World of Warships: Legends ship guide

La Foudre

Also called: 疾电 Beta
France · Tier VII · Battleship · Premium
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Use speed and rudder to approach from flanks, then enter secondary range when enemy focus is split
  • Maintain enough angle to let armor changes help rather than exposing broadside
  • Avoid: Do not rush straight into crossfires chasing secondary damage
Key characteristics
Engine BoostSharp secondariesSharp rudderFlat-trajectory sniperShort gun range
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Community Data

La Foudre Community Stats

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Playstyle

Overview

La Foudre is a French premium battleship with official improvements to secondary range, accuracy, shell damage, rudder shift, and armor geometry. Play her as a fast pressure battleship that can threaten close fights after setting the terms.

Positioning

Use speed and rudder to approach from flanks, then enter secondary range when enemy focus is split. Maintain enough angle to let armor changes help rather than exposing broadside.

Potato Avoidance

Rush straight into crossfires chasing secondary damage

La Foudre’s buffs reward controlled pressure, not reckless brawling.

Signature Traits

Engine Boost

+8% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T7 BBs.

ELITE SECONDARIES
  • Sharp secondaries
  • Burny secondaries · 12.0%
Sharp rudder

12.7 s rudder shift, top decile of T7 BBs. Snappy weave.

Flat-trajectory sniper

Flat trajectory and high velocity retention. Easy aim at range, hard for targets to dodge.

WEAK MAIN BATTERY
  • Short gun range · 16.48 km
  • Wide dispersion
Acquisition

How to get La Foudre

La Foudre 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

  • Treasure Chest '24 0.75% Pirate Ship Archived · Treasure Chest '24 · 1 of 4 ships
  • Pirate Chest '26 0.4% One of the pirate ships Event · Pirate Chest '26 · 1 of 5 ships
  • Explorer's Chest 0.1% One of these ships New · Explorer's Chest · 1 of 30 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

Build for survivability, secondaries, main-battery consistency, speed, and rudder. The best version pushes deliberately.

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Cohort position

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Where La Foudre sits among Tier VII BBs (49 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 sigma1.2 (1/49) BestAA threat2,742 (1 of 2 tied) Top 10%Rudder shift12.7 s (2/49) Top 25%Secondary DPM (per side)424,875 (6/49) Top 25%HE alpha2,350 (8/46) Top 25%Secondary fire chance12% (9/46) Top 25%AP arming threshold63 mm (11/49) Top 25%AA DPS591 (13/49) Bottom 25%Main battery caliber380 mm (39/49) Bottom 25%Sigma1.7 (41/49) Bottom 10%Main battery range16.48 km (47/49) WorstNo torpedoes (33 of 49 in cohort)
See 32 mid-pack stats

