
  • Santa Level 2 0.041688% Tier VIII Premium ship Archived · Santa Level 2 · 6 paths combined · 1 of 10 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.015%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.009375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00675%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002812%
    • Santa Level 2 → Santa Level 30.0015%
  • Champion's Box 0.02725% Tier VIII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.0125%
    • Champion's Box → Santa Level 3 → Santa Level 40.009%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.00375%
    • Champion's Box → Santa Level 30.002%
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Santa Level 1 0.009878% Tier VIII Premium ship Archived · Santa Level 1 · 8 paths combined · 1 of 10 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.003125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00225%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001406%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.001012%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000938%
    • Santa Level 1 → Santa Level 30.0005%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000422%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000225%
  • Ultimate Crate 0.0075% Tier VIII Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 2 ships
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Archived · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • "L'Ambassadeur" Campaign Breakdown Campaign Start: 2022-07-25 · End: 2022-08-28 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: USS Black, Independence, South Carolina Ship feature / release Start: 2022-06-21 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: République Ship feature / release Start: 2022-07-26 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Picardie Ship feature / release Start: 2025-01-27 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Vive la France: Bastille Day in Legends 1,400,000 Global XP 2025-07-14 Tier VIII default; exact price not in source
  • Colors of Freedom 17,500 Doubloons 2023-06-20 Tier VIII default; exact price not in source
  • Summer Update: Always Courageous 17,500 Doubloons 2023-06-15 Tier VIII default; exact price not in source
  • Autumn Update: In the Shadow of Leaves 17,500 Doubloons 2022-08-25 Tier VIII default; exact price not in source
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 République sits among Tier VIII BBs (31 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.

BestAA range5.2 km (1 of 11 tied) Top 10%Main battery caliber431 mm (3/32) Top 10%Fires per minute10.24 (3/30) Top 10%Secondary fire chance12% (3/30) Top 10%Engine power220,000 hp (4/32) Top 10%AP pen at 10 km703 mm (3/32) Top 25%Traverse-to-turn ratio5.54 × (9/32) Top 25%Main battery range17.62 km (5/32) Top 25%Main battery reload22.5 s (5/32) Top 25%Sigma2 (5/32) Top 25%AP DPM298,667 (5/32) Top 25%AP velocity840 m/s (7/32) Top 25%HE velocity840 m/s (7/30) Top 25%Turn-speed retention224.5 hp/m (6/32) Top 25%Effective HE DPM (incl. fire)211,939 (7/30) Top 25%AA threat2,347 (7/32) Bottom 25%Rudder shift18.3 s (27/32) Bottom 25%Main dispersion238.7 m (29/32) Bottom 25%Displacement68,768 t (29/32) Bottom 25%Deck armor32 mm (24/29) Bottom 10%Turning circle980 m (31/32) Bottom 10%AP arming threshold72 mm (30/32) WorstStealth profile16.07 km / 12.86 km (1 of 3 tied / 1 of 3 tied) WorstSmoke fire bloom15.97 km (1 of 3 tied) WorstNo torpedoes (25 of 32 in cohort)
See 23 mid-pack stats

