World of Warships: Legends ship guide

AL Montpelier

Also called: AL 蒙彼利埃 Beta
U.S.A. · Tier VII · CL Cruiser · Premium
HE fire-spam cruiserHE DPM plus Radar: farm fires while lighting caps for the team.
Playstyle
  • Hold 10-13 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Radar (9 km)High HE / fire outputStrong AADefensive AASlow heal cycle

Variant of Cleveland

Al Montpelier is a variant of Cleveland with artillery tweaks and maneuverability buff.

Show all differences

Artillery

  • main-gun reload7.5 s+0.5 sWorse
  • AP damage3,300+100Better
  • HE damage2,300+100Better
  • HE fire chance13%+1%Better

Maneuverability

  • rudder shift6.5 s-0.7 sBetter
On this page
Community Data

AL Montpelier Community Stats

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Playstyle

Overview

AL Montpelier is a Tier VII American light cruiser whose 152mm guns farm HE fires and sustained DPM. Surveillance Radar (9 km) is the cap-control consumable on top, so she sets fights as well as winning them. AA (555 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: top-decile fires per minute in T7 CAs (13.8).

Positioning

Hold 10-13 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

9 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE AA
  • Top-tier AA · 555.0 AA
  • AA specialist
ELITE MAIN BATTERY
  • High fire pressure · 13.76 fires
  • Fire-starter cruiser
Radar cruiser

Radar consumable. Controls caps and reveals smoke-firing DDs without spotting risk.

Slow heal cycle

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

Short gun range

13.91 km main battery reach, bottom decile of T7 CAs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get AL Montpelier

AL Montpelier 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)
Official WG availability sources
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Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

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Cohort position

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

Top 10%Fires per minute13.76 (3/49) Top 10%Effective HE DPM (incl. fire)345,598 (3/49) Top 10%AA DPS555 (3/56) Top 25%Rudder shift6.5 s (7/56) Top 25%Traverse-to-turn ratio6.79 × (13/56) Top 25%HE DPM243,529 (8/49) Top 25%AP DPM349,412 (9/56) Top 25%Main dispersion129 m (7/56) Top 25%HE alpha1,800 (11/49) Top 25%Displacement13,976 t (13/56) Top 25%AA threat1,720 (13/56) Top 25%Flak per wave (expected)1,863 (15/56) Bottom 25%AP fuse timer0.01 s (49/56) Bottom 10%HE velocity812 m/s (47/49) WorstMain battery range13.91 km (56/56) WorstSecondary fire chance5% (1 of 22 tied) WorstAP velocity762 m/s (1 of 5 tied) WorstNo torpedoes (15 of 56 in cohort) WorstRepair heal rate0.5 %/s (1 of 18 tied)
See 26 mid-pack stats

