World of Warships: Legends ship guide

Bretagne

Also called: 布列塔尼 Beta
All-rounder battleshipNo single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Playstyle
  • Sit 12-15 km from the brawl line and exploit the range advantage
  • Avoid: Treating her like a fast battleship because of the line name
Key characteristics
15.3 km gun rangeLong-reach AAHeavy secondary DPMFlat arc HE shellsFragileEasily spotted
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Community Data

Bretagne Community Stats

Across 5,200+ Standard battles from 310+ players, Bretagne averages a 55% win rate, 43,400 damage and 0.9 kills per battle, and survives 36% of them.

Community Data

Bretagne Community Stats

Log in to GamingDiver and upload your data to see Community Data for Bretagne: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Bretagne is a Tier IV French all-rounder battleship with 340mm guns at 15.3 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: main battery range in T4 BBs (15.3 km, 2nd of 24) and best AA reach in T4 BBs (5 km, 3rd of 23). The trade is worst surface detection in T4 BBs (14.5 km, 24th of 24).

Positioning

Sit 12-15 km from the brawl line and exploit the range advantage. You do not need to push into peer fire to land damage; rotate one or two map cells back if a flank starts to collapse. Once the rudder is over she turns tightly for her cohort (580 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Treating her like a fast battleship because of the line name

Despite the Fast Battleships line she is slow for her tier (21 kn), so she cannot reposition or slip focus fire the way her faster line-mates can. Pick your lane early, angle hard, and trade from a spot you can hold rather than expecting to escape on speed.

Signature Traits

ELITE MAIN BATTERY ↗
  • Long gun range · 15.3 km
  • Flat arc HE shells · 921 m/s
Long-reach AA ↗

5 km AA reach, best of T4 BBs.

ELITE SECONDARIES ↗
  • Heavy secondary DPM · 216000 secondary
  • Secondary fire pressure · 8.88 secondary
Saturates bow fast ↗

1200 HP bow pool, top quartile of T4 BBs. A small pool saturates quickly, after which bow-on penetrations do about a tenth -- angle and they stop mattering.

Easily spotted ↗

14.5 km surface detect, worst of T4 BBs. Visible before you can react; position early.

Fragile HP pool ↗

41700 HP, bottom quartile of T4 BBs. Trade hits sparingly.

Acquisition

How to get Bretagne

Bretagne is available in the Fast Battleships branch of the France Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show France tech-tree branch diagram

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL DunkerqueAL Richelieu

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Bretagne sits among Tier IV BBs (23 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.

BestHE velocity921 m/s (1/24) BestAA range5 km (1 of 5 tied) Top 10%Turning circle580 m (2/24) Top 10%Main battery range15.34 km (2/24) Top 10%Secondary DPM (per side)216,000 (3/24) Top 10%AA threat703 (2/23) Top 25%Displacement26,600 t (5/24) Top 25%AA DPS197 (5/23) Bottom 25%Hit points41,700 HP (22/24) Bottom 25%Max speed21 kt (21/24) Bottom 25%AP velocity780 m/s (20/24) Bottom 25%Acceleration (0-12 kt)18.3 s (20/24) Bottom 25%Engine power29,000 hp (19/24) WorstConcealment14.51 km (24/24) WorstMain dispersion216.3 m (24/24) WorstNo torpedoes (21 of 24 in cohort)
See 32 mid-pack stats

Not standouts for Bretagne -- 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.

