World of Warships: Legends ship guide

Colbert

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
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
High HE / fire outputHigh AP DPMLobs over islandsSonarFragile
Community Data

Colbert Community Stats

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Playstyle

Overview

Colbert is a Legendary French light 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. Standout traits: best HE DPM in Legendary CAs (521,379) and best Repair Party charges in Legendary CAs (3).

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 127mm shells citadel cruisers on the wrong frame, and her 36,100-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

HE DPM machine

521379 HE DPM, best of Legendary CAs. Sustained fire pressure.

Extra heal charges

3.0 Repair Party charges, best of Legendary CAs. More total HP available across a match.

Thick end plates

32.0 mm bow and stern plating, both in the top bracket of Legendary CAs. Same-tier guns can't overmatch the ends.

Thick bow plate

32.0 mm bow, best of Legendary CAs. Harder for same-tier guns to overmatch.

Thin armor

80.0 mm max plate, bottom decile of Legendary CAs. Citadel windows open against peer-tier guns.

Underpowered engine

87000.0 hp engine, bottom decile of Legendary CAs. Less headroom for re-accelerating from a stop and holding speed through turns.

Acquisition

How to get Colbert

Colbert is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: 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.

Best listed chance for this ship

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · 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%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · 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%
Show all 6 containers (3 more)
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · 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 Event containers · 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
Show direct source rows

Builds Beta

Build for reload, range, fire chance, speed/rudder, concealment, and survivability.

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Cohort position

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Where Colbert sits among Legendary CAs (21 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 reload2.9 s (1 of 2 tied) BestHE DPM521,379 (1/20) BestRepair charges3 (1 of 6 tied) BestEnd plates32 mm (1 of 4 tied / 1 of 5 tied) Top 10%Fires per minute17.38 (3/20) Top 10%AP DPM645,517 (2/21) Top 10%Acceleration9.9 s (3/21) Top 10%AP arming threshold21 mm (3/21) Top 10%Displacement12,520 t (3/21) Top 25%Rudder shift12 s (6/21) Top 25%Traverse-to-turn ratio19.12 × (6/21) Top 25%Main dispersion131.7 m (4/21) Bottom 25%Max speed33 kt (18/21) Bottom 25%HE velocity808 m/s (17/20) Bottom 25%AP fuse timer0.01 s (19/21) Bottom 25%Deck armor50 mm (19/21) Bottom 10%Hit points36,100 HP (20/21) WorstMain battery caliber127 mm (1 of 2 tied) WorstSigma2 (1 of 2 tied) WorstNo secondaries (8 of 21 in cohort) WorstEngine power87,000 hp (21/21) WorstTurn-speed retention140.3 hp/m (21/21) WorstNo torpedoes (8 of 21 in cohort) WorstMax armor80 mm (21/21) WorstCitadel belt80 mm (21/21)
See 11 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.

Concealment13.5 km(14/21) Air detection8.1 km(14/21) Main battery range15.55 km(12/21) AP velocity808 m/s(13/21) Power-to-weight6.95 hp/t(8/21) AA DPS504(16/21) AA range5.2 km(9/21) AA threat2,358(8/21) Repair heal rate0.66 %/s(7/21) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value)

