World of Warships: Legends ship guide

Brest

Beta
Heavy cruiserBig-gun cruiser: bully other cruisers with AP, angle versus battleships.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Open-water broadside trading
Key characteristics
330 mm overmatchHeavy AP pen16 km gun rangeSonarSlow
Community Data

Brest Community Stats

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Playstyle

Overview

Brest is a Tier VIII French super-cruiser: a battleship-sized hull with a 330mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle.

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Open-water broadside trading

Her 330mm shells citadel cruisers on the wrong frame, and her 55,300-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Big-caliber overmatch

23.1 mm overmatch threshold, best of T8 CAs. Punishes bow-tanking ships peers can't crack.

Close-range AP brick

675.7 mm AP pen at 1.5 km, top decile of T8 CAs. Citadels broadside cruisers up close.

Long-range AP brick

368.6 mm AP pen at max range, top decile of T8 CAs. Threatens citadels even from range.

Heavy HE shells

4800.0 damage per HE shell, best of T8 CAs. Punishes superstructure and modules harder than peers.

Slow reload

23.4 s reload, worst of T8 CAs. Salvos punish more, but cycle is slower than peers.

Stiff AP fuse

55.0 mm AP arming threshold, worst of T8 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Brest

Brest is available in the Cruiser Hunters branch of the France Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. 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.

Show France tech-tree branch diagram
France Tech Tree

Brest sits in the Cruiser Hunters branch. The highlighted path shows the local branch context inside the full France tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, reload, range, speed, concealment, and survivability.

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Cohort position

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Where Brest sits among Tier VIII CAs (27 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.

BestMain battery caliber330 mm (1/27) BestHE fire chance35% (1 of 2 tied) BestAcceleration9.5 s (1/27) Top 10%Main battery range16.08 km (3/27) Top 10%Secondary dispersion bracket33 (2/21) Top 10%HE alpha2,000 (3/20) Top 10%Secondary fire chance10% (2/20) Top 10%Max armor310 mm (2/27) Top 25%Hit points55,300 HP (6/27) Top 25%Stealth profile11.74 km / 7.05 km (5/27 / 4/27) Top 25%Secondary HE pen23 mm (6/20) Bottom 25%Rudder shift17.2 s (23/27) Bottom 25%HE DPM98,462 (23/25) Bottom 25%AP DPM198,974 (25/27) Bottom 25%Main dispersion170.8 m (22/27) Bottom 25%Engine power100,000 hp (23/27) Bottom 25%Turn-speed retention138.9 hp/m (22/27) Bottom 25%Displacement30,390 t (22/27) WorstMax speed31.5 kt (27/27) WorstTraverse-to-turn ratio3.88 × (27/27) WorstMain battery reload23.4 s (1 of 2 tied) WorstSigma1.8 (27/27) WorstAP arming threshold55 mm (27/27) WorstPower-to-weight3.29 hp/t (27/27) WorstNo torpedoes (11 of 27 in cohort) WorstCitadel belt40 mm (27/27)
See 16 mid-pack stats

Not standouts for Brest -- 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.

Fires per minute7.18(17/25) Secondary DPM (per side)137,143(13/21) AP velocity870 m/s(11/27) HE velocity885 m/s(10/25) AA DPS499(13/27) AA range5.2 km(11/27) AA threat1,676(18/27) Repair heal rate0.6 %/s(11/27) Bow armor25 mm(17/27) Stern armor25 mm(20/27) Deck armor120 mm(9/26) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(21 of 27 tied at this value) NormAP auto-bounce angle60°(20 of 27 tied at this value) NormSecondary range5 km(17 of 21 tied at this value) NormRepair charges2(25 of 27 tied at this value)