Smoke fire bloom11.25 km(14/24) Air detection10.79 km(17/24) Rudder shift12.5 s(9/24) Main battery caliber340 mm(13/24) Main battery reload30 s(13/24) Sigma1.8(11/24) HE shell damage4,700(16/24) HE fire chance26%(15/24) Fires per minute5.2(17/24) HE DPM94,000(8/24) AP shell damage9,500(13/24) AP DPM190,000(8/24) Secondary HE alpha2,000(9/23) Secondary fire chance8%(17/23) Secondary HE pen23 mm(13/23) Time to 90% speed34.3 s(15/24) AP arming threshold57 mm(13/24) Power / turn radius50 hp/m(18/24) Power-to-weight1.09 hp/t(17/24) AP pen at 10 km355 mm(8/24) Effective HE DPM (incl. fire)131,626(9/24) Flak damage per salvo (expected)225(9/18) Repair charges3(11/24) Max armor300 mm(11/24) Citadel belt250 mm(11/24) Stern armor19 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.033 s(13 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value) NormBow armor19 mm(21 of 24 tied at this value)
Survivability
Hit PointsInitial: 38,300 → 41,700
Displacement26,600 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
166 x 27 m (published figure)
Armor range10–300 mm
Plate armor thicknesses10, 13, 19, 20, 26, 30, 40, 48, 50, 70, 90, 100, 120, 142, 145, 150, 160, 175, 180, 200, 238, 250, 270, 300 mm
Armor material/layer entries92
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 13.3% → 16.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 41,700 HP = 7,506 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 41,700 HP = 8,340 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.3 hull torpedo-damage coefficient / 0.333 unprotected baseline = 10%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
10%
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.
20,900
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.
12,500
Effective HP
ƒBase 41,700 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 41,700 HP = 5,838 HP per charge, × 3 charges = 17,514 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
46,333–59,214
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,200 = 2,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,200
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,300 = 14,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,300
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,100 = 2,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 31,300 = 62,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
31,300
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,400 = 2,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 340 mm/45 Mle 1912
Mounts / barrels5 mounts / 10 barrels
Reload time30 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse3 °/s
Turret armor400 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. 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.
3x ±142°, ±139°, ±140°
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (15.3 km) than a standard battleship: about 216 m wide × 130 m tall, against 213 m × 128 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Cavour, Centurion, Cristoforo Colombo and 43 more.
European battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15336.230·12−2.21000+2.2)·30=216.3m
216.3 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =216.3·0.6=129.8m
129.8 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =216.3·0.61.8=72.1m
72.1 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =129.8·0.61.8=43.3m
43.3 m at 15.3 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE alpha4,700
HE Velocity921 m/s
Fire Chance26%
HE fire DPM vs T4 BB37626
Effective HE DPM vs T4 BB131626
HE penetration
ƒ57 mm ≈ 340 mm caliber / 6 (standard HE penetration ratio).
57 mm
HE full-salvo alpha
ƒ4,700 HE damage x 10 broadside guns = 47,000.
47,000
HE DPM
ƒ47,000 HE full-salvo alpha x 60 / 30 s base reload = 94,000.
94,000
Fires/min
ƒ20 shells/min × 0.26 (26% fire chance) = 5.2.
5.2
AP shells
AP alpha9,500
AP Velocity780 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold57 mm
AP pen max range282 mm
AP overmatch
ƒfloor(340 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2350·5850.69·0.34−1.07·7801.38=592.7mm.
592.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 455.1 m/s: P=10−7·2350·5850.69·0.34−1.07·455.11.38=281.8mm.
281.8 mm at 15.3 km
AP full-salvo alpha
ƒ9,500 AP damage x 10 broadside guns = 95,000.
95,000
AP DPM
ƒ95,000 AP full-salvo alpha x 60 / 30 s base reload = 190,000.
190,000
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.
50
AA Defense
AA mount pointsInitial: 18 → 16
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
5 km
40 mm/56 Bofors Mk3 (upgraded hull only)8×1 40mm
25 mm/60 CAD Mle 1939 (upgraded hull only)8×2 25mm
75 mm/50 Mle 1922 (stock hull only)8×1 75mm
37 mm/50 CA Mle 1925 (stock hull only)8×1 37mm
13.2 mm/76 CAQ Mle 1929 (stock hull only)2×4 13mm
Far aura
Gunssecondaries (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 29 from dual-purpose secondaries firing as AA in this range band.
29
Range5 km
Medium aura
Guns40 mm/56 Bofors Mk3
Continuous DPS
ƒEffective DPS: 35 raw aura damage × 3.5 × 0.75 hit probability = 92 - the same in-game units as the Close-range AA DPS headline.
92
Range3.5 km
Total DPS in Aura
ƒFar 29 + Medium 92 = 121
121
Near aura
Guns25 mm/60 CAD Mle 1939
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 0.7 hit probability = 76 - the same in-game units as the Close-range AA DPS headline.
76
Range3.1 km
Total DPS in Aura
ƒFar 29 + Medium 92 + Near 76 = 197
197
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 150 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts22 → 26
Firing range4.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side). Stock hull: 5.3 = 5.3. Upgraded hull: 3.6 + 5.3 = 8.9. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
5.3 → 8.9
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: Initial: 22×1 139 mm (11/side) × 60/10 s × 2000 = 132,000 → 4×2 100 mm (4/side) × 60/4 s × 1400 = 84,000 + 22×1 139 mm (11/side) × 60/10 s × 2000 = 132,000 = 216,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 132,000 → 216,000
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 8.9 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 64,254. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
64,254
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 216,000 + secondary fire DPM 64,254 = 280,254: shell damage plus fire damage against one T4 battleship, every shell hitting.
280,254
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
139 mm/55 Mle 1910 (22×1)
Caliber139 mm
Reload time10 s
HE alpha2,000
Muzzle Velocity840 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ22×1 barrels / 2 sides × 60 / 10 s × 0.08 (8% fire chance) = 5.3. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
5.3
HE Pen23 mm
Show 1 more gun family
100 mm/45 Mle 1931 (4×2) (upgraded hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time4 s
HE alpha1,400
Muzzle Velocity780 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 4 s × 0.06 (6% fire chance) = 3.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.6
HE Pen17 mm
Maneuverability
Engine power29,000 hp
Maximum speed21.0 kt
Turning circle radius580 m
Rudder shift timeInitial: 17.5 s → 12.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 21 / 4 + 4.9 = 10.2 kt. Base value; speed modifiers scale it.
10.2 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
48.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.9 kt of 21.0 kt).
34.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.8 kt of 21.0 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.
55.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3 − 4.1 = -1.1°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 1.1°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.51 km x 0.955 = 13.86 km. Camouflage does not change detectability by air.
14.51 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.51 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.86 km.
13.86 km
Detectability by air10.79 km
Smoke firing penalty11.25 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.51 km) = 15.34 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.34 km
Detect when firing (air)
ƒAir detectability 10.79 km + gun-firing bloom 6.8 km = 17.59 km. The bloom tracks main-battery caliber 340 mm × 0.020 = 6.8 km.
17.59 km
Detect when on fire (sea)
ƒSea detectability 14.51 km + 2.0 km while burning = 16.51 km.
16.51 km
Detect when on fire (air)
ƒAir detectability 10.79 km + 3.0 km while burning = 13.79 km.
13.79 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,838 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 41,700 HP = 5,838 HP: up to 14% of max HP restored per charge.
· 17,514 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 41,700 HP = 17,514 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 208 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 41,700 HP = 208 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (3)

