Colbert
Also called: 科尔贝尔 Beta- Work the islands rather than a firing line
- Avoid: Pushing in blind because the kit says brawler
On this page
Colbert Community Stats
Across 14,000+ Standard battles from 160+ players, Colbert averages a 62% win rate, 106,000 damage and 1.3 kills per battle, and survives 47% of them.
Colbert Community Stats
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Colbert Community Stats
Record History
Playstyle
Overview
Colbert is a Legendary French light cruiser whose 127mm guns bring 536,870 HE DPM (1st of 19), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. She carries no torpedoes, so everything has to come through the guns and the sonar bubble. Sonar reaches 4.4 km. She also puts out cohort-best AP (664,696 AP DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: best Repair Party charges in Legendary CAs (3, 3rd of 21) and end-plate armor in Legendary CAs (32 mm, 3rd of 21). The trade is loose grouping in Legendary CAs (2, 21st of 21).
Positioning
Work the islands rather than a firing line. Sonar (4.4 km on ships, 3.1 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 6.4 km, so pick the salvo rather than holding the trigger. 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. Once the rudder is over she turns tightly for her cohort (620 m), so a committed turn costs less water than most of what she is fighting.
Potato Avoidance
Pushing in blind because the kit says brawler
4.4-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.
Signature Traits
+20% speed (about +6.6 kt), 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in Legendary CAs.
- HE DPM machine · 536870 HE
- AP DPM machine · 664696 AP
- Extra heal charges · 3 Repair
- Repairs citadel hits · 50%
- Thick end plates · 32 mm
- Thick bow plate · 32 mm
Sigma 2, bottom decile of Legendary CAs. Shells scatter more; bracketing matters.
36100 HP, bottom decile of Legendary CAs. Trade hits sparingly.
How to get Colbert
Colbert is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Research Bureau and Containers. 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.
- Research BureauA Bureau project.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
-
Spectral Vault 5.0
0.588235%
Superprize: Premium Ship
Archived · Spectral Vault 5.0 · 1 of 17 ships
-
Chest of Rarities
0.2%
Legendary Tier ship
Event · Chest of Rarities · 1 of 5 ships
-
Spectral Vault 4.0
0.147059%
Superprize: Premium Ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
Show 2 paths
- Spectral Vault 4.0 → Spectral Vault 5.00.088235%
- Spectral Vault 4.00.058824%
Show all 8 containers (5 more)
-
Spectral Vault 3.0
0.036765%
Superprize: Premium Ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
Show 4 paths
- Spectral Vault 3.0 → Spectral Vault 5.00.017647%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
- Spectral Vault 3.0 → Spectral Vault 4.00.006471%
- Spectral Vault 3.00.002941%
-
Mystic Lantern
0.02%
Superprize: Premium Ship
Event · Mystic Lantern · 1 of 25 ships
-
Piñata Chest
0.02%
Legendary Tier ship
Event · Piñata Chest → Chest of Rarities · 1 of 5 ships
-
Spectral Vault 2.0
0.006618%
Superprize: Premium Ship
Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
Show 6 paths
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
- Spectral Vault 2.0 → Spectral Vault 4.00.001176%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
- Spectral Vault 2.0 → Spectral Vault 3.00.000294%
-
Spectral Vault 1.0
0.000963%
Superprize: Premium Ship
Archived · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
Show 10 paths
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
- Spectral Vault 1.0 → Spectral Vault 3.00.000029%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
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Anniversary Update: New Horizons
Bureau project
2022-07-21
- Colbert is a fancy new French cruiser.
- This is the first Bureau project to become available for Steel—3,000 pieces, to be precise.
Show direct source rows
- Chest of Rarities 0.2% · Legendary Tier ship
- Mystic Lantern 0.02% · Superprize: Premium Ship
- Spectral Vault 3.0 0.002941% · Superprize: Premium Ship
- Spectral Vault 4.0 0.058824% · Superprize: Premium Ship
- Spectral Vault 5.0 0.588235% · Superprize: Premium Ship
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Colbert sits among Legendary CAs (20 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.
See 14 mid-pack stats
Not standouts for Colbert -- 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.
