World of Warships: Legends ship guide

Champagne

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Anchor a flank at 16-19 km with bow toward the closest threat, then use the speed advantage at 34 kn to…
  • Avoid: Using the 34-kn speed to push rather than to rotate
Key characteristics
Heavy AP pen2 sigma accuracy18 km gun rangeFragileWeak AA
Community Data

Champagne Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Champagne is a Tier VII French fast battleship at 34 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best main battery range in T7 BBs (18.2 km) and best HE fire chance in T7 BBs (49).

Positioning

Anchor a flank at 16-19 km with bow toward the closest threat, then use the speed advantage at 34 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 34-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Close-range AP brick

880.7 mm AP pen at 1.5 km, top decile of T7 BBs. Citadels broadside cruisers up close.

Long-range AP brick

531.8 mm AP pen at max range, top decile of T7 BBs. Threatens citadels even from range.

Long gun range

18.18 km main battery reach, best of T7 BBs.

High fire chance

49.0% fire chance per HE shell, best of T7 BBs.

Weak AA

225.0 AA DPS, bottom decile of T7 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Fragile HP pool

57100.0 HP, bottom decile of T7 BBs. Trade hits sparingly.

Acquisition

How to get Champagne

Champagne is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Global XP, 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

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 17 containers (14 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Super Santa '22 0.034615% Tier VII Premium ship Event containers · Super Santa '22 · 1 of 13 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, reload/range, speed, rudder, and survivability. Engine Boost and Repair Party support active repositioning.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Champagne sits among Tier VII BBs (39 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 range18.18 km (1/39) BestHE fire chance49% (1/38) Top 10%Max speed34 kt (2/39) Top 10%HE shell damage6,700 (4/38) Top 25%Rudder shift18.2 s (6/39) Top 25%Traverse-to-turn ratio5.94 × (6/39) Top 25%Sigma2 (7/39) Top 25%Secondary DPM (per side)301,500 (8/39) Top 25%Secondary fire chance12% (7/37) Top 25%AP velocity850 m/s (7/39) Top 25%HE velocity850 m/s (10/38) Top 25%Displacement42,544 t (7/39) Top 25%Power-to-weight4.18 hp/t (8/39) Top 25%Repair heal rate0.66 %/s (7/39) Bottom 25%Citadel belt240 mm (33/37) Bottom 10%Hit points57,100 HP (38/39) Bottom 10%AP DPM182,259 (37/39) Bottom 10%Acceleration10.2 s (37/39) Bottom 10%AA threat894 (38/39) WorstSecondary range4.5 km (1 of 2 tied) WorstAA DPS225 (39/39) WorstNo torpedoes (27 of 39 in cohort)
See 23 mid-pack stats

Not standouts for Champagne -- 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.

Concealment15.44 km(29/39) Air detection12.35 km(29/39) Main battery caliber406 mm(15/39) Main battery reload23.9 s(11/39) Fires per minute7.38(17/38) HE DPM100,921(28/38) AP shell damage12,100(21/39) Main dispersion200.7 m(12/39) HE alpha2,200(11/37) Secondary HE pen25 mm(18/37) AP arming threshold68 mm(27/39) Engine power178,000 hp(12/39) Turn-speed retention209.4 hp/m(12/39) AA range5 km(15/39) Repair charges3(19/39) Max armor355 mm(23/39) Stern armor32 mm(15/37) Deck armor100 mm(27/36) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

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

Repair 3MBRBEngine BoostFighter
Survivability
Hit Points57,100
Displacement42,544 t
Armor range18–355 mm
Plate armor thicknesses18, 19, 20, 30, 32, 40, 50, 100, 150, 170, 233, 240, 280, 340, 355 mm
Armor material/layer entries58
Fire resistance36.6%
Fire duration60 s
Torp Reduction28%
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.
28,600
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.
17,100
Main Battery
ModuleArtillery: 406 mm/50 Schneider
Mounts / barrels2 mounts / 6 barrels
Reload time26.6 s
Firing range18.2 km
Turret traverse7 °/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 = (18180/30·(10−1.6)/1000 + 1.6)·30 = 200.7 m
200.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 200.7 × 0.6 = 120.4 m
120.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 200.7 × 0.319 (σ=2) = 64.1 m
64.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 120.4 × 0.32 (σ=2) = 38.5 m
38.5 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ6 broadside guns x 60 / 26.6 s base reload = 13.5.
13.5
HE shells
HE Damage6,700
HE Velocity850 m/s
Fire Chance49%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,700 HE damage x 6 broadside guns = 40,200.
40,200
Base HE DPM
ƒ40,200 HE full-salvo alpha x 60 / 26.6 s base reload = 90,677.
90,677
Installed HE DPM
ƒ40,200 HE full-salvo alpha x 60 / 23.9 s installed reload (Main Battery Mod. 3 = -10%) = 100,921.
100,921
Base fires/min
ƒ6 HE shells x 60 / 26.6 s reload x 49% fire chance = 6.63.
6.63
AP shells
AP Damage12,100
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 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 × 2900 × 900^0.69 × 0.406^-1.07 × 850^1.38 = 916.9 mm. Matches the in-game spec card.
916.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22.7 km), where the shell has slowed to 572.8 m/s: 1e-7 × 2900 × 900^0.69 × 0.406^-1.07 × 572.8^1.38 = 531.8 mm.
531.8 mm
AP full-salvo alpha
ƒ12,100 AP damage x 6 broadside guns = 72,600.
72,600
Base AP DPM
ƒ72,600 AP full-salvo alpha x 60 / 26.6 s base reload = 163,759.
163,759
Installed AP DPM
ƒ72,600 AP full-salvo alpha x 60 / 23.9 s installed reload (Main Battery Mod. 3 = -10%) = 182,259.
182,259
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.
150
AA Defense
AA mount points21
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.75) + (33×3.5×0.7) + (40×3.5×0.75) = 225. 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.
225
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm/50 Mle 193312×2 37mm
25 mm/60 CAD Mle 19399×2 25mm
100 mm/45 Mle 1933 (DP)12×2 100mm
152 mm/55 Mle 1936 (DP)3×3 152mm
Far aura
DPS
ƒIncludes 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
40
Range5 km
Near aura
DPS33
Range3.1 km
Total DPS in Aura
ƒFar 40 + Near 33 = 73
73
Medium aura
DPS15
Range3 km
Total DPS in Aura
ƒFar 40 + Near 33 + Medium 15 = 88
88
S
Secondary Battery
Mounts15
Firing range4.5 km
Shell Grouping (σ)1
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
100 mm/45 Mle 1933 (×12)
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity780 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/55 Mle 1936 (×3)
Caliber152 mm
Reload time12 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 178,000 hp
Engine power178,000 hp
Maximum speed34 kt
Turning circle radius850 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.9× slow
Concealment
Detectability by sea15.44 km
Detectability by air12.35 km
Smoke firing penalty14.89 km
Detect after firing main guns15.44 km
Detect Fire Sea17.44 km
Detect Fire Air15.35 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 40 s reload · 28 s active · 0.66% heal per second · 18.5% of max HP total heal
Choose one
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost
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
Module options (1)

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

HullUpgrade
  • Turret traverse7 → 10 °/s

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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp200.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (18180/30·(10−1.6)/1000 + 1.6)·30 = 200.7 m
Max Vert Disp120.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 200.7 × 0.6 = 120.4 m
Med Horiz Disp64.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 200.7 × 0.319 (σ=2) = 64.1 m
Med Vert Disp38.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 120.4 × 0.32 (σ=2) = 38.5 m
AP Pen Close916.9 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 × 2900 × 900^0.69 × 0.406^-1.07 × 850^1.38 = 916.9 mm. Matches the in-game spec card.
AP Pen Far531.8 mm
Same formula at the ship's max firing range (22.7 km), where the shell has slowed to 572.8 m/s: 1e-7 × 2900 × 900^0.69 × 0.406^-1.07 × 572.8^1.38 = 531.8 mm.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha40,200
6,700 HE damage x 6 broadside guns = 40,200.
AP full-salvo alpha72,600
12,100 AP damage x 6 broadside guns = 72,600.
Base HE DPM90,677
40,200 HE full-salvo alpha x 60 / 26.6 s base reload = 90,677.
Base AP DPM163,759
72,600 AP full-salvo alpha x 60 / 26.6 s base reload = 163,759.
Installed HE DPM100,921
40,200 HE full-salvo alpha x 60 / 23.9 s installed reload (Main Battery Mod. 3 = -10%) = 100,921.
Installed AP DPM182,259
72,600 AP full-salvo alpha x 60 / 23.9 s installed reload (Main Battery Mod. 3 = -10%) = 182,259.
Base shells/min13.5
6 broadside guns x 60 / 26.6 s base reload = 13.5.
Installed shells/min15.1
6 broadside guns x 60 / 23.9 s installed Artillery reload = 15.1.
Base fires/min6.63
6 HE shells x 60 / 26.6 s reload x 49% fire chance = 6.63.
Installed fires/min7.38
6 HE shells x 60 / 23.9 s installed reload x 49% fire chance = 7.38.

AA defense

Close-range AA DPS225
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.75) + (33×3.5×0.7) + (40×3.5×0.75) = 225. 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 index894
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 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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)301,500
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: 12×2 100 mm (12/side) × 60/4 × 1400 = 252,000 + 3×3 152 mm (4.5/side) × 60/12 × 2200 = 49,500. 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.

Armor

Hull HP 57,100, 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
Bow32 mm primary (range 32–50 mm)2,700 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–355 mm)42,800 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–150 mm)2,600 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel240 mm primary (range 18–240 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).
Superstructure32 mm primary (range 32–340 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 HP28,600 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 (152 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 (37 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.
Rudder (module)separate HP pool, does not drain ship HP17,100 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 Champagne. Cards are condensed; use each source link for full context.

Buff ×7Main Battery ×4Consumable ×1
2023-05-11

Ministry of Balance Reports: Ship Trimming

  • Main Battery Firing Range increased from 17.78 to 18.18 km.
  • Rudder Shift Time reduced from 15.5 to 14 s.
  • Added Main Battery Reload Booster consumable.
  • 2 Charges, 180 s Cooldown, 15 s Active Time.
Read the full official post
2022-11-03

November Update: Under the Black Flag

  • HP increased from 52,600 to 57,100.
  • Maximum HE shell damage increased from 6,100 to 6,700.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Maximum range of main guns increased from 17480m to 17780m. Shell grouping increased by 5%, reload time of main guns decreased from 28.6 seconds to 26.6 seconds.
  • Repair party HP/second regeneration is increased by 33%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Champagne 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.