World of Warships: Legends ship guide

Charles Martel

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (10 km)2 sigma accuracyStrong secondaries (5 km)SonarSlow heal cycle
Community Data

Charles Martel Community Stats

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Playstyle

Overview

Charles Martel is a Tier VII French heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.9 km on ships, 3.5 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 38,000-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

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Acquisition

How to get Charles Martel

Charles Martel is available in the Rapid Cruisers branch of the France Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

Show France tech-tree branch diagram
France Tech Tree

Charles Martel sits in the Rapid Cruisers branch. The highlighted path shows the local branch context inside the full France tree.

Builds Beta

Build for reload, range, speed, rudder, concealment, and shell performance. Main Battery Reload Booster timing should support high-value salvo windows.

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Cohort position

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Where Charles Martel sits among Tier VII CAs (46 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.

BestAP fuse timer0.03 s (1 of 20 tied) Top 25%HE shell damage2,950 (11/41) Top 25%AP shell damage5,050 (10/46) Top 25%Main dispersion132.2 m (11/46) Top 25%Acceleration9.2 s (7/46) Bottom 25%Secondary DPM (per side)105,000 (31/40) Bottom 25%Secondary HE pen17 mm (33/40) Bottom 25%Torpedo speed60 kt (27/33) Bottom 25%Citadel belt100 mm (36/45) Bottom 10%Traverse-to-turn ratio4.32 × (43/46) Bottom 10%Max armor100 mm (43/46) WorstRepair heal rate0.5 %/s (1 of 14 tied)
See 35 mid-pack stats

Not standouts for Charles Martel -- 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.

Hit points38,000 HP(29/46) Max speed32.5 kt(33/46) Concealment13.45 km(33/46) Air detection8.07 km(33/46) Rudder shift11.6 s(19/46) Main battery caliber203 mm(16/46) Main battery range15.81 km(13/46) Main battery reload9.9 s(25/46) Sigma2(25/46) HE fire chance15%(13/41) Fires per minute8.18(18/41) HE DPM160,909(21/41) AP DPM275,455(19/46) HE alpha1,400(29/40) Secondary fire chance6%(15/40) AP velocity820 m/s(35/46) HE velocity850 m/s(23/41) AP arming threshold34 mm(31/46) Engine power100,000 hp(33/45) Turn-speed retention144.9 hp/m(32/45) Displacement14,700 t(17/46) Power-to-weight6.8 hp/t(31/45) AA DPS349(32/46) AA range5 km(23/46) AA threat1,119(35/46) Torpedo range9.99 km(11/33) Torpedo damage15,833(13/33) Torpedo reload90 s(13/33) Bow armor25 mm(31/45) Stern armor26 mm(27/45) NormSecondary dispersion bracket57(37 of 40 tied at this value) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormSecondary range5 km(36 of 40 tied at this value) NormRepair charges2(40 of 45 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: 30,800 → 38,000
Displacement14,700 t
Armor range6–100 mm
Plate armor thicknesses6, 16, 20, 25, 26, 30, 40, 80, 100 mm
Armor material/layer entries45
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction16%
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.
19,000
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
11,400
Main Battery
ModuleArtillery: 203 mm/55 Mle 1934
Mounts / barrels3 mounts / 9 barrels
Reload time11 s
Firing range (base)14.4 km
Firing range (top fire control)15.8 km
Turret traverse6 °/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 = (14370/30·(8−1.1)/1000 + 1.1)·30 = 132.2 m
132.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 132.2 × 0.6 = 79.3 m
79.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 132.2 × 0.319 (σ=2) = 42.2 m
42.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.3 × 0.319 (σ=2) = 25.3 m
25.3 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 11 s base reload = 49.1.
49.1
HE shells
HE Damage2,950
HE Velocity850 m/s → 876 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,950 HE damage x 9 broadside guns = 26,550.
26,550
Base HE DPM
ƒ26,550 HE full-salvo alpha x 60 / 11 s base reload = 144,818.
144,818
Installed HE DPM
ƒ26,550 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 160,909.
160,909
Base fires/min
ƒ9 HE shells x 60 / 11 s reload x 15% fire chance = 7.36.
7.36
AP shells
AP Damage5,050
AP Velocity820 m/s → 845 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 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 × 2434 × 134^0.69 × 0.203^-1.07 × 845^1.38 = 430.6 mm. Matches the in-game spec card.
430.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 371.3 m/s: 1e-7 × 2434 × 134^0.69 × 0.203^-1.07 × 371.3^1.38 = 138.4 mm.
138.4 mm
AP full-salvo alpha
ƒ5,050 AP damage x 9 broadside guns = 45,450.
45,450
Base AP DPM
ƒ45,450 AP full-salvo alpha x 60 / 11 s base reload = 247,909.
247,909
Installed AP DPM
ƒ45,450 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 275,455.
275,455
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.
30
Torpedoes
ModuleTorpedoes: 550 mm 23DT Mle 2
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 s
Projectile speed60 kt
Range9.99 km
Maximum simulated damage14,733 (est.)
Alpha damage44,200
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming185 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
44,199
AA Defense
AA mount pointsInitial: 16 → 24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.9) + (38×3.5×0.85) + (14×3.5×0.9) = 349. 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.
349
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/56 Bofors Mk2Initial: 40 mm/56 Bofors Mk3 (4×1) → 40 mm/56 Bofors Mk2 (4×4)
37 mm/70 ACAD Mle 19364×2 37mm
20 mm/70 Mk4Initial: 8×1 → 16×1 20mm
100 mm/45 Mle 1931 (DP)5×2 100mm
Far aura
DPS
ƒIncludes 14 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
14
Range5 km
Medium aura
DPSInitial: 46 → 61
Range3.5 km
Total DPS in Aura
ƒFar 14 + Medium 61 = 75
75
Near aura
DPSInitial: 20 → 38
Range2 km
Total DPS in Aura
ƒFar 14 + Medium 61 + Near 38 = 113
113
S
Secondary Battery
Mounts5
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity780 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed32.5 kt
Turning circle radius690 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.3× drags
Concealment
Detectability by sea13.45 km
Detectability by air8.07 km
Smoke firing penalty7.84 km
Detect after firing main guns13.45 km
Detect Fire Sea15.45 km
Detect Fire Air11.07 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 180 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 · 80 s reload · 28 s active · 0.5% heal per second · 14% 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 points30,800 → 38,000
  • Rudder shift16.2 → 11.6 s
  • AA mounts16 → 24
  • Close-range AA DPS66 → 99
  • Turret traverse6 → 10 °/s
Fire controlUpgrade
  • Main battery range14,370 → 15,807 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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp132.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14370/30·(8−1.1)/1000 + 1.1)·30 = 132.2 m
Max Vert Disp79.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 132.2 × 0.6 = 79.3 m
Med Horiz Disp42.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 132.2 × 0.319 (σ=2) = 42.2 m
Med Vert Disp25.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.3 × 0.319 (σ=2) = 25.3 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close430.6 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 × 2434 × 134^0.69 × 0.203^-1.07 × 845^1.38 = 430.6 mm. Matches the in-game spec card.
AP Pen Far138.4 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 371.3 m/s: 1e-7 × 2434 × 134^0.69 × 0.203^-1.07 × 371.3^1.38 = 138.4 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha26,550
2,950 HE damage x 9 broadside guns = 26,550.
AP full-salvo alpha45,450
5,050 AP damage x 9 broadside guns = 45,450.
Base HE DPM144,818
26,550 HE full-salvo alpha x 60 / 11 s base reload = 144,818.
Base AP DPM247,909
45,450 AP full-salvo alpha x 60 / 11 s base reload = 247,909.
Installed HE DPM160,909
26,550 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 160,909.
Installed AP DPM275,455
45,450 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 275,455.
Base shells/min49.1
9 broadside guns x 60 / 11 s base reload = 49.1.
Installed shells/min54.5
9 broadside guns x 60 / 9.9 s installed Artillery reload = 54.5.
Base fires/min7.36
9 HE shells x 60 / 11 s reload x 15% fire chance = 7.36.
Installed fires/min8.18
9 HE shells x 60 / 9.9 s installed reload x 15% fire chance = 8.18.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage88,398
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage44,199
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS349
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.9) + (38×3.5×0.85) + (14×3.5×0.9) = 349. 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 index1119
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)105,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 5×2 100 mm (5/side) × 60/4 × 1400 = 105,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor

Hull HP 30,80038,000 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)2,200 (6% of HP)
Overmatched by 380mm+ (Gneisenau, 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 6–100 mm)28,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 20–40 mm)2,100 (6% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 25–100 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP19,000 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 (100 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.
Rudder (module)separate HP pool, does not drain ship HP11,400 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 Charles Martel. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×5
2024-09-05

Ministry of Balance: Season of Change

  • Main battery AP shell damage increased from 4,800 to 5,050.
  • Main battery HE shell damage increased from 2,800 to 2,950.
Read the full official post
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Like Saint Louis, we're improving the damage output of Charles Martel to improve her standing at Tier VII.
  • Stock main battery reload time reduced from 12 to 11 s.
  • Upgraded main battery reload time reduced from 10 to 9.5 s.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • Charles Martel receives 2 charges of Main Battery Reload Booster consumable in the 1st slot.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.