Peers in this cohort
Compare Legendary CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 136° (the most restricted aft-facing mount's arc) = 44° 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.ƒ
In practice: 6% tighter (better) horizontal dispersion and 6% less vertical spread at max range (15.6 km) than a standard cruiser: about 132 m wide × 79 m tall, against 140 m × 84 m. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 30 deg/s traverse speed = 6 s.ƒ
Zero upgrades: 14 broadside guns x 60 / 3.286 s (3.2 s = 23 ticks) base reload = 255.7. All upgrades (Main Battery Mod. 3 = -10% reload): 14 broadside guns x 60 / 3 s (2.9 s = 21 ticks) all-upgrades reload (3.2 s × 0.9 Main Battery Mod. 3 = 2.9 s) = 280.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 14 broadside guns = 29,400.ƒ
Zero upgrades: 29,400 HE full-salvo alpha x 60 / 3.286 s (3.2 s = 23 ticks) base reload = 536,870. All upgrades (Main Battery Mod. 3 = -10% reload): 29,400 HE full-salvo alpha x 60 / 3 s (2.9 s = 21 ticks) all-upgrades reload (3.2 s × 0.9 Main Battery Mod. 3 = 2.9 s) = 588,000.ƒ
Zero upgrades: 255.7 shells/min × 0.07 (7% fire chance) = 17.9. All upgrades (Main Battery Mod. 3 = -10% reload): 280 shells/min × 0.07 (7% fire chance) = 19.6.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.6 km), where the shell has slowed to 308.6 m/s: .ƒ
2,600 AP damage x 14 broadside guns = 36,400.ƒ
Zero upgrades: 36,400 AP full-salvo alpha x 60 / 3.286 s (3.2 s = 23 ticks) base reload = 664,696. All upgrades (Main Battery Mod. 3 = -10% reload): 36,400 AP full-salvo alpha x 60 / 3 s (2.9 s = 21 ticks) all-upgrades reload (3.2 s × 0.9 Main Battery Mod. 3 = 2.9 s) = 728,000.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.ƒ
Effective 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 129 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 119 raw aura damage × 3.5 × 0.9 hit probability = 375 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 129 + Medium 375 = 504ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 5 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 11 clouds per salvo × 230 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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 5.2 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.ƒ
top speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.7 kt of 33.0 kt).ƒ
Time to reach 99% of top speed (32.7 kt of 33.0 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.ƒ
With the rudder hard over the hull turns 6.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 30 − 6.3 = +23.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.5 km x 0.955 = 12.89 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 13.5 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.89 km.ƒ
max(main battery range, sea detectability 13.5 km) = 15.55 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 8.1 km + gun-firing bloom 2.54 km = 10.64 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.ƒ
Sea detectability 13.5 km + 2.0 km while burning = 15.5 km.ƒ
Air detectability 8.1 km + 3.0 km while burning = 11.1 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Repair Party3 charges · 80 s reload · 28 s active · 6,671 HP (18.5% of max HP) total heal (per charge) ƒ
0.0066 of max HP per second (0.66%) × 28 s effective active time = 0.185 of max HP × 36,100 HP = 6,671 HP: up to 18.5% of max HP restored per charge.ƒ
0.185 of max HP per charge × 3 charges = 0.555 × 36,100 HP = 20,013 HP: up to 55.5% of max HP if the whole Repair Party loadout is used.ƒ
0.0066 (0.66% of max HP) × 36,100 HP = 238 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Under the hood
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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
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (15.6 km) with the same model as Max Horiz/Vert Disp: horizontal 132 / 140 m − 1 = -6%, vertical 79 / 84 m − 1 = -6%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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.(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.(500 × (8 − 0.5) / 1000 + 0.5) × 30 = 127.5 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.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: at 0 m, at m, and at 15555 m. Below the kink: , so .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: at 0 m, at m, and at 15555 m. Above the kink: , so .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: at 0 m, at m, and at 15555 m. Above the kink: , so .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 , where 560.6 m/s is the shell's speed when it arrives at 5 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 398.7 m/s is the shell's speed when it arrives at 10 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 313.8 m/s is the shell's speed when it arrives at 15 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 808 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 808 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.Counted from each mount's firing arc: most barrels that bear at once: 14 of 16, 60° off the bow; 12 abeam.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 57mm 60 2 25 10x2 -> 375 DPS @ 4.5 km; Far AA (?) -> 129 DPS @ 5.2 km.@ 5.2 km: 129 from one family; @ 4.5 km: 375 + 129 = 504. 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.375 + 129 = 504 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (4.5 km).375 × 4.5 + 129 × 5.2 = 2358. 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.Ship Charts
Background
Designed and built after World War II, and equipped with powerful dual-purpose 127 mm artillery, this relatively small cruiser was primarily used for AA defenses.
Armor Beta
Hull HP 36,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm | 2,400 (7% of HP) | Overmatched by 460mm+ AP (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) | 15 mm primary (range 10–50 mm) | 27,100 (75% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm15 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 10–32 mm) | 2,100 (6% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 80 mm primary (range 32–80 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. |
| Superstructure | 10 mm primary (range 10–50 mm) | 5,250 (15% of HP) | Any HE ≥16 mm pens at full damageDamage multiplier ×0.6 | 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 HP | 18,100 magazine HP | Turret knocked out | Per-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. |
| AA mount (57 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 10,800 module HP | Incapacitated at 0 HP | When 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.
Balance History
Balance updates affecting Colbert. Cards are condensed; use each source link for full context.
Ministry of Balance Reports: Buffs, Nerfs, and Commanders
- Colbert is a tremendous ship in the right hands, but she has poor battle impact and a poor winrate while her damage output is also lacking in all but the most experienced player's hands.
- Main battery reload time reduced from 3.5 to 3.2 s.
- Amount of HP restored by Repair Party increased from 180 to 238 per second.
Skins & permanent camouflages
Every custom exterior Colbert can equip.
DefaultThe ship’s standard exterior
Battle-Hardened (Colbert)Permanent Camo
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.
