World of Warships: Legends ship guide

Henri IV

Beta
Heavy cruiserBig-gun cruiser: bully other cruisers with AP, angle versus battleships.
Playstyle
  • Sit 14-17 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
16 km gun rangeSonarEngine BoostWeak AAEasily spotted
Community Data

Henri IV Community Stats

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Playstyle

Overview

Henri IV is a Legendary French heavy 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.

Positioning

Sit 14-17 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5.2 km on ships, 3.6 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 240mm shells citadel cruisers on the wrong frame, and her 53,300-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

Burny secondaries

9.0% best HE fire chance per secondary shell (before target resistance), best of Legendary CAs. Stacks fires faster than peers in a brawl.

Punchy HE secondaries

1800.0 max HE alpha per secondary shell, top decile of Legendary CAs. Bigger per-shell damage than peers.

Long gun range

16.03 km main battery reach, top decile of Legendary CAs.

Holds speed in turns

261.9 hp per metre of turn radius, top decile of Legendary CAs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Weak AA

410.0 AA DPS, bottom decile of Legendary CAs. Aircraft chew through with impunity; lean on positioning over AA.

Easily spotted

14.27 km surface detect, bottom decile of Legendary CAs. Visible before you can react; position early.

Acquisition

How to get Henri IV

Henri IV is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Build for reload, range, speed, rudder, concealment, and survivability. Reload Booster timing is central to the damage plan.

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Cohort position

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Where Henri IV 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.

BestSecondary fire chance9% (1 of 2 tied) Top 10%Main battery range16.03 km (3/21) Top 10%Turn-speed retention261.9 hp/m (3/21) Top 25%Max speed35 kt (5/21) Top 25%HE alpha1,800 (4/13) Top 25%Engine power220,000 hp (5/21) Top 25%Power-to-weight9.48 hp/t (4/21) Top 25%Torpedo reload90 s (3/13) Bottom 25%Stealth profile14.27 km / 8.56 km (19/21 / 19/21) Bottom 25%AA threat1,913 (18/21) Bottom 25%Torpedo speed60 kt (11/13) Bottom 10%Traverse-to-turn ratio4.48 × (20/21) WorstAA DPS410 (21/21) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 33 mid-pack stats

Not standouts for Henri IV -- 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 points53,300 HP(10/21) Rudder shift14.6 s(9/21) Main battery caliber240 mm(10/21) Main battery reload9.5 s(10/21) Sigma2.05(13/21) HE shell damage3,400(11/20) HE fire chance22%(7/20) Fires per minute12.51(7/20) HE DPM193,263(10/20) AP shell damage6,200(9/21) AP DPM352,421(10/21) Main dispersion143.6 m(15/21) Secondary DPM (per side)162,000(11/14) Secondary HE pen21 mm(5/13) AP velocity845 m/s(9/21) HE velocity845 m/s(9/20) Acceleration10.5 s(9/21) AP arming threshold40 mm(13/21) Displacement23,201 t(13/21) AA range5.2 km(9/21) Torpedo range9 km(10/13) Torpedo damage14,833(9/13) Max armor160 mm(13/21) Citadel belt140 mm(13/21) Deck armor120 mm(10/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.03 s(11 of 21 tied at this value) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value) NormBow armor25 mm(14 of 21 tied at this value) NormStern armor25 mm(13 of 21 tied at this value)