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

HullTrade-off
  • Hit points38,300 → 41,700
  • Rudder shift17.5 → 12.5 s
  • AA mounts18 → 16
  • Close-range AA DPS32 → 66
  • Maximum AA range3 → 3.5 km
  • Secondary mounts22 → 26
  • Secondary battery reload10 → 4 s
  • Total secondary DPM132,000 → 216,000
Fire controlUpgrade
  • Main battery range13,942 → 15336.2 m
EngineUpgrade
  • Time to 12 kt19.6 → 18.3 s

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BB1% wider H · 1% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (15.3 km) with the same model as Max Horiz/Vert Disp: horizontal 216 / 213 m − 1 = +1%, vertical 130 / 128 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km164 m
(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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.
Shell scatter width @ 15 km213 m
(500 × (12 − 2.2) / 1000 + 2.2) × 30 = 213 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km45.5 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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=0.5·15336.2=7668 m, and radiusOnMax=0.6 at 15336.2 m. Below the kink: k=0.2+(0.5−0.2)·50007668=0.3956, so σV=σH·k=115·0.3956=45.5m.
Shell scatter height @ 10 km87 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=0.5·15336.2=7668 m, and radiusOnMax=0.6 at 15336.2 m. Above the kink: k=0.5+(0.6−0.5)·10000−766815336.2−7668=0.5304, so σV=σH·k=164·0.5304=87m.
Shell scatter height @ 15 km126.9 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15336.2=7668 m, and radiusOnMax=0.6 at 15336.2 m. Above the kink: k=0.5+(0.6−0.5)·15000−766815336.2−7668=0.5956, so σV=σH·k=213·0.5956=126.9m.
AP pen 5 km456 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2350·5850.69·0.34−1.07·6451.38=456mm, where 645 m/s is the shell's speed when it arrives at 5 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km355 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2350·5850.69·0.34−1.07·538.11.38=355mm, where 538.1 m/s is the shell's speed when it arrives at 10 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km285 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2350·5850.69·0.34−1.07·459.31.38=285mm, where 459.3 m/s is the shell's speed when it arrives at 15 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.65 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·0.4009·0.3428·585=3.11×10−5. That runs from a 780 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.13 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·0.4009·0.3428·431.8=4.21×10−5. That runs from a 921 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,350
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass585 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4009
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity780 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity921 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.2
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range29
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk3 8x1 -> 92 DPS @ 3.5 km; 25mm Hotchkiss Mle 1940 8x2 -> 76 DPS @ 3.1 km; 100mm 45 Mle 1930 4x2 -> 29 DPS @ 5 km.
AA DPS layered by range29 DPS @ 5 km, 121 DPS @ 3.5 km, 197 DPS @ 3.1 km
@ 5 km: 29 from one family; @ 3.5 km: 92 + 29 = 121; @ 3.1 km: 92 + 76 + 29 = 197. 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-blank197
92 + 76 + 29 = 197 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index703
92 × 3.5 + 76 × 3.1 + 29 × 5 = 703. 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 range3.1 km

Secondary battery firepower

Max HE alpha2000
max(1400 (100 mm), 2000 (139 mm)) = 2000. Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 139 mm family.
Max HE fire chance8%
max(6% (100 mm), 8% (139 mm)) = 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 139 mm family.
Max HE pen23 mm
max(17 mm (100 mm), 23 mm (139 mm)) = 23 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.
Open in Charting Tool

Ship Charts

Background

A series of French battleships built in response to the appearance of British "superdreadnoughts." These ships were developed directly from the ships of the preceding class but carried 340 mm guns arranged under a more rational scheme.

Armor Beta

Hull HP 38,300 → 41,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–200 mm)1,200 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 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)270 mm primary (range 10–270 mm)31,300 (75% of HP)
No common AP caliber overmatches270 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–200 mm)1,600 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 13–250 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.
Superstructure13 mm primary (range 13–300 mm)1,400 (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 HP20,900 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 (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)-0.050 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. 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 deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP12,500 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Bretagne can equip.

  • Bretagne 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.