Émile Bertin
Beta- Stay near your team; do not push ahead alone
- Avoid: Sailing in a straight line
Émile Bertin Community Stats
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Émile Bertin Community Stats
Playstyle
Overview
Émile Bertin is a Tier I French cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages. Notable: best high HP pool in T1 CAs (26,500 HP) and best fire resistance in T1 CAs (16.6).
Positioning
Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.
Potato Avoidance
Sailing in a straight line
Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.
Signature Traits
26500.0 HP, best of T1 CAs.
16.6% fire resistance, best of T1 CAs. HE pressure does less.
7.0% torpedo damage reduction, best of T1 CAs.
13.78 km main battery reach, best of T1 CAs.
10.8 s reload, worst of T1 CAs. Salvos punish more, but cycle is slower than peers.
25.0 mm AP arming threshold, worst of T1 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Émile Bertin
Émile Bertin is available in the Rapid Cruisers branch of the France Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.
Show France tech-tree branch diagram
Émile Bertin sits in the Rapid Cruisers branch. The highlighted path shows the local branch context inside the full France tree.
Builds Beta
Build for reload, range, speed, rudder, concealment, and survivability.
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Cohort position
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Where Émile Bertin sits among Tier I CAs (13 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 5 mid-pack stats
Not standouts for Émile Bertin -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12530/30·(8−1.1)/1000 + 1.1)·30 = 119.5 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 119.5 × 0.6 = 71.7 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 119.5 × 0.32 (σ=2) = 38.2 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 71.7 × 0.319 (σ=2) = 22.9 mƒ
180 degrees / 12 deg/s traverse speed = 15 s.ƒ
9 broadside guns x 60 / 12 s base reload = 45.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 9 broadside guns = 19,800.ƒ
19,800 HE full-salvo alpha x 60 / 12 s base reload = 99,000.ƒ
9 HE shells x 60 / 12 s reload x 10% fire chance = 4.5.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
Same formula at the ship's max firing range (17.2 km), where the shell has slowed to 344.3 m/s: 1e-7 × 2225 × 57.1^0.69 × 0.152^-1.07 × 344.3^1.38 = 86.3 mm.ƒ
3,100 AP damage x 9 broadside guns = 27,900.ƒ
27,900 AP full-salvo alpha x 60 / 12 s base reload = 139,500.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
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×0.9) + (38×3.5×0.85) + (6×3.5×0.9) = 242. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 6 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 6 + Medium 35 = 41ƒ
Far 6 + Medium 35 + Near 38 = 79ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.Show 1 more gun family
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 4.13 km ship detect · 2.97 km torpedo detect
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
See all derived stats
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12530/30·(8−1.1)/1000 + 1.1)·30 = 119.5 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 119.5 × 0.6 = 71.7 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 119.5 × 0.32 (σ=2) = 38.2 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 71.7 × 0.319 (σ=2) = 22.9 mCanonical 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.Same formula at the ship's max firing range (17.2 km), where the shell has slowed to 344.3 m/s: 1e-7 × 2225 × 57.1^0.69 × 0.152^-1.07 × 344.3^1.38 = 86.3 mm.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 12 deg/s traverse speed = 15 s.2,200 HE damage x 9 broadside guns = 19,800.3,100 AP damage x 9 broadside guns = 27,900.19,800 HE full-salvo alpha x 60 / 12 s base reload = 99,000.27,900 AP full-salvo alpha x 60 / 12 s base reload = 139,500.9 broadside guns x 60 / 12 s base reload = 45.9 HE shells x 60 / 12 s reload x 10% fire chance = 4.5.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×0.9) + (38×3.5×0.85) + (6×3.5×0.9) = 242. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
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: 1×2 90 mm (1/side) × 60/4 × 1300 = 19,500 + 2×1 90 mm (1/side) × 60/4 × 1300 = 19,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.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: 15 mm from the 90 mm family.Armor
Hull HP 21,100 → 26,500 with hull upgrade, 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 |
|---|---|---|---|---|
| Bow | 30 mm primary (range 13–30 mm) | 3,600 (14% of HP) | Overmatch not possible at T IIAngle 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. |
| Stern | 30 mm primary (range 13–30 mm) | 1,500 (6% of HP) | Overmatch not possible at T IIAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 30 mm primary (range 10–30 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). |
| Superstructure | 6 mm primary (range 6–20 mm) | 1,400 (5% 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 HP | 13,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (90 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 (40 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 | 8,000 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.
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 Émile Bertin. Cards are condensed; use each source link for full context.
Ministry of Balance: Declaration of Changes
- Stock main battery AP shell damage reduced from 3,200 to 3,100.
- Upgraded main battery AP shell damage reduced from 3,300 to 3,100.
- Stock main battery AP shell penetration increased by roughly 4.5% and is now the same between stock and upgraded versions.
- Main battery HE fire-setting chances reduced from 12 to 10%.
Skins & permanent camouflages
Every custom exterior Émile Bertin can equip, from in-game data.
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.
