World of Warships: Legends ship guide

Marceau

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 7.1 km detection
  • Avoid: Burning the 7.1 km concealment advantage on guns
Key characteristics
2 sigma accuracyHigh HE / fire outputHigh AP DPMLobs over islandsWide dispersion
Community Data

Marceau Community Stats

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Playstyle

Overview

Marceau is a Tier VIII French stealth-leaning destroyer with strong surface detection (7.1 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best HE DPM in T8 DDs (246,667) and best top speed in T8 DDs (44 kt).

Positioning

Hold concealment edges on the contested cap at 7.1 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 7.1 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

HE DPM machine

246667 HE DPM, best of T8 DDs. Sustained fire pressure.

Fast for the class

44.0 kt, best of T8 DDs. Lets you rotate flanks or escape disengagements.

Long Engine Boost

180.0 s Engine Boost duration, best of T8 DDs.

Fast acceleration

~8.0 s to max forward speed, top decile of T8 DDs. Rebuilds speed quickly after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Wide dispersion

97.8 m max horizontal dispersion, bottom decile of T8 DDs. Long-range salvos are noticeably wider than peers'.

Short torp range

6.0 km torpedo range, bottom decile of T8 DDs. Must close to deliver.

Acquisition

How to get Marceau

Marceau 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

  • Mystic Chest 4.966667% Tier VIII Premium ship or Legendary Tier ship Event containers · Mystic Chest · 1 of 3 ships
  • Mystic Lantern 0.745% Tier VIII Premium ship or Legendary Tier ship Event containers · Mystic Lantern → Mystic Chest · 1 of 3 ships
  • Mystic Box 0.099333% Tier VIII Premium ship or Legendary Tier ship Event containers · Mystic Box → Mystic Chest · 1 of 3 ships
Official WG availability sources
Show direct source rows
  • Mystic Chest 4.966667% · Tier VIII Premium ship or Legendary Tier ship

Builds Beta

Build for gun reload/range, speed, rudder, survivability, and fire pressure. Torpedo skills are secondary unless leaning into ambush play.

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Cohort position

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Where Marceau sits among Tier VIII DDs (25 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.

BestMax speed44 kt (1/25) BestHE DPM246,667 (1/24) BestAcceleration8 s (1/25) Top 10%Traverse-to-turn ratio17.12 × (3/25) Top 10%AP DPM313,333 (3/23) Top 10%Turn-speed retention130.9 hp/m (3/25) Top 10%Power-to-weight23.57 hp/t (3/25) Top 25%Engine power96,842 hp (4/25) Top 25%AA DPS277 (7/25) Top 25%AA range5.2 km (5/25) Top 25%AA threat1,039 (7/25) Bottom 25%Rudder shift6.3 s (21/25) Bottom 25%AP velocity808 m/s (19/23) Bottom 25%HE velocity808 m/s (19/24) Bottom 25%Displacement4,108 t (20/25) Bottom 25%Torpedo reload150 s (22/24) Bottom 10%Main dispersion97.8 m (24/25) WorstHE fire chance5% (1 of 7 tied) WorstTorpedo range6 km (24/24)
See 19 mid-pack stats

Not standouts for Marceau -- 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 points20,500 HP(9/25) Concealment7.1 km(18/25) Air detection3.55 km(18/25) Main battery caliber127 mm(17/25) Main battery range11.04 km(9/25) Main battery reload3.6 s(12/25) HE shell damage1,850(13/24) Fires per minute6.67(11/24) AP shell damage2,350(11/23) AP fuse timer0.01 s(13/23) AP arming threshold21 mm(11/23) Torpedo damage14,833(16/24) Torpedo speed60 kt(18/24) Repair heal rate1 %/s(6/9) Deck armor19 mm(9/18) NormAP ricochet start45°(17 of 23 tied at this value) NormAP auto-bounce angle60°(17 of 23 tied at this value) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

