World of Warships: Legends ship guide

Charleston M

Also called: 查尔斯顿 M Beta
U.S.A. · Tier II · CL Cruiser · Premium · Charleston Variant
All-rounder cruiserCompetent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Playstyle
  • Hold islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
High HE / fire outputHigh HP poolHeavy citadel beltHeavy beltShort gun range
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Community Data

Charleston M Community Stats

Across 310+ Standard battles from 94 players, Charleston M averages a 59% win rate, 26,500 damage and 1.1 kills per battle, and survives 34% of them.

Community Data

Charleston M Community Stats

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

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Playstyle

Overview

Charleston M is a Tier II American all-rounder light cruiser with 152mm guns at 10.1 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: high HP pool in T2 CAs (29,500 HP, 4th of 26) and fires per minute in T2 CAs (4.8, 3rd of 25). The trade is short gun range in T2 CAs (10.1 km, 25th of 26).

Positioning

Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. With 8.5 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 9.1 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 29,500 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

High HP pool ↗

29500 HP, top decile of T2 CAs.

ELITE MAIN BATTERY ↗
  • High fire pressure · 4.8 fires/min
  • Fire-starter cruiser
ELITE ARMOR ↗
  • Heavy citadel belt · 102 mm
  • Heavy belt
MAIN BATTERY DOWNSIDES ↗
  • Short gun range · 10.1 km
  • Loose grouping
Acquisition

How to get Charleston M

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

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

Official WG availability sources
  • November Update: All In Black Free reward Start: 2023-11-02
    • For upgrading from the "slim" to the "full" version of client, the exclusive reward is: American Tier II Premium cruiser Charleston M

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 BaltimoreAL MontpelierCaptain Janeway

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 Charleston M sits among Tier II CAs (25 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.

Top 10%Fires per minute4.8 (3/25) Top 25%Hit points29,500 HP (4/26) Top 25%HE DPM117,600 (5/25) Top 25%AP DPM171,429 (5/25) Top 25%Main dispersion102.6 m (5/26) Top 25%AP velocity853 m/s (7/25) Top 25%HE velocity853 m/s (7/25) Top 25%Citadel belt102 mm (5/26) Bottom 25%Rudder shift8.5 s (23/26) Bottom 25%Secondary HE alpha1,100 (13/16) Bottom 25%Displacement10,850 t (23/26) Bottom 25%AA range1 km (15/17) WorstMain battery range10.09 km (1 of 2 tied) WorstSigma1.8 (1 of 4 tied) WorstSecondary HE pen13 mm (1 of 8 tied) WorstSecondary range2.5 km (1 of 7 tied) WorstNo torpedoes (20 of 26 in cohort)
See 25 mid-pack stats

Not standouts for Charleston M -- 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.