Not standouts for AL Montpelier -- 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 points36,900 HP(39/56) Max speed33 kt(30/56) Concealment12.54 km(27/56) Air detection7.52 km(25/56) Main battery caliber152 mm(41/56) Main battery reload6.8 s(16/56) Sigma2(29/56) HE shell damage2,300(33/49) HE fire chance13%(27/49) AP shell damage3,300(39/56) Secondary DPM (per side)108,000(32/49) Secondary HE pen21 mm(14/49) Acceleration26.5 s(34/55) AP arming threshold25 mm(19/56) Engine power100,000 hp(39/55) Turn-speed retention151.5 hp/m(31/55) Power-to-weight7.16 hp/t(27/55) AP pen at 10 km128 mm(40/55) AA range5 km(29/56) Max armor127 mm(41/56) NormSecondary dispersion bracket57(46 of 49 tied at this value) NormAP ricochet start45°(40 of 56 tied at this value) NormAP auto-bounce angle60°(40 of 56 tied at this value) NormTurn speed retained81%(52 of 56 tied at this value) NormSecondary range5 km(45 of 49 tied at this value) NormRepair charges2(49 of 55 tied at this value)
Survivability
Hit Points36,900
Displacement13,976 t
Armor range13–127 mm
Plate armor thicknesses13, 16, 19, 25, 40, 51, 127 mm
Armor material/layer entries49
Fire resistance36.6%
Fire duration30 s
Torp Reduction4%
Main Battery
ModuleArtillery: 152 mm Mk16
Mounts / barrels4 mounts / 12 barrels
Reload time7.5 s
Firing range13.9 km
Turret traverse10 °/s
HE fire DPM vs T7 BB92574
Effective HE DPM vs T7 BB313374
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 =(1390730·81.11000+1.1)·30=129m
129 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =129·0.6=77.4m
77.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =129·0.319(σ=2)=41.2m
41.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.4·0.319(σ=2)=24.7m
24.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 7.5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.8 s all-upgrades reload = 105.9.
Initial: 96 → 105.9
HE shells
HE Damage2,300
HE Velocity812 m/s
Fire Chance13%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,300 HE damage x 12 broadside guns = 27,600.
27,600
HE DPM
ƒZero upgrades: 27,600 HE full-salvo alpha x 60 / 7.5 s base reload = 220,800. All upgrades (Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 6.8 s all-upgrades reload = 243,529.
Initial: 220,800 → 243,529
Fires/min
ƒZero upgrades: 96 shells/min x 13% fire chance = 12.48. All upgrades (Main Battery Mod. 3 = -10% reload): 105.9 shells/min x 13% fire chance = 13.76.
Initial: 12.48 → 13.76
AP shells
AP Damage3,300
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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 =107·2445·590.69·0.1521.07·7621.38=290.2mm. Matches the in-game spec card.
290.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 339.7 m/s: P=107·2445·590.69·0.1521.07·339.71.38=95.2mm.
95.2 mm
AP full-salvo alpha
ƒ3,300 AP damage x 12 broadside guns = 39,600.
39,600
AP DPM
ƒZero upgrades: 39,600 AP full-salvo alpha x 60 / 7.5 s base reload = 316,800. All upgrades (Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 6.8 s all-upgrades reload = 349,412.
Initial: 316,800 → 349,412
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.
17
AA Defense
AA mount points33
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×0.9) + (84×3.5×0.85) + (32×3.5×0.9) = 555. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
555
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk16×2 40mm
40 mm Bofors Mk24×4 40mm
20 mm Oerlikon Mk2023×2 20mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Mk32 (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 101 from dual-purpose secondaries firing as AA in this range band.
101
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 65 raw aura damage × 3.5 × 0.9 hit probability = 205 - the same in-game units as the Close-range AA DPS headline.
205
Range3.5 km
Total DPS in Aura
ƒFar 101 + Medium 205 = 306
306
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 84 raw aura damage × 3.5 × 0.85 hit probability = 250 - the same in-game units as the Close-range AA DPS headline.
250
Range2 km
Total DPS in Aura
ƒFar 101 + Medium 205 + Near 250 = 556
556
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 230 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 + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 127mm
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power100,000 hp
Maximum speed33 kt
Turning circle radius660 m
Rudder shift time6.5 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
26.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
43.5 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·33.0·0.5144660=1.47°/s, so ratio=ωturretωhull=101.47=6.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.8× slow
Concealment
Detectability by sea12.54 km
Detectability by air7.52 km
Smoke firing penalty6.12 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.54 km
Detect Fire Sea14.54 km
Detect Fire Air10.52 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 30 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 5,166 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 10,332 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 184 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (36,900 HP) per second = 184 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size

See all derived stats

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

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

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp129 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1390730·81.11000+1.1)·30=129m
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 Disp77.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =129·0.6=77.4m
Shell scatter height @ 10 km55.5 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.
Med Horiz Disp41.2 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =129·0.319(σ=2)=41.2m
Med Vert Disp24.7 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.4·0.319(σ=2)=24.7m
AP Pen Close290.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2445·590.69·0.1521.07·7621.38=290.2mm. Matches the in-game spec card.
AP Pen Far95.2 mm
Same formula at the ship's max firing range (17.4 km), where the shell has slowed to 339.7 m/s: P=107·2445·590.69·0.1521.07·339.71.38=95.2mm.
AP pen 5 km190 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 km128 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.
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 Radius17
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha27,600
2,300 HE damage x 12 broadside guns = 27,600.
AP full-salvo alpha39,600
3,300 AP damage x 12 broadside guns = 39,600.
HE DPMInitial: 220,800 → 243,529
Zero upgrades: 27,600 HE full-salvo alpha x 60 / 7.5 s base reload = 220,800. All upgrades (Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 6.8 s all-upgrades reload = 243,529.
AP DPMInitial: 316,800 → 349,412
Zero upgrades: 39,600 AP full-salvo alpha x 60 / 7.5 s base reload = 316,800. All upgrades (Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 6.8 s all-upgrades reload = 349,412.
Shells/minInitial: 96 → 105.9
Zero upgrades: 12 broadside guns x 60 / 7.5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.8 s all-upgrades reload = 105.9.
Fires/minInitial: 12.48 → 13.76
Zero upgrades: 96 shells/min x 13% fire chance = 12.48. All upgrades (Main Battery Mod. 3 = -10% reload): 105.9 shells/min x 13% fire chance = 13.76.

AA defense

Close-range AA DPS555
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×0.9) + (84×3.5×0.85) + (32×3.5×0.9) = 555. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1720
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)108,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.
Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • AL Montpelier default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur MontpelierAzur Lane

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.