Not standouts for La Foudre -- 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 points69,000 HP(15/49) Max speed30 kt(29/49) Concealment15.44 km(35/49) Air detection12.35 km(35/49) Traverse-to-turn ratio4.81 ×(19/49) Main battery reload24.3 s(19/49) HE shell damage5,400(32/48) HE fire chance36%(22/48) Fires per minute7.11(27/48) HE DPM106,667(26/48) AP shell damage11,900(31/49) AP DPM235,062(35/49) Main dispersion227.5 m(32/49) Secondary HE pen25 mm(23/46) AP velocity830 m/s(17/49) HE velocity830 m/s(19/48) Acceleration36 s(26/49) Engine power150,000 hp(32/49) Turn-speed retention176.5 hp/m(31/49) Displacement49,196 t(31/49) Power-to-weight3.05 hp/t(31/49) Effective HE DPM (incl. fire)159,408(28/48) Secondary range6.66 km(15/49) AA range5 km(19/49) Flak per wave (expected)1,575(17/49) Repair charges3(24/49) Max armor405 mm(16/49) NormSecondary dispersion bracket57(36 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value)
Survivability
Hit Points69,000
Displacement49,196 t
Armor range18–405 mm
Plate armor thicknesses18, 19, 20, 22, 30, 32, 40, 50, 80, 100, 120, 150, 170, 233, 250, 280, 330, 340, 355, 405 mm
Armor material/layer entries65
Fire resistance36.6%
Fire duration60 s
Torp Reduction32%
Main Battery
ModuleArtillery: 380 mm/45 Mle 1935
Mounts / barrels2 mounts / 8 barrels
Reload time27 s
Firing range16.5 km
Turret traverse5 °/s
HE fire DPM vs T7 BB47474
Effective HE DPM vs T7 BB143474
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1648230·122.21000+2.2)·30=227.5m
227.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.5·0.6=136.5m
136.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =227.5·0.356(σ=1.7)=81.1m
81.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =136.5·0.357(σ=1.7)=48.7m
48.7 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 27 s base reload = 17.8. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 24.3 s all-upgrades reload = 19.8.
Initial: 17.8 → 19.8
HE shells
HE Damage5,400
HE Velocity830 m/s
Fire Chance36%
HE penetration
ƒ63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
63 mm
HE full-salvo alpha
ƒ5,400 HE damage x 8 broadside guns = 43,200.
43,200
HE DPM
ƒZero upgrades: 43,200 HE full-salvo alpha x 60 / 27 s base reload = 96,000. All upgrades (Main Battery Mod. 3 = -10% reload): 43,200 HE full-salvo alpha x 60 / 24.3 s all-upgrades reload = 106,667.
Initial: 96,000 → 106,667
Fires/min
ƒZero upgrades: 17.8 shells/min x 36% fire chance = 6.4. All upgrades (Main Battery Mod. 3 = -10% reload): 19.8 shells/min x 36% fire chance = 7.11.
Initial: 6.4 → 7.11
AP shells
AP Damage11,900
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2347·8850.69·0.381.07·8301.38=761.8mm. Matches the in-game spec card.
761.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.6 km), where the shell has slowed to 552.6 m/s: P=107·2347·8850.69·0.381.07·552.61.38=434.6mm.
434.6 mm
AP full-salvo alpha
ƒ11,900 AP damage x 8 broadside guns = 95,200.
95,200
AP DPM
ƒZero upgrades: 95,200 AP full-salvo alpha x 60 / 27 s base reload = 211,556. All upgrades (Main Battery Mod. 3 = -10% reload): 95,200 AP full-salvo alpha x 60 / 24.3 s all-upgrades reload = 235,062.
Initial: 211,556 → 235,062
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.
120
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (161×3.5×0.75) + (64×3.5×0.75) = 591. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
591
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
57 mm/60 ACAD Mle 195114×2 57mm
100 mm/55 CAD Mle 1945 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×2 100mm
152 mm/55 Mle 1936 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×3 152mm
Far aura
Guns100 mm/55 CAD Mle 1945 (DP) + 152 mm/55 Mle 1936 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 168 from dual-purpose secondaries firing as AA in this range band.
168
Range5 km
Medium aura
Guns57 mm/60 ACAD Mle 1951
Continuous DPS
ƒEffective DPS: 161 raw aura damage × 3.5 × 0.75 hit probability = 423 - the same in-game units as the Close-range AA DPS headline.
423
Range4.5 km
Total DPS in Aura
ƒFar 168 + Medium 423 = 591
591
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts15
Firing range6.66 km
Shell Grouping (σ)1.2
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 @ 6.66 km
ƒ6.66 km × 57 + 30 = 409.6 m.
409.6 m
100 mm/55 CAD Mle 1945 (×12) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time3 s
HE Damage1,550
Muzzle Velocity855 m/s
Fire Chance5%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/55 Mle 1936 (×3) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber152 mm
Reload time12 s
HE Damage2,350
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine power150,000 hp
Maximum speed30 kt
Turning circle radius850 m
Rudder shift time12.7 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
36 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
58.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·30.0·0.5144850=1.04°/s, so ratio=ωturretωhull=51.04=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea15.44 km
Detectability by air12.35 km
Smoke firing penalty14.12 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.44 km
Detect Fire Sea17.44 km
Detect Fire Air15.35 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,660 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 28,980 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 345 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (69,000 HP) per second = 345 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost
Choose one
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

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

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)1.7
Max Horiz Disp227.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1648230·122.21000+2.2)·30=227.5m
Shell scatter width @ 5 km115 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km164 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km213 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp136.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.5·0.6=136.5m
Shell scatter height @ 10 km85.5 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp81.1 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =227.5·0.356(σ=1.7)=81.1m
Med Vert Disp48.7 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =136.5·0.357(σ=1.7)=48.7m
AP Pen Close761.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2347·8850.69·0.381.07·8301.38=761.8mm. Matches the in-game spec card.
AP Pen Far434.6 mm
Same formula at the ship's max firing range (20.6 km), where the shell has slowed to 552.6 m/s: P=107·2347·8850.69·0.381.07·552.61.38=434.6mm.
HE penetration63 mm
63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha43,200
5,400 HE damage x 8 broadside guns = 43,200.
AP full-salvo alpha95,200
11,900 AP damage x 8 broadside guns = 95,200.
HE DPMInitial: 96,000 → 106,667
Zero upgrades: 43,200 HE full-salvo alpha x 60 / 27 s base reload = 96,000. All upgrades (Main Battery Mod. 3 = -10% reload): 43,200 HE full-salvo alpha x 60 / 24.3 s all-upgrades reload = 106,667.
AP DPMInitial: 211,556 → 235,062
Zero upgrades: 95,200 AP full-salvo alpha x 60 / 27 s base reload = 211,556. All upgrades (Main Battery Mod. 3 = -10% reload): 95,200 AP full-salvo alpha x 60 / 24.3 s all-upgrades reload = 235,062.
Shells/minInitial: 17.8 → 19.8
Zero upgrades: 8 broadside guns x 60 / 27 s base reload = 17.8. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 24.3 s all-upgrades reload = 19.8.
Fires/minInitial: 6.4 → 7.11
Zero upgrades: 17.8 shells/min x 36% fire chance = 6.4. All upgrades (Main Battery Mod. 3 = -10% reload): 19.8 shells/min x 36% fire chance = 7.11.

AA defense

Close-range AA DPS591
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (161×3.5×0.75) + (64×3.5×0.75) = 591. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2742
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 @ 6.66 km409.6 m
6.66 km × 57 + 30 = 409.6 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)424,875
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: 12×2 100 mm (12/side) × 60/3 × 1550 = 372,000 + 3×3 152 mm (4.5/side) × 60/12 × 2350 = 52,875. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2350
Maximum HE damage per shell across secondary HE families. Best on this ship: 2350 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting La Foudre. Cards are condensed; use each source link for full context.

2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Extended the barbette armor plates to the casemate, making these areas more resistant to accidental hits.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • La Foudre default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Jb PirateDecorative

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.