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

Repair 2Def-AAEngine Boost
Survivability
Hit Points20,500
Displacement4,108 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistance40%
Fire duration30 s
Torp Reduction0%
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.
11,000
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.
6,200
Main Battery
ModuleArtillery: 127 mm/54 Mle 1948
Mounts / barrels4 mounts / 8 barrels
Reload time4 s
Firing range11 km
Turret traverse30 °/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 = (11045/30·(8−0.5)/1000 + 0.5)·30 = 97.8 m
97.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.8 × 0.6 = 58.7 m
58.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.8 × 0.32 (σ=2) = 31.3 m
31.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.7 × 0.32 (σ=2) = 18.8 m
18.8 m
Turret turn time
ƒ180 degrees / 30 deg/s traverse speed = 6 s.
6 s
Base shells/min
ƒ8 broadside guns x 60 / 4 s base reload = 120.
120
HE shells
HE Damage1,850
HE Velocity808 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,850 HE damage x 8 broadside guns = 14,800.
14,800
Base HE DPM
ƒ14,800 HE full-salvo alpha x 60 / 4 s base reload = 222,000.
222,000
Installed HE DPM
ƒ14,800 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 246,667.
246,667
Base fires/min
ƒ8 HE shells x 60 / 4 s reload x 5% fire chance = 6.
6
AP shells
AP Damage2,350
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 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 × 2200 × 32.5^0.69 × 0.127^-1.07 × 808^1.38 = 227.4 mm. Matches the in-game spec card.
227.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.8 km), where the shell has slowed to 260.6 m/s: 1e-7 × 2200 × 32.5^0.69 × 0.127^-1.07 × 260.6^1.38 = 47.7 mm.
47.7 mm
AP full-salvo alpha
ƒ2,350 AP damage x 8 broadside guns = 18,800.
18,800
Base AP DPM
ƒ18,800 AP full-salvo alpha x 60 / 4 s base reload = 282,000.
282,000
Installed AP DPM
ƒ18,800 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 313,333.
313,333
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.
10
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time150 s
Projectile speed60 kt
Range6 km
Maximum simulated damage13,733 (est.)
Alpha damage41,200
Torpedo detectability1.5 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming185 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
164,796
AA Defense
AA mount points9
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (39×3.5×1) + (16×3.5×0.95) + (25×3.5×1) = 277. 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.
277
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm/56 Bofors Mk23×4 40mm
40 mm/56 Bofors Mk12×2 40mm
20 mm/70 Oerlikon Mk244×2 20mm
Far aura
DPS
ƒIncludes 25 continuous AA damage from dual-purpose main battery firing as AA in this range band.
25
Range5.2 km
Medium aura
DPS39
Range3.5 km
Total DPS in Aura
ƒFar 25 + Medium 39 = 64
64
Near aura
DPS16
Range2 km
Total DPS in Aura
ƒFar 25 + Medium 39 + Near 16 = 80
80
Maneuverability
Engine moduleEngine: 96,842 hp
Engine power96,842 hp
Maximum speed44 kt
Turning circle radius740 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio17.1× snappy
Concealment
Detectability by sea7.1 km
Detectability by air3.55 km
Smoke firing penalty2.65 km
Detect after firing main guns7.1 km
Detect Fire Sea9.1 km
Detect Fire Air6.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Repair Party2 charges · 120 s reload · 14 s active · 1% heal per second · 14% of max HP total heal
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (1)

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

HullUpgrade
  • Turret traverse30 → 15 °/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 Disp97.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11045/30·(8−0.5)/1000 + 0.5)·30 = 97.8 m
Max Vert Disp58.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.8 × 0.6 = 58.7 m
Med Horiz Disp31.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.8 × 0.32 (σ=2) = 31.3 m
Med Vert Disp18.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.7 × 0.32 (σ=2) = 18.8 m
AP Pen Close227.4 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 × 2200 × 32.5^0.69 × 0.127^-1.07 × 808^1.38 = 227.4 mm. Matches the in-game spec card.
AP Pen Far47.7 mm
Same formula at the ship's max firing range (13.8 km), where the shell has slowed to 260.6 m/s: 1e-7 × 2200 × 32.5^0.69 × 0.127^-1.07 × 260.6^1.38 = 47.7 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 time6 s
180 degrees / 30 deg/s traverse speed = 6 s.
HE full-salvo alpha14,800
1,850 HE damage x 8 broadside guns = 14,800.
AP full-salvo alpha18,800
2,350 AP damage x 8 broadside guns = 18,800.
Base HE DPM222,000
14,800 HE full-salvo alpha x 60 / 4 s base reload = 222,000.
Base AP DPM282,000
18,800 AP full-salvo alpha x 60 / 4 s base reload = 282,000.
Installed HE DPM246,667
14,800 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 246,667.
Installed AP DPM313,333
18,800 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 313,333.
Base shells/min120
8 broadside guns x 60 / 4 s base reload = 120.
Installed shells/min133.3
8 broadside guns x 60 / 3.6 s installed Artillery reload = 133.3.
Base fires/min6
8 HE shells x 60 / 4 s reload x 5% fire chance = 6.
Installed fires/min6.67
8 HE shells x 60 / 3.6 s installed reload x 5% fire chance = 6.67.

Torpedoes

Torpedo detectability1.5 km
Estimated torpedo reaction time9.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range38.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage164,796
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage164,796
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS277
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (39×3.5×1) + (16×3.5×0.95) + (25×3.5×1) = 277. 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 index1039
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

Armor

Hull HP 20,500, 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
Bow20 mm primary (range 19–20 mm)2,900 (14% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm15,400 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 19–20 mm)2,000 (10% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure19 mm1,300 (6% 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 HP11,000 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.
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 HP6,200 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 Marceau can equip, from in-game data.

  • Marceau 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.