Marseille
Beta- Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on th…
- Avoid: Do not drift broadside while tunnel-visioning damage
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Marseille Community Stats
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Marseille Community Stats
Record History
Playstyle
Overview
Marseille is best treated as flexible fire support and utility pressure. Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.
Positioning
Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.
Potato Avoidance
Drift broadside while tunnel-visioning damage
Cruiser value comes from staying alive long enough to punish multiple pushes.
Signature Traits
+20% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in Legendary CAs.
23.0 mm overmatch threshold, top decile of Legendary CAs. Punishes bow-tanking ships peers can't crack.
675.7 mm AP pen at 1.5 km, top decile of Legendary CAs. Citadels broadside cruisers up close.
365.3 mm AP pen at max range, top decile of Legendary CAs. Threatens citadels even from range.
2000.0 max HE alpha per secondary shell, best of Legendary CAs. Bigger per-shell damage than peers.
21.6 s reload, worst of Legendary CAs. Salvos punish more, but cycle is slower than peers.
How to get Marseille
Marseille is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Start with the standard cruiser priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Marseille sits among Legendary CAs (22 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 16 mid-pack stats
Not standouts for Marseille -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
9 broadside guns x 60 / 24 s base reload = 22.5.HE shells
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55 mm ≈ 330 mm caliber / 6 (standard HE penetration ratio).ƒ
4,800 HE damage x 9 broadside guns = 43,200.ƒ
43,200 HE full-salvo alpha x 60 / 24 s base reload = 108,000.ƒ
43,200 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 120,000.ƒ
9 HE shells x 60 / 24 s reload x 35% fire chance = 7.88.AP shells
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floor(330 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (20.5 km), where the shell has slowed to 535.7 m/s: .ƒ
9,700 AP damage x 9 broadside guns = 87,300.ƒ
87,300 AP full-salvo alpha x 60 / 24 s base reload = 218,250.ƒ
87,300 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 242,500.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (59×3.5×0.9) + (64×3.5×0.85) + (56×3.5×0.9) = 553. 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 56 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 56 + Medium 59 = 115ƒ
Far 56 + Medium 59 + Near 64 = 179ƒ
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 33 + 30 = 195 m.Show 1 more gun family
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Time to accelerate from 0 kt to 90% of top speed (29.7 kt of 33). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (32.7 kt of 33). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal ƒ
Heal per second (0.6%) x active time (28 s) = up to 16.8% of max HP restored per charge if the consumable runs its full duration.
Catapult Fighter3 charges · 70 s reload · 55 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16385}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 185.6\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 185.6 \cdot 0.6 = 111.4\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 185.6 \cdot 0.344\;(\sigma = 1.8) = 63.8\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 111.4 \cdot 0.344\;(\sigma = 1.8) = 38.3\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2428 \cdot 560^{0.69} \cdot 0.33^{-1.07} \cdot 870^{1.38} = 713.2\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (20.5 km), where the shell has slowed to 535.7 m/s: $P = 10^{-7}\cdot 2428 \cdot 560^{0.69} \cdot 0.33^{-1.07} \cdot 535.7^{1.38} = 365.3\,\text{mm}$.55 mm ≈ 330 mm caliber / 6 (standard HE penetration ratio).floor(330 mm caliber / 14.3) = 23 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 / 5 deg/s traverse speed = 36 s.4,800 HE damage x 9 broadside guns = 43,200.9,700 AP damage x 9 broadside guns = 87,300.43,200 HE full-salvo alpha x 60 / 24 s base reload = 108,000.87,300 AP full-salvo alpha x 60 / 24 s base reload = 218,250.43,200 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 120,000.87,300 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 242,500.9 broadside guns x 60 / 24 s base reload = 22.5.9 broadside guns x 60 / 21.6 s installed Artillery reload = 25.9 HE shells x 60 / 24 s reload x 35% fire chance = 7.88.9 HE shells x 60 / 21.6 s installed reload x 35% fire chance = 8.75.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (59×3.5×0.9) + (64×3.5×0.85) + (56×3.5×0.9) = 553. 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) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 33 + 30 = 195 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: 4×3 139 mm (6/side) × 60/6.5 × 2000 = 110,769 + 6×2 139 mm (6/side) × 60/6.5 × 2000 = 110,769. 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: 2000 from the 139 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 139 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: 23 mm from the 139 mm family.Armor Beta
Hull HP 64,000, 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.
Overmatched by 50+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–40 mm) | 1,600 (2% of HP) | Overmatched by 380mm+ (Alsace, Bourgogne)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) | 30 mm primary (range 20–310 mm) | 48,000 (75% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 20–170 mm) | 1,900 (3% of HP) | Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 210 mm primary (range 16–310 mm) | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 25 mm primary (range 25–230 mm) | 1,900 (3% 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 | 32,000 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 (139 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 | 19,200 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Marseille 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.