Not standouts for République -- 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 points76,000 HP(13/32) Max speed30 kt(17/32) HE shell damage6,000(11/30) HE DPM128,000(16/30) Secondary DPM (per side)290,250(11/32) Secondary HE alpha2,200(9/30) Secondary HE pen25 mm(16/30) Acceleration35.6 s(10/32) Power-to-weight3.2 hp/t(12/32) Secondary range6 km(11/32) AA DPS502(19/32) Flak per wave (expected)1,500(20/32) Repair charges3(13/32) Max armor400 mm(15/32) Citadel belt350 mm(16/30) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(29 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(23 of 32 tied at this value) NormBow armor32 mm(28 of 30 tied at this value) NormStern armor32 mm(28 of 30 tied at this value)
Survivability
Hit Points76,000
Displacement68,768 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.
286.8 x 38.5 m
Armor range4–400 mm
Plate armor thicknesses4, 19, 20, 25, 32, 35, 40, 50, 60, 70, 90, 100, 120, 150, 170, 185, 225, 235, 250, 305, 350, 370, 400 mm
Armor material/layer entries58
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire 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 (13,680 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 (15,200 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.
55%
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.
46,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
27,700
Effective HP
ƒBase 76,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 10,640 HP per charge, x3 charges = 31,920 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.
107,920
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 431 mm/50 Mle 1940
Mounts / barrels2 mounts / 8 barrels
Reload time25 s
Firing range17.6 km
Turret traverse5 °/s
Turret armor590 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.
±146.5°, ±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.
33.5° off bow / 30° off stern
AP pen max range568 mm
HE fire DPM vs T8 BB75545
Effective HE DPM vs T8 BB190745
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 =(1762530·122.21000+2.2)·30=238.7m
238.7 m at 17.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =238.7·0.6=143.2m
143.2 m at 17.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =238.7·0.62=71.6m
71.6 m at 17.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =143.2·0.62=43m
43 m at 17.6 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 25 s base reload = 19.2. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 22.5 s all-upgrades reload = 21.3.
Initial: 19.2 → 21.3
HE shells
HE Damage6,000
HE Velocity840 m/s
Fire Chance48%
HE penetration
ƒ72 mm ≈ 431 mm caliber / 6 (standard HE penetration ratio).
72 mm
HE full-salvo alpha
ƒ6,000 HE damage x 8 broadside guns = 48,000.
48,000
HE DPM
ƒZero upgrades: 48,000 HE full-salvo alpha x 60 / 25 s base reload = 115,200. All upgrades (Main Battery Mod. 3 = -10% reload): 48,000 HE full-salvo alpha x 60 / 22.5 s all-upgrades reload = 128,000.
Initial: 115,200 → 128,000
Fires/min
ƒZero upgrades: 19.2 shells/min x 48% fire chance = 9.22. All upgrades (Main Battery Mod. 3 = -10% reload): 21.3 shells/min x 48% fire chance = 10.24.
Initial: 9.22 → 10.24
AP shells
AP Damage14,000
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold72 mm
AP overmatch
ƒfloor(431 mm caliber / 14.3) = 30 mm (AP auto-penetrates plating this thick or less).
30 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2550·13210.69·0.4311.07·8401.38=969.6mm. Matches the in-game spec card.
969.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.6 km), where the shell has slowed to 569.4 m/s: P=107·2550·13210.69·0.4311.07·569.41.38=567mm.
567 mm at 17.6 km
AP full-salvo alpha
ƒ14,000 AP damage x 8 broadside guns = 112,000.
112,000
AP DPM
ƒZero upgrades: 112,000 AP full-salvo alpha x 60 / 25 s base reload = 268,800. All upgrades (Main Battery Mod. 3 = -10% reload): 112,000 AP full-salvo alpha x 60 / 22.5 s all-upgrades reload = 298,667.
Initial: 268,800 → 298,667
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
350
AA Defense
AA mount points12
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.
5.2 km
57 mm/60 ACAD Mle 195112×2 57mm
127 mm/54 Mle 1948 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 127mm
152 mm/55 Mle 1950 (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
Outer Far aura
Guns127 mm/54 Mle 1948 (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 105 from dual-purpose secondaries firing as AA in this range band.
105
Range5.2 km
Inner Far aura
Guns152 mm/55 Mle 1950 (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 29 from dual-purpose secondaries firing as AA in this range band.
29
Range5 km
Total DPS in Aura
ƒOuter Far 105 + Inner Far 29 = 134
134
Medium aura
Guns57 mm/60 ACAD Mle 1951
Continuous DPS
ƒEffective DPS: 140 raw aura damage × 3.5 × 0.75 hit probability = 368 - the same in-game units as the Close-range AA DPS headline.
368
Range4.5 km
Total DPS in Aura
ƒOuter Far 105 + Inner Far 29 + Medium 368 = 502
502
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 8 clouds per wave × 250 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 × 3 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
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 5.2 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.
2.5-5.2 km
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 250 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.
250
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
Mounts11
Firing range6.0 km
Shell Grouping (σ)1
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 km
ƒ6 km × 57 + 30 = 372 m.
372 m
127 mm/54 Mle 1948 (×8) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity808 m/s
Fire Chance9%
Armor Pen21 mm
Show 1 more gun family
152 mm/55 Mle 1950 (×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 time8 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 mm
Maneuverability
Engine power220,000 hp
Maximum speed30 kt
Turning circle radius980 m
Rudder shift time18.3 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.
42.3 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 (27.0 kt of 30 kt), from our in-house acceleration model.
35.6 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.
57.2 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·30.0·0.5144980=0.90°/s, so ratio=ωturretωhull=50.90=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea16.07 km
Detectability by air12.86 km
Smoke firing penalty15.97 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.
17.62 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (8.62 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
21.48 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.
18.07 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.
15.86 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,640 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.
· 31,920 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.
· 380 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (76,000 HP) per second = 380 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus

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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 Disp238.7 m at 17.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1762530·122.21000+2.2)·30=238.7m
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 Disp143.2 m at 17.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =238.7·0.6=143.2m
Shell scatter height @ 10 km84.2 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=0.5·17625=8812 m, and radiusOnMax=0.6 at 17625 m. Above the kink: k=0.5+(0.60.5)·100008812176258812=0.5135, so σV=σH·k=164·0.5135=84.2m.
Med Horiz Disp71.6 m at 17.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =238.7·0.62=71.6m
Med Vert Disp43 m at 17.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =143.2·0.62=43m
AP Pen Close969.6 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2550·13210.69·0.4311.07·8401.38=969.6mm. Matches the in-game spec card.
AP Pen Far567 mm at 17.6 km
Same formula at the ship's max firing range (17.6 km), where the shell has slowed to 569.4 m/s: P=107·2550·13210.69·0.4311.07·569.41.38=567mm.
AP pen 5 km824 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 km703 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 km608 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 km4.86 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·0.35·0.43128·1321=1.93×105. That runs from a 840 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 km4.86 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·0.35·0.43128·1321=1.93×105. That runs from a 840 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 penetration72 mm
72 mm ≈ 431 mm caliber / 6 (standard HE penetration ratio).
AP overmatch30 mm
floor(431 mm caliber / 14.3) = 30 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius350
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 alpha48,000
6,000 HE damage x 8 broadside guns = 48,000.
AP full-salvo alpha112,000
14,000 AP damage x 8 broadside guns = 112,000.
HE DPMInitial: 115,200 → 128,000
Zero upgrades: 48,000 HE full-salvo alpha x 60 / 25 s base reload = 115,200. All upgrades (Main Battery Mod. 3 = -10% reload): 48,000 HE full-salvo alpha x 60 / 22.5 s all-upgrades reload = 128,000.
AP DPMInitial: 268,800 → 298,667
Zero upgrades: 112,000 AP full-salvo alpha x 60 / 25 s base reload = 268,800. All upgrades (Main Battery Mod. 3 = -10% reload): 112,000 AP full-salvo alpha x 60 / 22.5 s all-upgrades reload = 298,667.
Shells/minInitial: 19.2 → 21.3
Zero upgrades: 8 broadside guns x 60 / 25 s base reload = 19.2. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 22.5 s all-upgrades reload = 21.3.
Fires/minInitial: 9.22 → 10.24
Zero upgrades: 19.2 shells/min x 48% fire chance = 9.22. All upgrades (Main Battery Mod. 3 = -10% reload): 21.3 shells/min x 48% fire chance = 10.24.

AA defense

AA DPS at max range105
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 57mm 60 2 25 1951 12x2 -> 368 DPS @ 4.5 km; 152 55 Mle 1950 3x3 -> 29 DPS @ 5 km; 127mm 54 5 1948 8x2 -> 105 DPS @ 5.2 km.
Maximum AA range5.2 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 range105 DPS @ 5.2 km, 134 DPS @ 5 km, 502 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-blank502
Sum of every family's average DPS, achievable only inside the closest-range family (4.5 km).
AA threat index2347
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 km372 m
6 km × 57 + 30 = 372 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)290,250
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 127 mm (8/side) × 60/4 × 1800 = 216,000 + 3×3 152 mm (4.5/side) × 60/8 × 2200 = 74,250. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 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.

Armor Beta

Hull HP 76,000, 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 & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel400 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming4 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)4,800 (6% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)400 mm primary (range 20–400 mm)69,300 (91% of HP)
No common AP caliber overmatches400 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–150 mm)4,400 (6% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel400 mm primary (range 25–350 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.
Superstructure4 mm primary (range 4–400 mm)5,300 (7% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP46,200 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (152 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 (57 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 HP27,700 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior République 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.