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

Sonar 4.93 kmRepair 2MBRBDef-AAEngine BoostFighter
Survivability
Hit PointsInitial: 50,100 → 55,300
Displacement30,390 t
Armor range16–310 mm
Plate armor thicknesses16, 25, 27, 30, 40, 50, 95, 120, 130, 150, 180, 190, 310 mm
Armor material/layer entries54
Fire resistance40%
Fire duration45 s
Torp Reduction19%
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.
27,700
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.
16,600
Main Battery
ModuleArtillery: 330 mm/52 St. Chamond Mle 1932
Mounts / barrels2 mounts / 8 barrels
Reload time26 s
Firing range (base)14.6 km
Firing range (top fire control)16.1 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14620/30·(10−1.6)/1000 + 1.6)·30 = 170.8 m
170.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 170.8 × 0.6 = 102.5 m
102.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 170.8 × 0.344 (σ=1.8) = 58.7 m
58.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 102.5 × 0.343 (σ=1.8) = 35.2 m
35.2 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 26 s base reload = 18.5.
18.5
HE shells
HE Damage4,800
HE Velocity885 m/s
Fire Chance35%
HE penetration
ƒ55 mm ≈ 330 mm caliber / 6 (standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒ4,800 HE damage x 8 broadside guns = 38,400.
38,400
Base HE DPM
ƒ38,400 HE full-salvo alpha x 60 / 26 s base reload = 88,615.
88,615
Installed HE DPM
ƒ38,400 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 98,462.
98,462
Base fires/min
ƒ8 HE shells x 60 / 26 s reload x 35% fire chance = 6.46.
6.46
AP shells
AP Damage9,700
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold55 mm
AP overmatch
ƒfloor(330 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 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 × 2428 × 560^0.69 × 0.33^-1.07 × 870^1.38 = 713.2 mm. Matches the in-game spec card.
713.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.1 km), where the shell has slowed to 539.3 m/s: 1e-7 × 2428 × 560^0.69 × 0.33^-1.07 × 539.3^1.38 = 368.7 mm.
368.7 mm
AP full-salvo alpha
ƒ9,700 AP damage x 8 broadside guns = 77,600.
77,600
Base AP DPM
ƒ77,600 AP full-salvo alpha x 60 / 26 s base reload = 179,077.
179,077
Installed AP DPM
ƒ77,600 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 198,974.
198,974
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 points26
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (54×3.5×0.9) + (66×3.5×0.85) + (42×3.5×0.9) = 499. 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.
499
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
20 mm/70 Oerlikon Mk24Initial: 20 mm/70 Mk4 (18×1) → 20 mm/70 Oerlikon Mk24 (18×2)
40 mm/56 Bofors Mk1Initial: 8×2 → 4×2 40mm
40 mm/56 Bofors Mk2 (upgraded hull only)4×4 40mm
139 mm/50 Mle 1938 (DP)8×2 139mm
Far aura
DPS
ƒIncludes 42 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
42
Range5.2 km
Medium aura
DPSInitial: 46 → 54
Range3.5 km
Total DPS in Aura
ƒFar 42 + Medium 54 = 96
96
Near aura
DPSInitial: 40 → 66
Range2 km
Total DPS in Aura
ƒFar 42 + Medium 54 + Near 66 = 162
162
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber139 mm
Reload time7 s
HE Damage2,000
Muzzle Velocity840 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 5 km
ƒ5 km × 33 + 30 = 195 m.
195 m
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed31.5 kt
Turning circle radius720 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.9× drags
Concealment
Detectability by sea11.74 km
Detectability by air7.05 km
Smoke firing penalty9.67 km
Detect after firing main guns11.74 km
Detect Fire Sea13.74 km
Detect Fire Air10.05 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
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
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Module options (2)

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

HullUpgrade
  • Hit points50,100 → 55,300
  • Rudder shift24 → 17.2 s
  • Close-range AA DPS86 → 120
  • Turret traverse5 → 6 °/s
Fire controlUpgrade
  • Main battery range14,620 → 16,082 m

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp170.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14620/30·(10−1.6)/1000 + 1.6)·30 = 170.8 m
Max Vert Disp102.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 170.8 × 0.6 = 102.5 m
Med Horiz Disp58.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 170.8 × 0.344 (σ=1.8) = 58.7 m
Med Vert Disp35.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 102.5 × 0.343 (σ=1.8) = 35.2 m
Dispersion familyBC Disp.
Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.
AP Pen Close713.2 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 × 2428 × 560^0.69 × 0.33^-1.07 × 870^1.38 = 713.2 mm. Matches the in-game spec card.
AP Pen Far368.7 mm
Same formula at the ship's max firing range (20.1 km), where the shell has slowed to 539.3 m/s: 1e-7 × 2428 × 560^0.69 × 0.33^-1.07 × 539.3^1.38 = 368.7 mm.
HE penetration55 mm
55 mm ≈ 330 mm caliber / 6 (standard HE penetration ratio).
AP overmatch23 mm
floor(330 mm caliber / 14.3) = 23 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 alpha38,400
4,800 HE damage x 8 broadside guns = 38,400.
AP full-salvo alpha77,600
9,700 AP damage x 8 broadside guns = 77,600.
Base HE DPM88,615
38,400 HE full-salvo alpha x 60 / 26 s base reload = 88,615.
Base AP DPM179,077
77,600 AP full-salvo alpha x 60 / 26 s base reload = 179,077.
Installed HE DPM98,462
38,400 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 98,462.
Installed AP DPM198,974
77,600 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 198,974.
Base shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Installed shells/min20.5
8 broadside guns x 60 / 23.4 s installed Artillery reload = 20.5.
Base fires/min6.46
8 HE shells x 60 / 26 s reload x 35% fire chance = 6.46.
Installed fires/min7.18
8 HE shells x 60 / 23.4 s installed reload x 35% fire chance = 7.18.

AA defense

Close-range AA DPS499
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (54×3.5×0.9) + (66×3.5×0.85) + (42×3.5×0.9) = 499. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1676
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 typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)137,143
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: 8×2 139 mm (8/side) × 60/7 × 2000 = 137,143. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 139 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 139 mm family.
Max HE pen23 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: 23 mm from the 139 mm family.

Armor

Hull HP 50,10055,300 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,900 (3% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–310 mm)41,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–150 mm)1,700 (3% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel40 mm primary (range 27–40 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–120 mm)2,200 (4% 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 HP27,700 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (139 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 (40 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP16,600 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

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

Buff ×1Main Battery ×2
2024-03-21

Ministry of Balance: Spring Changes

  • At Tier VIII, the playstyle of the French large cruisers becomes even more difficult to achieve, so Brest gains a bigger change to her reload time than Cherbourg.
  • Main Battery reload time reduced from 28 to 26 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Brest default exterior
    DefaultThe ship’s standard exterior

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.