World of Warships: Legends ship guide

AL Richelieu

Beta
France · Tier VII · Battleship · Richelieu Variant
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Use speed and forward firepower to take flanking lanes, angle sharply, and keep guns cycling from range…
  • Reposition rather than brawling when the flank stalls
  • Avoid: Do not charge just because the guns face forward
Community Data

AL Richelieu Community Stats

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Playstyle

Overview

AL Richelieu is a French battleship variant pushed toward long-range HE/fire and accurate artillery pressure, with official notes improving reload, shell grouping, range, HE penetration/damage, and fire chance. Play her as a mobile long-range pressure battleship that creates tempo from forward guns.

Positioning

Use speed and forward firepower to take flanking lanes, angle sharply, and keep guns cycling from ranges where accuracy and HE pressure matter. Reposition rather than brawling when the flank stalls.

Potato Avoidance

Charge just because the guns face forward

AL Richelieu’s official identity leans artillery consistency and long-range HE pressure; throwing the hull into crossfire wastes that strength.

Acquisition

How to get AL Richelieu

AL Richelieu is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers 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

  • Azur Lane VI Crate 1.666667% Azur Lane Premium Ship Collaboration containers · Azur Lane VI Crate · 1 of 3 ships
  • Azur Lane Crate: Ultimate III 0.5% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate III · 1 of 12 ships
Official WG availability sources
  • "Le Lion Flamand" Campaign Breakdown Campaign Start: 2022-04-11 · End: 2022-05-15 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.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Flandre Ship feature / release Start: 2022-04-12 · 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.
Show direct source rows

Builds Beta

Build for shell grouping, reload, range, speed, and fire-setting pressure. Commander choices should enhance main-battery consistency and incoming-fire mitigation.

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Most stats below come from the base ship, Richelieu. 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.

Repair 3Engine BoostFighter
Survivability
Hit PointsInitial: 54,500 → 63,700
Displacement44,800 t
Armor range18–405 mm
Plate armor thicknesses18, 19, 20, 22, 24, 30, 32, 40, 50, 80, 100, 120, 150, 170, 233, 250, 280, 330, 340, 355, 405 mm
Armor material/layer entries66
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction35%
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.
31,900
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.
19,100
Main Battery
ModuleArtillery: 380 mm/45 Mle 1935
Mounts / barrels2 mounts / 8 barrels
Reload time28.5 s Δ
Firing range (base)16 km
Firing range (top fire control)17.6 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15959/30·(12−2.2)/1000 + 2.2)·30 = 222.4 m
222.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 222.4 × 0.6 = 133.4 m
133.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 222.4 × 0.331 (σ=1.9) = 73.7 m
73.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 133.4 × 0.331 (σ=1.9) = 44.2 m
44.2 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 26.6 s base reload = 18
18 Δ
HE shells
HE Damage6,300 Δ
HE Velocity830 m/s
Fire Chance40% Δ
HE penetration
ƒ63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
95 mm Δ
HE full-salvo alpha
ƒ5,400 HE damage x 8 broadside guns = 43,200.
43,200
Base HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 26.6 s base reload = 97,443
97,443 Δ
Installed HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 23.94 s installed reload (Main Battery Mod. 3 = -10%) = 108,271
108,271 Δ
Base fires/min
ƒ8 HE shells x 60 / 26.6 s reload x 36% fire chance = 6.49
6.49 Δ
AP shells
AP Damage11,000 Δ
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 830^1.38 = 761.8 mm. Matches the in-game spec card.
761.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.9 km), where the shell has slowed to 542.5 m/s: 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 542.5^1.38 = 423.6 mm.
423.6 mm
AP full-salvo alpha
ƒ11,900 AP damage x 8 broadside guns = 95,200.
95,200
Base AP DPM
ƒ95,200 AP full-salvo alpha x 60 / 26.6 s base reload = 214,737
214,737 Δ
Installed AP DPM
ƒ95,200 AP full-salvo alpha x 60 / 23.94 s installed reload (Main Battery Mod. 3 = -10%) = 238,597
238,597 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.
120
AA Defense
AA mount pointsInitial: 14 → 62
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.75) + (100×3.5×0.7) + (17×3.5×0.75) = 570. 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.
570
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/56 Bofors Mk2 (upgraded hull only)14×4 40mm
20 mm/70 Mk4 (upgraded hull only)48×1 20mm
37 mm/70 ACAD Mle 1936 (stock hull only)6×2 37mm
13.2 mm/76 CAQ Mle 1929 (stock hull only)8×4 13mm
152 mm/55 Mle 1936 (DP)5×3 152mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
17
Range5 km
Medium aura
DPSInitial: 43 → 107
Range3.5 km
Total DPS in Aura
ƒFar 17 + Medium 107 = 124
124
Near aura
DPS100
Range2 km
Total DPS in Aura
ƒFar 17 + Medium 107 + Near 100 = 224
224
S
Secondary Battery
Mounts5 → 9
Firing range5.0 km
Shell Grouping (σ)1
Caliber152 mm
Reload time12 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 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: 155,000 hp
Engine power155,000 hp
Maximum speed32 kt
Turning circle radius850 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.5× drags
Concealment
Detectability by sea15.72 km Δ
Detectability by air12.6 km Δ
Smoke firing penalty13.95 km
Detect after firing main guns15.26 km
Detect Fire Sea17.26 km
Detect Fire Air15.21 km
Guaranteed Detect2 km
Consumables
Variant consumable changes
  • Enhanced Secondary Targeting replaced by Defensive AA Fire
  • Observation Seaplane and Catapult Fighter consumables removed
Source: Azur Lane Wave 6 is Rolling In (Wargaming) · 2025-04-22. Values appear here as WG published them; per-consumable timings WG did not list are omitted rather than estimated.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus

See all derived stats

Show

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

Main battery formulas

Shell Grouping (σ)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp222.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15959/30·(12−2.2)/1000 + 2.2)·30 = 222.4 m
Max Vert Disp133.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 222.4 × 0.6 = 133.4 m
Med Horiz Disp73.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 222.4 × 0.331 (σ=1.9) = 73.7 m
Med Vert Disp44.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 133.4 × 0.331 (σ=1.9) = 44.2 m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close761.8 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 × 2347 × 885^0.69 × 0.38^-1.07 × 830^1.38 = 761.8 mm. Matches the in-game spec card.
AP Pen Far423.6 mm
Same formula at the ship's max firing range (21.9 km), where the shell has slowed to 542.5 m/s: 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 542.5^1.38 = 423.6 mm.
HE penetration63 mm
63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha43,200
5,400 HE damage x 8 broadside guns = 43,200.
AP full-salvo alpha95,200
11,900 AP damage x 8 broadside guns = 95,200.
Base HE DPM97,443 Δ
43,200 HE full-salvo alpha x 60 / 26.6 s base reload = 97,443
Base AP DPM214,737 Δ
95,200 AP full-salvo alpha x 60 / 26.6 s base reload = 214,737
Installed HE DPM108,271 Δ
43,200 HE full-salvo alpha x 60 / 23.94 s installed reload (Main Battery Mod. 3 = -10%) = 108,271
Installed AP DPM238,597 Δ
95,200 AP full-salvo alpha x 60 / 23.94 s installed reload (Main Battery Mod. 3 = -10%) = 238,597
Base shells/min18 Δ
8 broadside guns x 60 / 26.6 s base reload = 18
Installed shells/min20 Δ
8 broadside guns x 60 / 23.94 s installed Artillery reload = 20
Base fires/min6.49 Δ
8 HE shells x 60 / 26.6 s reload x 36% fire chance = 6.49
Installed fires/min7.22 Δ
8 HE shells x 60 / 23.94 s installed reload x 36% fire chance = 7.22

AA defense

Close-range AA DPS570
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.75) + (100×3.5×0.7) + (17×3.5×0.75) = 570. 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 index1696
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)82,500
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: 5×3 152 mm (7.5/side) × 60/12 × 2200 = 82,500. 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.

Balance History

Balance updates affecting AL Richelieu. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×3
2025-09-04

September Update: The Valor Armada

  • Main battery reload time reduced from 30 to 28.5 s.
  • HE shell damage increased from 5,800 to 6,300.
  • HE shell fire.
  • chance increased from 38 to 40%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • AL Richelieu default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur RichelieuAzur 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.