World of Warships: Legends ship guide

De Grasse

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
Long torps (9 km)2 sigma accuracy15 km gun rangeHigh HE / fire outputWide dispersion
Community Data

De Grasse Community Stats

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Playstyle

Overview

De Grasse is a Tier V 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 AA reach in T5 CAs (5 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 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 152mm shells citadel cruisers on the wrong frame, and her 31,200-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

Fast turret traverse

12.0°/s turret traverse, best of T5 CAs. Tracks fast-rotating targets peers can't keep up with.

Long-reach AA

5.0 km AA reach, best of T5 CAs.

High fire pressure

8.88 fires/min, top decile of T5 CAs. Keeps DCP on cooldown.

Long gun range

14.92 km main battery reach, top decile of T5 CAs.

Fire-starter cruiser

Fires per minute in the top bracket. Keeps enemy DCP burning on cooldown.

Wide dispersion

135.9 m max horizontal dispersion, bottom decile of T5 CAs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get De Grasse

De Grasse 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

  • Super V Crate 4.166667% One of the Tier V Premium ships Event containers · Super V Crate · 1 of 24 ships
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
Show all 17 containers (14 more)
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Event containers · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event containers · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.047917% Tier V Premium ship Event containers · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Ultimate Crate 0.024227% Tier V Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event containers · Mystic Box · 1 of 25 ships
  • French Cruisers and German Destroyers crate 0.005% Tier V Premium ship Early access containers · French Cruisers and German Destroyers crate · 1 of 2 ships
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: République Ship feature / release Start: 2022-07-26 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Bayard Ship feature / release Start: 2022-10-10 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

AL Saint Louis, Andre Lemmonier, and Andre Roux are useful French cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL Saint LouisAndre LemonnierAndré Roux

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where De Grasse sits among Tier V CAs (28 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.

BestAA range5 km (1 of 10 tied) Top 10%Traverse-to-turn ratio8.39 × (2/28) Top 10%Main battery range14.92 km (3/28) Top 10%Fires per minute8.88 (2/26) Top 25%HE DPM162,740 (5/26) Top 25%AP DPM244,110 (4/28) Top 25%Engine power110,000 hp (7/28) Top 25%Turn-speed retention159.4 hp/m (6/28) Top 25%Power-to-weight9.62 hp/t (8/28) Bottom 25%Stealth profile12.4 km / 7.44 km (23/28 / 23/28) Bottom 25%Rudder shift11.4 s (23/28) Bottom 25%Main dispersion135.9 m (26/28) Bottom 25%AA DPS118 (26/28) Bottom 25%AA threat439 (26/28) WorstSecondary range4 km (1 of 9 tied)
See 29 mid-pack stats

Not standouts for De Grasse -- 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 points31,200 HP(12/28) Max speed33.5 kt(11/28) Main battery caliber152 mm(19/28) Main battery reload7.3 s(11/28) Sigma2(15/28) HE shell damage2,200(17/26) HE fire chance12%(16/26) AP shell damage3,300(17/28) Secondary DPM (per side)63,000(18/25) HE alpha1,400(18/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) AP velocity870 m/s(11/28) HE velocity870 m/s(11/26) Acceleration9.4 s(11/28) AP fuse timer0.03 s(17/28) AP arming threshold25 mm(11/28) Displacement11,431 t(18/28) Torpedo range9 km(8/24) Torpedo damage14,833(15/24) Torpedo speed60 kt(17/24) Torpedo reload90 s(16/24) Max armor100 mm(19/28) Citadel belt100 mm(14/28) Stern armor30 mm(15/28) Deck armor95 mm(13/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