Max speed21 kt(19/26) Concealment9.09 km(14/26) Smoke fire bloom3.97 km(13/26) Air detection5.45 km(13/26) Turning circle450 m(12/26) Main battery caliber152 mm(9/26) Main battery reload7 s(9/26) Secondary DPM (per side)118,800(9/16) Time to 90% speed25.3 s(14/26) Acceleration (0-12 kt)13.1 s(20/26) AP arming threshold25 mm(16/25) Engine power21,000 hp(13/26) Power / turn radius46.7 hp/m(13/26) Power-to-weight1.94 hp/t(19/26) AP pen at 10 km64 mm(9/25) AA DPS21(11/17) AA threat21(13/17) Max armor102 mm(13/26) NormSecondary fire chance4%(11 of 16 tied at this value) NormAP fuse timer0.025 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit Points29,500
Displacement10,850 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.
129.9 x 20.1 m, draft 6.9 m
Armor range6–102 mm
Plate armor thicknesses6, 10, 13, 38, 51, 76, 102 mm
Armor material/layer entries35
Fire resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. 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.
3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 29,500 HP = 2,655 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 29,500 HP = 2,950 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
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
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 × 2,600 = 5,200), 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.
2,600
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 × 3,700 = 7,400), 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.
3,700
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 × 22,100 = 44,200), 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.
22,100
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 × 900 = 1,800), 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.
900
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 × 1,700 = 3,400), 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.
1,700
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: 152 mm Mk6
Mounts / barrels14 mounts / 14 barrels
Reload time7 s
Firing range10.1 km
Turret traverse8 °/s
Turret armor19 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.
6x 115° arc, 2x ±140°, 2x 112° port-only, 2x 112° starboard-only, 2x 120° arc
Guns to bear
ƒ180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
40° off bow / 40° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (10.1 km) shells land in an ellipse about 103 m wide and 62 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1009330·8−1.11000+1.1)·30=102.6m
102.6 m at 10.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =102.6·0.6=61.6m
61.6 m at 10.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =102.6·0.61.8=34.2m
34.2 m at 10.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =61.6·0.61.8=20.5m
20.5 m at 10.1 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ8 broadside guns x 60 / 7 s base reload = 68.6.
68.6
HE shells
HE alpha1,715
HE Velocity853 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ1,715 HE damage x 8 broadside guns = 13,720.
13,720
HE DPM
ƒ13,720 HE full-salvo alpha x 60 / 7 s base reload = 117,600.
117,600
Fires/min
ƒ68.6 shells/min × 0.07 (7% fire chance) = 4.8.
4.8
AP shells
AP alpha2,500
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1830·47.70.69·0.152−1.07·8531.38=219.2mm.
219.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.1 km), where the shell has slowed to 345.3 m/s: P=10−7·1830·47.70.69·0.152−1.07·345.31.38=62.9mm.
62.9 mm at 10.1 km
AP full-salvo alpha
ƒ2,500 AP damage x 8 broadside guns = 20,000.
20,000
AP DPM
ƒ20,000 AP full-salvo alpha x 60 / 7 s base reload = 171,429.
171,429
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1 km; dual-purpose mount auras extend it.
1 km
7.6 mm Hotchkiss Mk18×1 8mm
Near aura
Guns7.6 mm Hotchkiss Mk1
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.85 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.
21
Range1 km
S
Secondary Battery
Mounts18
Firing range2.5 km
Shell Grouping (σ)1
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: 18×1 76.2 mm (9/side) × 60/5 s × 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).
118,800
76.2 mm Mk4 A18×1 76.2mm
Caliber76.2 mm
Reload time5 s
HE alpha1,100
Muzzle Velocity823 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ18×1 barrels / 2 sides × 60 / 5 s × 0.04 (4% fire chance) = 4.3. 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.
4.3
HE Pen13 mm
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 power21,000 hp
Maximum speed21.0 kt
Turning circle radius450 m
Rudder shift time8.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 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.
31.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
6.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.9 kt of 21.0 kt).
25.3 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.
42 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 5.7 = +2.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 9.09 km x 0.955 = 8.68 km. Camouflage does not change detectability by air.
9.09 km
With Grade IV camouflage (sea)
ƒDetectability by sea 9.09 km x 0.955 (Grade IV permanent camo or any disposable camo) = 8.68 km.
8.68 km
Detectability by air5.45 km
Smoke firing penalty3.97 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 9.09 km) = 10.09 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.09 km
Detect when firing (air)
ƒAir detectability 5.45 km + gun-firing bloom 3.04 km = 8.49 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
8.49 km
Detect when on fire (sea)
ƒSea detectability 9.09 km + 2.0 km while burning = 11.09 km.
11.09 km
Detect when on fire (air)
ƒAir detectability 5.45 km + 3.0 km while burning = 8.45 km.
8.45 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 height @ 5 km33.6 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=0.5·10093=5046 m, and radiusOnMax=0.6 at 10093 m. Below the kink: k=0.2+(0.5−0.2)·50005046=0.4972, so σV=σH·k=67.5·0.4972=33.6m.
Shell scatter height @ 10 km61 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=0.5·10093=5046 m, and radiusOnMax=0.6 at 10093 m. Above the kink: k=0.5+(0.6−0.5)·10000−504610093−5046=0.5982, so σV=σH·k=102·0.5982=61m.
AP pen 5 km115 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 =10−7·1830·47.70.69·0.152−1.07·533.91.38=115mm, where 533.9 m/s is the shell's speed when it arrives at 5 km (from 853 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 km64 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 =10−7·1830·47.70.69·0.152−1.07·3481.38=64mm, where 348 m/s is the shell's speed when it arrives at 10 km (from 853 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km7 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·0.4036·0.15228·47.7=7.68×10−5. That runs from a 853 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.
AP flight time @ 10 km7 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·0.4036·0.15228·47.7=7.68×10−5. That runs from a 853 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)8
Counted from each mount's firing arc: most barrels that bear at once: 8 of 14, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)1,830
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 mass47.7 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 coefficient0.4036
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity853 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity853 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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 range21
Only families that reach 1 km contribute at the outer edge of the AA bubble. In-game families: Hotchkiss MG Mk1 8x1 -> 21 DPS @ 1 km.
AA DPS layered by range21 DPS @ 1 km
@ 1 km: 21 from one family. 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-blank21
21 = 21 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index21
21 × 1 = 21. 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 firepower

Max HE alpha1100
The only family (76.2 mm): 1100. Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.
Max HE fire chance4%
The only family (76.2 mm): 4%. 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
The only family (76.2 mm): 13 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.
Open in Charting Tool

Ship Charts

Background

A St. Louis-class cruiser. A large ship with moderate speed, equipped with a large number of rapid-firing guns. The propulsion unit of the cruiser was protected with side-armor.

Armor Beta

Hull HP 29,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel102 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–38 mm)≈ 1,475 (~5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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)13 mm primary (range 13–51 mm)≈ 22,125 (~75% of HP)
Overmatched by 203mm+ AP (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–13 mm)≈ 1,475 (~5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 6–102 mm)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.
Superstructure6 mm primary (range 6–13 mm)no cap
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).

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 Charleston M can equip.

  • 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.