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

Sonar 4.93 kmRepair 3Def-AAEngine Boost
Survivability
Hit Points36,100
Displacement12,520 t
Armor range10–80 mm
Plate armor thicknesses10, 12, 15, 16, 19, 20, 21, 25, 32, 38, 40, 50, 80 mm
Armor material/layer entries70
Fire resistance40%
Fire duration30 s
Torp Reduction10%
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.
18,100
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.
10,800
Main Battery
ModuleArtillery: 16×127 mm
Mounts / barrels8 mounts / 16 barrels
Reload time3.2 s
Firing range15.6 km
Turret traverse30 °/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 = (15555/30·(8−0.5)/1000 + 0.5)·30 = 131.7 m
131.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.7 × 0.6 = 79 m
79 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.7 × 0.32 (σ=2) = 42.1 m
42.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79 × 0.319 (σ=2) = 25.2 m
25.2 m
Turret turn time
ƒ180 degrees / 30 deg/s traverse speed = 6 s.
6 s
Base shells/min
ƒ12 broadside guns x 60 / 3.2 s base reload = 225.
225
HE shells
HE Damage2,100
HE Velocity808 m/s
Fire Chance7%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,100 HE damage x 12 broadside guns = 25,200.
25,200
Base HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 3.2 s base reload = 472,500.
472,500
Installed HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 2.9 s installed reload (Main Battery Mod. 3 = -10%) = 521,379.
521,379
Base fires/min
ƒ12 HE shells x 60 / 3.2 s reload x 7% fire chance = 15.75.
15.75
AP shells
AP Damage2,600
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 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 × 2200 × 32.5^0.69 × 0.127^-1.07 × 808^1.38 = 227.4 mm. Matches the in-game spec card.
227.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 301.6 m/s: 1e-7 × 2200 × 32.5^0.69 × 0.127^-1.07 × 301.6^1.38 = 58.4 mm.
58.4 mm
AP full-salvo alpha
ƒ2,600 AP damage x 12 broadside guns = 31,200.
31,200
Base AP DPM
ƒ31,200 AP full-salvo alpha x 60 / 3.2 s base reload = 585,000.
585,000
Installed AP DPM
ƒ31,200 AP full-salvo alpha x 60 / 2.9 s installed reload (Main Battery Mod. 3 = -10%) = 645,517.
645,517
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 points10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (119×3.5×0.9) + (41×3.5×0.9) = 504. 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.
504
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
57 mm/60 ACAD Mle 195110×2 57mm
Far aura
DPS
ƒIncludes 41 continuous AA damage from dual-purpose main battery firing as AA in this range band.
41
Range5.2 km
Medium aura
DPS119
Range4.5 km
Total DPS in Aura
ƒFar 41 + Medium 119 = 160
160
Maneuverability
Engine moduleEngine: 87,000 hp
Engine power87,000 hp
Maximum speed33 kt
Turning circle radius620 m
Engine power multiplier speed threshold2.5 kt
Traverse-to-turn ratio19.1× snappy
Concealment
Detectability by sea13.5 km
Detectability by air8.1 km
Smoke firing penalty6.42 km
Detect after firing main guns13.5 km
Detect Fire Sea15.5 km
Detect Fire Air11.1 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
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
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Repair Party3 charges · 80 s reload · 28 s active · 0.66% heal per second · 18.5% of max HP total heal
Module options (1)

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

HullUpgrade
  • Turret traverse30 → 15 °/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 Disp131.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15555/30·(8−0.5)/1000 + 0.5)·30 = 131.7 m
Max Vert Disp79 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.7 × 0.6 = 79 m
Med Horiz Disp42.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.7 × 0.32 (σ=2) = 42.1 m
Med Vert Disp25.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79 × 0.319 (σ=2) = 25.2 m
AP Pen Close227.4 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 × 2200 × 32.5^0.69 × 0.127^-1.07 × 808^1.38 = 227.4 mm. Matches the in-game spec card.
AP Pen Far58.4 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 301.6 m/s: 1e-7 × 2200 × 32.5^0.69 × 0.127^-1.07 × 301.6^1.38 = 58.4 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 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 alpha12
Barrels that can bear on one beam (12 of 16); casemate/wing mounts only fire one side.
Turret turn time6 s
180 degrees / 30 deg/s traverse speed = 6 s.
HE full-salvo alpha25,200
2,100 HE damage x 12 broadside guns = 25,200.
AP full-salvo alpha31,200
2,600 AP damage x 12 broadside guns = 31,200.
Base HE DPM472,500
25,200 HE full-salvo alpha x 60 / 3.2 s base reload = 472,500.
Base AP DPM585,000
31,200 AP full-salvo alpha x 60 / 3.2 s base reload = 585,000.
Installed HE DPM521,379
25,200 HE full-salvo alpha x 60 / 2.9 s installed reload (Main Battery Mod. 3 = -10%) = 521,379.
Installed AP DPM645,517
31,200 AP full-salvo alpha x 60 / 2.9 s installed reload (Main Battery Mod. 3 = -10%) = 645,517.
Base shells/min225
12 broadside guns x 60 / 3.2 s base reload = 225.
Installed shells/min248.3
12 broadside guns x 60 / 2.9 s installed Artillery reload = 248.3.
Base fires/min15.75
12 HE shells x 60 / 3.2 s reload x 7% fire chance = 15.75.
Installed fires/min17.38
12 HE shells x 60 / 2.9 s installed reload x 7% fire chance = 17.38.

AA defense

Close-range AA DPS504
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (119×3.5×0.9) + (41×3.5×0.9) = 504. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2358
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.

Armor

Hull HP 36,100, 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 mm2,400 (7% 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)15 mm primary (range 10–50 mm)27,100 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm15 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 10–32 mm)2,100 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 32–80 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure10 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 HP18,100 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.
AA mount (57 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 HP10,800 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 Colbert. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×1Consumable ×1
2023-03-02

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.
  • Improved German Secondary Guns 5.9-inch (150 mm) secondary guns: HE penetration increased from 37 to 38 mm 5-inch (128 mm) secondary guns: HE penetration increased from 31 to 32 mm.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Colbert 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.