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

Sonar 5.2 kmRepair 2MBRBDef-AAEngine Boost
Survivability
Hit Points53,300
Displacement23,201 t
Armor range6–160 mm
Plate armor thicknesses6, 16, 25, 30, 35, 40, 45, 50, 60, 70, 80, 90, 100, 105, 110, 120, 140, 160 mm
Armor material/layer entries62
Fire resistance40%
Fire duration30 s
Torp Reduction19%
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.
26,700
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.
16,000
Main Battery
ModuleArtillery: 240 mm/55 Mle 1939
Mounts / barrels3 mounts / 9 barrels
Reload time10.5 s
Firing range16 km
Turret traverse5.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16030/30·(8−1.1)/1000 + 1.1)·30 = 143.6 m
143.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.6 × 0.6 = 86.2 m
86.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.6 × 0.313 (σ=2.05) = 45 m
45 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86.2 × 0.313 (σ=2.05) = 27 m
27 m
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Base shells/min
ƒ9 broadside guns x 60 / 10.5 s base reload = 51.4.
51.4
HE shells
HE Damage3,400
HE Velocity845 m/s
Fire Chance22%
HE penetration
ƒ40 mm ≈ 240 mm caliber / 6 (standard HE penetration ratio).
40 mm
HE full-salvo alpha
ƒ3,400 HE damage x 9 broadside guns = 30,600.
30,600
Base HE DPM
ƒ30,600 HE full-salvo alpha x 60 / 10.5 s base reload = 174,857.
174,857
Installed HE DPM
ƒ30,600 HE full-salvo alpha x 60 / 9.5 s installed reload (Main Battery Mod. 3 = -10%) = 193,263.
193,263
Base fires/min
ƒ9 HE shells x 60 / 10.5 s reload x 22% fire chance = 11.31.
11.31
AP shells
AP Damage6,200
AP Velocity845 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold40 mm
AP overmatch
ƒfloor(240 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
16 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 × 2882 × 220^0.69 × 0.24^-1.07 × 845^1.38 = 600.1 mm. Matches the in-game spec card.
600.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 457.9 m/s: 1e-7 × 2882 × 220^0.69 × 0.24^-1.07 × 457.9^1.38 = 257.6 mm.
257.6 mm
AP full-salvo alpha
ƒ6,200 AP damage x 9 broadside guns = 55,800.
55,800
Base AP DPM
ƒ55,800 AP full-salvo alpha x 60 / 10.5 s base reload = 318,857.
318,857
Installed AP DPM
ƒ55,800 AP full-salvo alpha x 60 / 9.5 s installed reload (Main Battery Mod. 3 = -10%) = 352,421.
352,421
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.
40
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
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 points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (98×3.5×0.9) + (32×3.5×0.9) = 410. 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.
410
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
57 mm/60 ACAD Mle 19518×2 57mm
127 mm/54 Mle 1948 (DP)6×2 127mm
Far aura
DPS
ƒIncludes 32 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
32
Range5.2 km
Medium aura
DPS98
Range4.5 km
Total DPS in Aura
ƒFar 32 + Medium 98 = 130
130
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity808 m/s
Fire Chance9%
Armor Pen21 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 220,000 hp
Engine power220,000 hp
Maximum speed35 kt
Turning circle radius840 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.5× drags
Concealment
Detectability by sea14.27 km
Detectability by air8.56 km
Smoke firing penalty9.36 km
Detect after firing main guns14.27 km
Detect Fire Sea16.27 km
Detect Fire Air11.56 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Sonar2 charges · 180 s reload · 98 s active · 5.2 km ship detect · 3.63 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse5.5 → 10 °/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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp143.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16030/30·(8−1.1)/1000 + 1.1)·30 = 143.6 m
Max Vert Disp86.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.6 × 0.6 = 86.2 m
Med Horiz Disp45 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.6 × 0.313 (σ=2.05) = 45 m
Med Vert Disp27 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86.2 × 0.313 (σ=2.05) = 27 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close600.1 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 × 2882 × 220^0.69 × 0.24^-1.07 × 845^1.38 = 600.1 mm. Matches the in-game spec card.
AP Pen Far257.6 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 457.9 m/s: 1e-7 × 2882 × 220^0.69 × 0.24^-1.07 × 457.9^1.38 = 257.6 mm.
HE penetration40 mm
40 mm ≈ 240 mm caliber / 6 (standard HE penetration ratio).
AP overmatch16 mm
floor(240 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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 time32.7 s
180 degrees / 5.5 deg/s traverse speed = 32.7 s.
HE full-salvo alpha30,600
3,400 HE damage x 9 broadside guns = 30,600.
AP full-salvo alpha55,800
6,200 AP damage x 9 broadside guns = 55,800.
Base HE DPM174,857
30,600 HE full-salvo alpha x 60 / 10.5 s base reload = 174,857.
Base AP DPM318,857
55,800 AP full-salvo alpha x 60 / 10.5 s base reload = 318,857.
Installed HE DPM193,263
30,600 HE full-salvo alpha x 60 / 9.5 s installed reload (Main Battery Mod. 3 = -10%) = 193,263.
Installed AP DPM352,421
55,800 AP full-salvo alpha x 60 / 9.5 s installed reload (Main Battery Mod. 3 = -10%) = 352,421.
Base shells/min51.4
9 broadside guns x 60 / 10.5 s base reload = 51.4.
Installed shells/min56.8
9 broadside guns x 60 / 9.5 s installed Artillery reload = 56.8.
Base fires/min11.31
9 HE shells x 60 / 10.5 s reload x 22% fire chance = 11.31.
Installed fires/min12.51
9 HE shells x 60 / 9.5 s installed reload x 22% fire chance = 12.51.

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 DPS410
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (98×3.5×0.9) + (32×3.5×0.9) = 410. 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 index1913
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

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)162,000
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: 6×2 127 mm (6/side) × 60/4 × 1800 = 162,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor

Hull HP 53,300, 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
Bow25 mm primary (range 25–40 mm)2,700 (5% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–160 mm)40,000 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–100 mm)2,600 (5% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel140 mm primary (range 30–140 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure25 mm primary (range 25–120 mm)4,000 (8% 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 HP26,700 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 (127 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 (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 HP16,000 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 Henri IV. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×1
2025-06-26

Ministry of Balance: Declaration of Changes

  • Main battery reload time reduced from 13 to 10.5 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Henri IV 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.