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

Sonar 4.4 kmDef-AAEngine BoostFighter
Survivability
Hit Points31,200
Displacement11,431 t
Armor range6–100 mm
Plate armor thicknesses6, 13, 16, 18, 20, 25, 26, 30, 38, 50, 60, 85, 95, 100 mm
Armor material/layer entries55
Fire resistance23.3%
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.
15,600
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.
9,400
Main Battery
ModuleArtillery: 152 mm/55 Mle 1936
Mounts / barrels3 mounts / 9 barrels
Reload time8.1 s
Firing range14.9 km
Turret traverse12 °/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 = (14920/30·(8−1.1)/1000 + 1.1)·30 = 135.9 m
135.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 135.9 × 0.6 = 81.6 m
81.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 135.9 × 0.319 (σ=2) = 43.4 m
43.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 81.6 × 0.32 (σ=2) = 26.1 m
26.1 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ9 broadside guns x 60 / 8.1 s base reload = 66.7.
66.7
HE shells
HE Damage2,200
HE Velocity870 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 9 broadside guns = 19,800.
19,800
Base HE DPM
ƒ19,800 HE full-salvo alpha x 60 / 8.1 s base reload = 146,667.
146,667
Base fires/min
ƒ9 HE shells x 60 / 8.1 s reload x 12% fire chance = 8.
8
AP shells
AP Damage3,300
AP Velocity870 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 × 2225 × 57.1^0.69 × 0.152^-1.07 × 870^1.38 = 310 mm. Matches the in-game spec card.
310 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 334 m/s: 1e-7 × 2225 × 57.1^0.69 × 0.152^-1.07 × 334^1.38 = 82.7 mm.
82.7 mm
AP full-salvo alpha
ƒ3,300 AP damage x 9 broadside guns = 29,700.
29,700
Base AP DPM
ƒ29,700 AP full-salvo alpha x 60 / 8.1 s base reload = 220,000.
220,000
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.
15
Torpedoes
ModuleTorpedoes: 550 mm 23DT Mle 1
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 s
Projectile speed60 kt
Range9 km
Maximum simulated damage13,733 (est.)
Alpha damage41,200
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.
41,199
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.9) + (10×3.5×0.85) + (10×3.5×0.9) + (12×3.5×0.9) = 118. 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.
118
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm/50 Mle 19334×2 37mm
13.2 mm/76 CAD Mle 19292×2 13mm
13.2 mm/76 CAQ Mle 19291×4 13mm
100 mm/45 Mle 1933 (DP)3×2 100mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose main battery and dual-purpose secondaries firing as AA in this range band.
22
Range5 km
Medium aura
DPS6
Range3 km
Total DPS in Aura
ƒFar 22 + Medium 6 = 28
28
Near aura
DPS10
Range1.2 km
Total DPS in Aura
ƒFar 22 + Medium 6 + Near 10 = 38
38
S
Secondary Battery
Mounts3
Firing range4.0 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed33.5 kt
Turning circle radius690 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio8.4× ok
Concealment
Detectability by sea12.4 km
Detectability by air7.44 km
Smoke firing penalty6.02 km
Detect after firing main guns12.4 km
Detect Fire Sea14.4 km
Detect Fire Air10.44 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 92 s active · 4.4 km ship detect · 3.13 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 · +15% speed bonus
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (1)

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

HullUpgrade
  • Turret traverse12 → 8 °/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 Disp135.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14920/30·(8−1.1)/1000 + 1.1)·30 = 135.9 m
Max Vert Disp81.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 135.9 × 0.6 = 81.6 m
Med Horiz Disp43.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 135.9 × 0.319 (σ=2) = 43.4 m
Med Vert Disp26.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 81.6 × 0.32 (σ=2) = 26.1 m
AP Pen Close310 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 × 2225 × 57.1^0.69 × 0.152^-1.07 × 870^1.38 = 310 mm. Matches the in-game spec card.
AP Pen Far82.7 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 334 m/s: 1e-7 × 2225 × 57.1^0.69 × 0.152^-1.07 × 334^1.38 = 82.7 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 Radius15
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 time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha19,800
2,200 HE damage x 9 broadside guns = 19,800.
AP full-salvo alpha29,700
3,300 AP damage x 9 broadside guns = 29,700.
Base HE DPM146,667
19,800 HE full-salvo alpha x 60 / 8.1 s base reload = 146,667.
Base AP DPM220,000
29,700 AP full-salvo alpha x 60 / 8.1 s base reload = 220,000.
Base shells/min66.7
9 broadside guns x 60 / 8.1 s base reload = 66.7.
Base fires/min8
9 HE shells x 60 / 8.1 s reload x 12% fire chance = 8.

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 range57.7 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 damage82,398
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage41,199
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS118
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.9) + (10×3.5×0.85) + (10×3.5×0.9) + (12×3.5×0.9) = 118. 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 index439
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 range1.2 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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)63,000
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: 3×2 100 mm (3/side) × 60/4 × 1400 = 63,000. 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 31,200, 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
Bow30 mm primary (range 16–30 mm)1,900 (6% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 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)18 mm primary (range 6–60 mm)23,400 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm18 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–30 mm)1,400 (4% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 6–100 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).
Superstructure13 mm primary (range 13–95 mm)900 (3% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP15,600 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 (37 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 HP9,400 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.
Exteriors

Skins & permanent camouflages

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

  • De Grasse 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.