World of Warships: Legends ship guide

St. Louis

Also called: 圣路易斯 Beta
All-rounder cruiserCompetent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
High HE DPMHigh AP DPMHeavy citadel beltHeavy beltAll-Weather
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Community Data

St. Louis Community Stats

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Playstyle

Overview

St. Louis is a Tier II American all-rounder light cruiser with 152mm guns at 11.1 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: top-decile heavy citadel belt in T2 CAs (102 mm) and top-decile HE DPM in T2 CAs (126,000).

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 9.1 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 27,000 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

ELITE ARMOR
  • Heavy citadel belt · 102 mm
  • Heavy belt
HE DPM machine

126000 HE DPM, top decile of T2 CAs. Sustained fire pressure.

All-Weather

No stat falls into the cohort's bottom decile across T2 CAs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get St. Louis

St. Louis is available in the Early U.S. Cruisers branch of the U.S. Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

St. Louis sits in the Early U.S. Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.

The early U.S. cruisers focus on providing a powerful broadside from their rapid-firing guns, and they are your starting point to the U.S. Tech Trees. From Tier III, you gain access to a useful self-defense tool: Sonar.
Advantages
High rate of fire, Sonar consumable starting at Tier III
Disadvantages
Limited main battery firing angles, Low-velocity shells

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 St. Louis sits among Tier II CAs (25 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.

Top 10%HE DPM126,000 (3/25) Top 25%Hit points27,000 HP (6/26) Top 25%AP DPM180,000 (4/25) Top 25%AP velocity853 m/s (7/25) Top 25%HE velocity853 m/s (7/25) Top 25%Citadel belt102 mm (5/26) Bottom 25%HE fire chance7% (21/25) Bottom 25%Secondary HE alpha1,100 (13/16) Bottom 25%Displacement10,850 t (23/26) Bottom 25%AA range1 km (15/17) Bottom 25%Deck armor13 mm (21/26) WorstSecondary HE pen13 mm (1 of 8 tied) WorstSecondary range2.5 km (1 of 7 tied) WorstNo torpedoes (20 of 26 in cohort)
See 31 mid-pack stats

