World of Warships: Legends ship guide

AL Montpelier

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Use islands and team spotting to keep 152 mm guns active near objectives
  • The AA and grouping tools help her protect space and make short firing windows count
  • Avoid: Do not open-water trade against battleships or abandon cover for DPM

Variant of Cleveland

AL Montpelier is a Cleveland-based Azur Lane variant: shorter main-battery range and a slower reload, traded against a quicker rudder shift.

Show all differences

Maneuverability

  • Rudder shift 6.4 s (was 7.2 s)

Artillery

  • Main battery range 13.9 km (was 15.3 km)
  • Main battery reload 7.5 s (was 7 s)
Community Data

AL Montpelier Community Stats

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Playstyle

Overview

AL Montpelier is an American light cruiser with official commander flavor around AA range and improved main-battery grouping. Play her as a cap-support cruiser that punishes destroyers and farms from safe positions.

Positioning

Use islands and team spotting to keep 152 mm guns active near objectives. The AA and grouping tools help her protect space and make short firing windows count.

Potato Avoidance

Open-water trade against battleships or abandon cover for DPM

Montpelier’s strength is protected, accurate light-cruiser pressure.

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

Official WG availability sources
Show direct source rows

Builds Beta

Build for reload, shell grouping, AA utility, concealment, and survivability. Island discipline is still mandatory.

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Most stats below come from the base ship, Cleveland. Rows where this variant differs are marked with a badge; hover the badge to see the base value.

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

Radar 10 kmSonar 4.93 kmRepair 2Def-AAFighter
Survivability
Hit PointsInitial: 30,600 → 36,900
Displacement13,976 t
Armor range13–127 mm
Plate armor thicknesses13, 16, 19, 25, 40, 51, 127 mm
Armor material/layer entries49
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction4%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
18,500
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.
11,100
Main Battery
ModuleArtillery: 152 mm Mk16
Mounts / barrels4 mounts / 12 barrels
Reload time7.5 s Δ
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13907/30·(8−1.1)/1000 + 1.1)·30 = 129 m
129 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129 × 0.6 = 77.4 m
77.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129 × 0.319 (σ=2) = 41.2 m
41.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.4 × 0.319 (σ=2) = 24.7 m
24.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ12 broadside guns x 60 / 7.5 s base reload = 96.04
96.04 Δ
HE shells
HE Damage2,200 → 2,300
HE Velocity812 m/s
Fire Chance12% → 13%
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
Base HE DPM
ƒ27,600 HE full-salvo alpha x 60 / 7.5 s base reload = 220,800
220,800 Δ
Installed HE DPM
ƒ27,600 HE full-salvo alpha x 60 / 6.75 s installed reload (Main Battery Mod. 3 = -10%) = 245,333
245,333 Δ
Base fires/min
ƒ12 HE shells x 60 / 7.5 s reload x 13% fire chance = 12.48
12.48 Δ
AP shells
AP Damage3,200 → 3,300
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 290.2 mm. Matches the in-game spec card.
290.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 322 m/s: 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 322^1.38 = 88.4 mm.
88.4 mm
AP full-salvo alpha
ƒ3,300 AP damage x 12 broadside guns = 39,600.
39,600
Base AP DPM
ƒ39,600 AP full-salvo alpha x 60 / 7.5 s base reload = 316,800
316,800 Δ
Installed AP DPM
ƒ39,600 AP full-salvo alpha x 60 / 6.75 s installed reload (Main Battery Mod. 3 = -10%) = 352,000
352,000 Δ
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.
555
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (23×1) → 20 mm Oerlikon Mk20 (23×2)
40 mm Bofors Mk1Initial: 10×2 → 6×2 40mm
40 mm Bofors Mk2 (upgraded hull only)4×4 40mm
127 mm Mk32 (DP)6×2 127mm
Far aura
DPS
ƒIncludes 32 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
32
Range5 km
Medium aura
DPSInitial: 58 → 65
Range3.5 km
Total DPS in Aura
ƒFar 32 + Medium 65 = 97
97
Near aura
DPSInitial: 51 → 84
Range2 km
Total DPS in Aura
ƒFar 32 + Medium 65 + Near 84 = 181
181
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
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 moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed33 kt
Turning circle radius660 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.8× slow
Concealment
Detectability by sea12.54 km
Detectability by air7.52 km
Smoke firing penalty6.12 km
Detect after firing main guns12.54 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 · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 30 s active · 10 km radar range
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size

See all derived stats

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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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp129 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13907/30·(8−1.1)/1000 + 1.1)·30 = 129 m
Max Vert Disp77.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129 × 0.6 = 77.4 m
Med Horiz Disp41.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129 × 0.319 (σ=2) = 41.2 m
Med Vert Disp24.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.4 × 0.319 (σ=2) = 24.7 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close290.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 290.2 mm. Matches the in-game spec card.
AP Pen Far88.4 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 322 m/s: 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 322^1.38 = 88.4 mm.
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.
Base HE DPM220,800 Δ
27,600 HE full-salvo alpha x 60 / 7.5 s base reload = 220,800
Base AP DPM316,800 Δ
39,600 AP full-salvo alpha x 60 / 7.5 s base reload = 316,800
Installed HE DPM245,333 Δ
27,600 HE full-salvo alpha x 60 / 6.75 s installed reload (Main Battery Mod. 3 = -10%) = 245,333
Installed AP DPM352,000 Δ
39,600 AP full-salvo alpha x 60 / 6.75 s installed reload (Main Battery Mod. 3 = -10%) = 352,000
Base shells/min96.04 Δ
12 broadside guns x 60 / 7.5 s base reload = 96.04
Installed shells/min106.68 Δ
12 broadside guns x 60 / 6.75 s installed Artillery reload = 106.68
Base fires/min12.48 Δ
12 HE shells x 60 / 7.5 s reload x 13% fire chance = 12.48
Installed fires/min13.87 Δ
12 HE shells x 60 / 6.75 s installed reload x 13% fire chance = 13.87

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.
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.
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.