World of Warships: Legends ship guide

Émile Bertin

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
2 sigma accuracy14 km gun rangeHigh HE / fire outputHigh fire chanceEasily spotted
Community Data

Émile Bertin Community Stats

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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

High HP pool

26500.0 HP, best of T1 CAs.

High fire resistance

16.6% fire resistance, best of T1 CAs. HE pressure does less.

Strong torpedo belt

7.0% torpedo damage reduction, best of T1 CAs.

Long gun range

13.78 km main battery reach, best of T1 CAs.

Slow reload

10.8 s reload, worst of T1 CAs. Salvos punish more, but cycle is slower than peers.

Stiff AP fuse

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.

Acquisition

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
France Tech Tree

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.

BestHit points26,500 HP (1/13) BestMax speed39 kt (1/13) BestMain battery range13.78 km (1/13) BestAP DPM155,000 (1/3) BestAP velocity870 m/s (1/3) BestAP fuse timer0.03 s (1/3) BestEngine power102,000 hp (1/13) BestTurn-speed retention152.2 hp/m (1/13) BestPower-to-weight12.03 hp/t (1/13) BestAA threat688 (1/13) Top 10%Fires per minute5 (2/12) Top 10%HE velocity870 m/s (2/12) Top 10%End plates30 mm (3/13 / 2/13) Top 25%Traverse-to-turn ratio6.99 × (3/13) Top 25%Main battery caliber152 mm (4/13) Top 25%HE DPM110,000 (3/12) WorstStealth profile11.6 km / 6.96 km (13/13 / 13/13) WorstRudder shift9.6 s (13/13) WorstMain battery reload10.8 s (1 of 2 tied) WorstMain dispersion119.5 m (13/13) WorstAcceleration10.4 s (13/13) WorstAP arming threshold25 mm (3/3) WorstDisplacement8,480 t (13/13)
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.

Max armor30 mm(10/13) Citadel belt30 mm(9/13) Deck armor20 mm(7/13) NormAP ricochet start45°(2 of 3 tied at this value) NormAP auto-bounce angle60°(2 of 3 tied at this value)

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

Sonar 4.13 kmFighter
Survivability
Hit PointsInitial: 21,100 → 26,500
Displacement8,480 t
Armor range6–30 mm
Plate armor thicknesses6, 10, 13, 16, 20, 30 mm
Armor material/layer entries43
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction7%
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.
13,300
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.
8,000
Main Battery
ModuleArtillery: 152 mm/55 Mle 1930
Mounts / barrels3 mounts / 9 barrels
Reload time12 s
Firing range (base)12.5 km
Firing range (top fire control)13.8 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 = (12530/30·(8−1.1)/1000 + 1.1)·30 = 119.5 m
119.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 119.5 × 0.6 = 71.7 m
71.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 119.5 × 0.32 (σ=2) = 38.2 m
38.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 71.7 × 0.319 (σ=2) = 22.9 m
22.9 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ9 broadside guns x 60 / 12 s base reload = 45.
45
HE shells
HE Damage2,200
HE Velocity870 m/s
Fire Chance10%
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 / 12 s base reload = 99,000.
99,000
Base fires/min
ƒ9 HE shells x 60 / 12 s reload x 10% fire chance = 4.5.
4.5
AP shells
AP Damage3,100
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 (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.
86.3 mm
AP full-salvo alpha
ƒ3,100 AP damage x 9 broadside guns = 27,900.
27,900
Base AP DPM
ƒ27,900 AP full-salvo alpha x 60 / 12 s base reload = 139,500.
139,500
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 19D Mle 3
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time84 s
Projectile speed58 kt
Range7.5 km
Maximum simulated damage12,233 (est.)
Alpha damage36,700
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming179 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
36,699
AA Defense
AA mount pointsInitial: 10 → 18
Close-range AA DPS
ƒSum 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.
242
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
40 mm/56 Bofors Mk2 (upgraded hull only)2×4 40mm
40 mm/56 Bofors Mk1 (upgraded hull only)2×2 40mm
20 mm/70 Mk4 (upgraded hull only)14×1 20mm
37 mm/50 Mle 1933 (stock hull only)4×2 37mm
13.2 mm/76 CAD Mle 1929 (stock hull only)6×2 13mm
90 mm/50 Mle 1930 (DP)1×2 90mm
90 mm/50 Mle 1926 (DP)2×1 90mm
Far aura
DPS
ƒIncludes 6 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
6
Range4 km
Medium aura
DPS35
Range3.5 km
Total DPS in Aura
ƒFar 6 + Medium 35 = 41
41
Near aura
DPS38
Range2 km
Total DPS in Aura
ƒFar 6 + Medium 35 + Near 38 = 79
79
S
Secondary Battery
Mounts3 → 2
Firing range4.0 km
Shell Grouping (σ)1
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
90 mm/50 Mle 1930 (×1)
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity850 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
90 mm/50 Mle 1926 (×2)
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity850 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 102,000 hp
Engine power102,000 hp
Maximum speed39 kt
Turning circle radius670 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.0× slow
Concealment
Detectability by sea11.6 km
Detectability by air6.96 km
Smoke firing penalty5.45 km
Detect after firing main guns11.6 km
Detect Fire Sea13.6 km
Detect Fire Air9.96 km
Guaranteed Detect2 km
Consumables
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
Module options (3)

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

HullTrade-off
  • Hit points21,100 → 26,500
  • Rudder shift13.4 → 9.6 s
  • AA mounts10 → 18
  • Close-range AA DPS33 → 73
  • Maximum AA range3 → 3.5 km
  • Turret traverse12 → 8 °/s
Fire controlUpgrade
  • Main battery range12,530 → 13,783 m
TorpedoesUpgrade
  • Range6.51 → 7.5 km
  • Alpha damage33,700 → 36,700
  • Display damage11,233 → 12,233

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 Disp119.5 m
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 m
Max Vert Disp71.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 119.5 × 0.6 = 71.7 m
Med Horiz Disp38.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 119.5 × 0.32 (σ=2) = 38.2 m
Med Vert Disp22.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 71.7 × 0.319 (σ=2) = 22.9 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 Far86.3 mm
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.
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 alpha27,900
3,100 AP damage x 9 broadside guns = 27,900.
Base HE DPM99,000
19,800 HE full-salvo alpha x 60 / 12 s base reload = 99,000.
Base AP DPM139,500
27,900 AP full-salvo alpha x 60 / 12 s base reload = 139,500.
Base shells/min45
9 broadside guns x 60 / 12 s base reload = 45.
Base fires/min4.5
9 HE shells x 60 / 12 s reload x 10% fire chance = 4.5.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed58 kt
Travel time to max range49.7 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 damage73,398
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage36,699
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS242
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.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index688
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 range2 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)39,000
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: 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).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
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.
Max HE pen15 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: 15 mm from the 90 mm family.

Armor

Hull HP 21,10026,500 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
Bow30 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.
Stern30 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.
Citadel30 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).
Superstructure6 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 HP13,300 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 (90 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 (40 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 HP8,000 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 Émile Bertin. Cards are condensed; use each source link for full context.

Nerf ×3Buff ×1Main Battery ×4
2025-06-26

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%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Émile Bertin 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.