Not standouts for St. Louis -- 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 speed22 kt(17/26) Concealment9.09 km(14/26) Smoke fire bloom3.97 km(13/26) Air detection5.45 km(13/26) Rudder shift6.5 s(15/26) Turning circle450 m(12/26) Traverse-to-turn ratio5.55 ×(12/26) Main battery caliber152 mm(10/26) Main battery range11.1 km(16/26) Main battery reload8 s(13/26) Sigma2(12/26) HE shell damage2,100(13/25) Fires per minute4.2(11/25) Main dispersion109.6 m(11/26) Secondary DPM (per side)118,800(9/16) Acceleration27.9 s(18/26) AP arming threshold25 mm(16/25) Engine power21,000 hp(13/26) Turn-speed retention46.7 hp/m(13/26) Power-to-weight1.94 hp/t(19/26) AP pen at 10 km64 mm(9/25) AA DPS21(11/17) AA threat21(13/17) Max armor102 mm(13/26) NormSecondary fire chance4%(11 of 16 tied at this value) NormAP fuse timer0.03 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit PointsInitial: 25,000 → 27,000
Displacement10,850 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.
129.9 x 20.1 m, draft 6.9 m
Armor range6–102 mm
Plate armor thicknesses6, 10, 13, 38, 51, 76, 102 mm
Armor material/layer entries35
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: 0% → 3.3%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (2,430 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 (2,700 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.
0%
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.
13,500
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.
8,100
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/50 Mk6
Mounts / barrels10 mounts / 10 barrels
Reload timeInitial: 10 s → 8 s
Firing range (base)10.1 km
Firing range (top fire control)11.1 km
Turret traverseInitial: 6 °/s → 8 °/s
Turret armor19 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.
6x 115° arc, 2x ±140°, 2x 120° arc
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.
40° off bow / 40° off stern
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 =(11102.330·81.11000+1.1)·30=109.6m
109.6 m at 11.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =109.6·0.6=65.8m
65.8 m at 11.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =109.6·0.62=32.9m
32.9 m at 11.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =65.8·0.62=19.7m
19.7 m at 11.1 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 10 s base reload = 36. All upgrades (top gun, 8-gun broadside): 8 broadside guns x 60 / 8 s all-upgrades reload = 60.
Initial: 36 → 60
HE shells
HE Damage2,100
HE Velocity853 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒZero upgrades: 2,100 HE damage x 6 broadside guns = 12,600. All upgrades (top gun, 8-gun broadside): 2,100 HE damage x 8 broadside guns = 16,800.
Initial: 12,600 → 16,800
HE DPM
ƒZero upgrades: 12,600 HE full-salvo alpha x 60 / 10 s base reload = 75,600. All upgrades (top gun, 8-gun broadside): 16,800 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 126,000.
Initial: 75,600 → 126,000
Fires/min
ƒZero upgrades: 36 shells/min x 7% fire chance = 2.52. All upgrades (top gun, 8-gun broadside): 60 shells/min x 7% fire chance = 4.2.
Initial: 2.52 → 4.2
AP shells
AP Damage3,000
AP Velocity853 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1830·47.70.69·0.1521.07·8531.38=219.2mm. Matches the in-game spec card.
219.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.1 km), where the shell has slowed to 321.5 m/s: P=107·1830·47.70.69·0.1521.07·321.51.38=57mm.
57 mm at 11.1 km
AP full-salvo alpha
ƒZero upgrades: 3,000 AP damage x 6 broadside guns = 18,000. All upgrades (top gun, 8-gun broadside): 3,000 AP damage x 8 broadside guns = 24,000.
Initial: 18,000 → 24,000
AP DPM
ƒZero upgrades: 18,000 AP full-salvo alpha x 60 / 10 s base reload = 108,000. All upgrades (top gun, 8-gun broadside): 24,000 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 180,000.
Initial: 108,000 → 180,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
10
AA Defense
AA mount pointsInitial: 0 → 8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
1 km
7.6 mm Hotchkiss Mk18×1 8mm
Near aura
Guns7.6 mm Hotchkiss Mk1
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.85 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.
21
Range1 km
S
Secondary Battery
Mounts18
Firing range2.5 km
Shell Grouping (σ)1
76.2 mm Mk418×1 76.2mm
Caliber76.2 mm
Reload time5 s
HE Damage1,100
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 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 @ 2.5 km
ƒ2.5 km × 57 + 30 = 172.5 m.
172.5 m
Maneuverability
Engine power21,000 hp
Maximum speed22 kt
Turning circle radius450 m
Rudder shift time6.5 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 = 22 / 4 + 4.9 = 10.4 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.
10.4 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.
31.4 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).
7.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (19.8 kt of 22 kt), from our in-house acceleration model.
27.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.8 kt of 22 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.
47.4 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·22.0·0.5144450=1.44°/s, so ratio=ωturretωhull=61.44=4.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.2× drags
Concealment
Detectability by sea9.09 km
Detectability by air5.45 km
Smoke firing penalty3.97 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.
11.1 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
8.49 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.
11.09 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.
8.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (3)

