World of Warships: Legends ship guide

Charleston M

Beta
U.S.A. · Tier II · Cruiser · Charleston Variant
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Play near caps, islands, and mid-range lanes where your utility and AP can matter while cover protects…
  • Avoid: Do not sit broadside or stationary after being spotted; American cruisers are powerful support ships bu…
Community Data

Charleston M Community Stats

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Playstyle

Overview

Charleston M is a Tier II American premium cruiser best treated as an American cruiser for objective support, radar or utility pressure, and punishing broadside targets with reliable guns. Its value comes from choosing safe firing lanes, punishing exposed targets, and using mobility or cover before battleship focus locks on.

Positioning

Play near caps, islands, and mid-range lanes where your utility and AP can matter while cover protects you from battleship focus. Choose cover, kiting lanes, or flank angles that keep the main battery active while preserving room to disengage before focus fire stacks.

Potato Avoidance

Sit broadside or stationary after being spotted; American cruisers are…

The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Acquisition

How to get Charleston M

Charleston M is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

AL Baltimore, AL Montpelier, and Captain Janeway are useful American cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

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Commanders frequently paired with this ship AL BaltimoreAL Montpelier

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The stats below come from the base ship, Charleston. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Survivability
Hit Points29,500
Displacement10,850 t
Armor range6–102 mm
Plate armor thicknesses6, 10, 13, 38, 51, 76, 102 mm
Armor material/layer entries35
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
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.
14,800
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.
8,900
Main Battery
ModuleArtillery: 152 mm Mk6
Mounts / barrels14 mounts / 14 barrels
Reload time9 s
Firing range10.1 km
Turret traverse8 °/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 = (10093/30·(8−1.1)/1000 + 1.1)·30 = 102.6 m
102.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.6 × 0.6 = 61.6 m
61.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.6 × 0.344 (σ=1.8) = 35.3 m
35.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.6 × 0.344 (σ=1.8) = 21.2 m
21.2 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 9 s base reload = 53.3.
53.3
HE shells
HE Damage2,100
HE Velocity853 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 8 broadside guns = 16,800.
16,800
Base HE DPM
ƒ16,800 HE full-salvo alpha x 60 / 9 s base reload = 112,000.
112,000
Base fires/min
ƒ8 HE shells x 60 / 9 s reload x 7% fire chance = 3.73.
3.73
AP shells
AP Damage3,000
AP Velocity853 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 1830 × 47.7^0.69 × 0.152^-1.07 × 853^1.38 = 219.2 mm. Matches the in-game spec card.
219.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.6 km), where the shell has slowed to 294.1 m/s: 1e-7 × 1830 × 47.7^0.69 × 0.152^-1.07 × 294.1^1.38 = 50.4 mm.
50.4 mm
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
Base AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 9 s base reload = 160,000.
160,000
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.
10
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.85) = 21. 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.
21
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
7.6 mm Hotchkiss Mk18×1 8mm
Near aura
DPS7
Range1 km
S
Secondary Battery
Mounts18
Firing range2.5 km
Shell Grouping (σ)1
Caliber76.2 mm
Reload time5 s
HE Damage1,100
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 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 @ 2.5 km
ƒ2.5 km × 57 + 30 = 172.5 m.
172.5 m
Maneuverability
Engine moduleEngine: 21,000 hp
Engine power21,000 hp
Maximum speed22 kt
Turning circle radius450 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.6× slow
Concealment
Detectability by sea9.09 km
Detectability by air5.45 km
Smoke firing penalty3.97 km
Detect after firing main guns9.09 km
Detect Fire Sea11.09 km
Detect Fire Air8.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

See all derived stats

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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 Disp102.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10093/30·(8−1.1)/1000 + 1.1)·30 = 102.6 m
Max Vert Disp61.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.6 × 0.6 = 61.6 m
Med Horiz Disp35.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.6 × 0.344 (σ=1.8) = 35.3 m
Med Vert Disp21.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.6 × 0.344 (σ=1.8) = 21.2 m
AP Pen Close219.2 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 × 1830 × 47.7^0.69 × 0.152^-1.07 × 853^1.38 = 219.2 mm. Matches the in-game spec card.
AP Pen Far50.4 mm
Same formula at the ship's max firing range (12.6 km), where the shell has slowed to 294.1 m/s: 1e-7 × 1830 × 47.7^0.69 × 0.152^-1.07 × 294.1^1.38 = 50.4 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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
Barrels that can bear on one beam (8 of 14); casemate/wing mounts only fire one side.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha16,800
2,100 HE damage x 8 broadside guns = 16,800.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
Base HE DPM112,000
16,800 HE full-salvo alpha x 60 / 9 s base reload = 112,000.
Base AP DPM160,000
24,000 AP full-salvo alpha x 60 / 9 s base reload = 160,000.
Base shells/min53.3
8 broadside guns x 60 / 9 s base reload = 53.3.
Base fires/min3.73
8 HE shells x 60 / 9 s reload x 7% fire chance = 3.73.

AA defense

Close-range AA DPS21
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.85) = 21. 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 range1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index21
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 range1 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 @ 2.5 km172.5 m
2.5 km × 57 + 30 = 172.5 m.

Secondary battery firepower

Secondary DPM (per side)118,800
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: 18×1 76.2 mm (9/side) × 60/5 × 1100 = 118,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1100
Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 76.2 mm family.
Max HE pen13 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: 13 mm from the 76.2 mm family.
Exteriors

Skins & permanent camouflages

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

  • Charleston M 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.