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

HullUpgrade
  • Hit points25,000 → 27,000
  • Rudder shift10.9 → 8.4 s
  • AA mounts0 → 8
  • Close-range AA DPS0 → 7
  • Maximum AA range0 → 1 km
  • Turret traverse6 → 8 °/s
Fire controlUpgrade
  • Main battery range10,093 → 11102.3 m
ArtilleryUpgrade
  • Base reload10 → 8 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 Disp109.6 m at 11.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(11102.330·81.11000+1.1)·30=109.6m
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.
Max Vert Disp65.8 m at 11.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =109.6·0.6=65.8m
Shell scatter height @ 10 km59.2 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=0.5·11102.3=5551 m, and radiusOnMax=0.6 at 11102.3 m. Above the kink: k=0.5+(0.60.5)·10000555111102.35551=0.5801, so σV=σH·k=102·0.5801=59.2m.
Med Horiz Disp32.9 m at 11.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =109.6·0.62=32.9m
Med Vert Disp19.7 m at 11.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =65.8·0.62=19.7m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close219.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1830·47.70.69·0.1521.07·8531.38=219.2mm. Matches the in-game spec card.
AP Pen Far57 mm at 11.1 km
Same formula at the ship's max firing range (11.1 km), where the shell has slowed to 321.5 m/s: P=107·1830·47.70.69·0.1521.07·321.51.38=57mm.
AP pen 5 km115 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 km64 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 flight time @ 10 km7 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·0.4036·0.15228·47.7=7.68×105. That runs from a 853 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 km7 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·0.4036·0.15228·47.7=7.68×105. That runs from a 853 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 penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alphaInitial: 6 → 8
Stock guns: 6 of 10 barrels bear on one beam. Top guns: 8 of 14. Alpha and DPM pair each configuration's salvo with its own reload.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alphaInitial: 12,600 → 16,800
Zero upgrades: 2,100 HE damage x 6 broadside guns = 12,600. All upgrades (top gun, 8-gun broadside): 2,100 HE damage x 8 broadside guns = 16,800.
AP full-salvo alphaInitial: 18,000 → 24,000
Zero upgrades: 3,000 AP damage x 6 broadside guns = 18,000. All upgrades (top gun, 8-gun broadside): 3,000 AP damage x 8 broadside guns = 24,000.
HE DPMInitial: 75,600 → 126,000
Zero upgrades: 12,600 HE full-salvo alpha x 60 / 10 s base reload = 75,600. All upgrades (top gun, 8-gun broadside): 16,800 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 126,000.
AP DPMInitial: 108,000 → 180,000
Zero upgrades: 18,000 AP full-salvo alpha x 60 / 10 s base reload = 108,000. All upgrades (top gun, 8-gun broadside): 24,000 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 180,000.
Shells/minInitial: 36 → 60
Zero upgrades: 6 broadside guns x 60 / 10 s base reload = 36. All upgrades (top gun, 8-gun broadside): 8 broadside guns x 60 / 8 s all-upgrades reload = 60.
Fires/minInitial: 2.52 → 4.2
Zero upgrades: 36 shells/min x 7% fire chance = 2.52. All upgrades (top gun, 8-gun broadside): 60 shells/min x 7% fire chance = 4.2.

AA defense

AA DPS at max range21
Only families that reach 1 km contribute at the outer edge of the AA bubble. In-game families: Hotchkiss MG Mk1 8x1 -> 21 DPS @ 1 km.
Maximum AA range1 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
AA DPS layered by range21 DPS @ 1 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-blank21
Sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index21
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 range1 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 @ 2.5 km172.5 m
2.5 km × 57 + 30 = 172.5 m.

Secondary battery firepower

Secondary DPM (per side)118,800
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: 18×1 76.2 mm (9/side) × 60/5 × 1100 = 118,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1100
Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 76.2 mm family.
Max HE pen13 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: 13 mm from the 76.2 mm family.

Armor Beta

Hull HP 25,00027,000 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 & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel102 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–38 mm)2,300 (9% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)13 mm primary (range 13–51 mm)20,300 (75% of HP)
Overmatched by 203mm+ AP (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–13 mm)1,600 (6% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 6–102 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.
Superstructure6 mm primary (range 6–13 mm)800 (3% 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 HP13,500 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 (76.2 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 (8 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 HP8,100 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

Balance History

Balance updates affecting St. Louis. Cards are condensed; use each source link for full context.

Nerf ×14
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Hull HP reduced from 27,300 to 25,000.
  • Bow HP reduced from 2,400 to 2,200.
  • Casemate HP reduced from 3,400 to 3,100.
  • Stern HP reduced from 1,600 to 1,400.
  • Hull HP reduced from 20,500 to 18,800.
  • Magazine HP reduced from 13,700 to 12,500.
  • Steering Gear HP reduced from 8,200 to 7,500.
  • Upgraded Hull HP reduced from 29,500 to 27,000.
  • Bow HP reduced from 2,600 to 2,300.
  • Casemate HP reduced from 3,700 to 3,400.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision