World of Warships: Legends ship guide

République

Beta
Long-range battleshipMax-range AP sniper: trade from open water and bow-tank between salvos.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 kn to…
  • Avoid: Using the 30-kn speed to push rather than to rotate
Key characteristics
431 mm overmatch2 sigma accuracy18 km gun rangeHigh HE / fire outputEasily spotted
Community Data

République Community Stats

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Playstyle

Overview

République is a Tier VIII French fast battleship at 30 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best torpedo belt percent in T8 BBs (55) and best HE fire chance in T8 BBs (48).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 30-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Strong torpedo belt

55.0% torpedo damage reduction, best of T8 BBs.

High fire chance

48.0% fire chance per HE shell, best of T8 BBs.

High fire pressure

10.24 fires/min, best of T8 BBs. Keeps DCP on cooldown.

Long-reach AA

5.2 km AA reach, best of T8 BBs.

Wide dispersion

238.7 m max horizontal dispersion, worst of T8 BBs. Long-range salvos are noticeably wider than peers'.

Easily spotted

16.07 km surface detect, worst of T8 BBs. Visible before you can react; position early.

Acquisition

How to get République

République is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, Global XP, and Campaign. 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

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Santa Level 5 1.25% Tier VIII Premium ship Event containers · Santa Level 5 · 1 of 10 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
Show all 16 containers (13 more)
  • Mega Santa '23 0.5% Tier VIII Premium ship Event containers · Mega Santa '23 · 1 of 2 ships
  • Santa Level 4 0.425% Tier VIII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 10 ships
    Show 2 paths
    • Santa Level 40.3%
    • Santa Level 4 → Santa Level 50.125%
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
  • Santa Level 3 0.13625% Tier VIII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.0625%
    • Santa Level 3 → Santa Level 40.045%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.01875%
    • Santa Level 30.01%
  • Super Santa '23 0.075% Tier VIII Premium ship Event containers · Super Santa '23 · 1 of 2 ships
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Santa Level 2 0.041688% Tier VIII Premium ship Event containers · Santa Level 2 · 6 paths combined · 1 of 10 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.015%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.009375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00675%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002812%
    • Santa Level 2 → Santa Level 30.0015%
  • Champion's Box 0.02725% Tier VIII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.0125%
    • Champion's Box → Santa Level 3 → Santa Level 40.009%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.00375%
    • Champion's Box → Santa Level 30.002%
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Santa Level 1 0.009878% Tier VIII Premium ship Event containers · Santa Level 1 · 8 paths combined · 1 of 10 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.003125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00225%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001406%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.001012%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000938%
    • Santa Level 1 → Santa Level 30.0005%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000422%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000225%
  • Ultimate Crate 0.0075% Tier VIII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 2 ships
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • "L'Ambassadeur" Campaign Breakdown Campaign Start: 2022-07-25 · End: 2022-08-28 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: USS Black, Independence, South Carolina Ship feature / release Start: 2022-06-21 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: République Ship feature / release Start: 2022-07-26 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Picardie Ship feature / release Start: 2025-01-27 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Vive la France: Bastille Day in Legends 1,400,000 Global XP 2025-07-14 Tier VIII default; exact price not in source
  • Colors of Freedom 17,500 Doubloons 2023-06-20 Tier VIII default; exact price not in source
  • Summer Update: Always Courageous 17,500 Doubloons 2023-06-15 Tier VIII default; exact price not in source
  • Autumn Update: In the Shadow of Leaves 17,500 Doubloons 2022-08-25 Tier VIII default; exact price not in source
Show direct source rows

Builds Beta

Build for main-battery accuracy, reload/range, speed, concealment, and survivability. Secondary flavor is secondary to gun impact.

Open in Build Tool →

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Cohort position

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Where République sits among Tier VIII BBs (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.

BestFires per minute10.24 (1 of 2 tied) BestAA range5.2 km (1 of 7 tied) Top 10%Main battery caliber431 mm (2/25) Top 10%Main battery range17.62 km (3/25) Top 10%Main battery reload22.5 s (3/25) Top 10%AP DPM298,667 (3/25) Top 10%Secondary fire chance12% (3/23) Top 10%Engine power220,000 hp (3/25) Top 25%Traverse-to-turn ratio5.54 × (5/25) Top 25%Sigma2 (5/25) Top 25%AP velocity840 m/s (7/25) Top 25%HE velocity840 m/s (7/25) Top 25%Turn-speed retention224.5 hp/m (5/25) Top 25%AA threat2,344 (6/25) Top 25%Deck armor150 mm (7/25) Bottom 25%Rudder shift23.8 s (22/25) Bottom 10%AP arming threshold72 mm (24/25) Bottom 10%Displacement68,768 t (24/25) WorstStealth profile16.07 km / 12.86 km (1 of 2 tied / 1 of 2 tied) WorstMain dispersion238.7 m (25/25) WorstNo torpedoes (18 of 25 in cohort)
See 21 mid-pack stats

Not standouts for République -- 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 points76,000 HP(9/25) Max speed30 kt(15/25) HE shell damage6,000(10/25) HE DPM128,000(13/25) Secondary DPM (per side)290,250(9/25) HE alpha2,200(9/23) Secondary HE pen25 mm(12/23) Acceleration9 s(11/25) Power-to-weight3.2 hp/t(10/25) Secondary range6 km(8/25) AA DPS501(15/25) Repair charges3(11/25) Max armor400 mm(11/25) Citadel belt350 mm(13/25) Bow armor32 mm(13/25) NormSecondary dispersion bracket57(21 of 25 tied at this value) NormAP fuse timer0.03 s(22 of 25 tied at this value) NormAP ricochet start45°(23 of 25 tied at this value) NormAP auto-bounce angle60°(23 of 25 tied at this value) NormRepair heal rate0.5 %/s(18 of 25 tied at this value) NormStern armor32 mm(23 of 25 tied at this value)

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

Repair 3Engine Boost
Survivability
Hit Points76,000
Displacement68,768 t
Armor range4–400 mm
Plate armor thicknesses4, 19, 20, 25, 32, 35, 40, 50, 60, 70, 90, 100, 120, 150, 170, 185, 225, 235, 250, 305, 350, 370, 400 mm
Armor material/layer entries58
Fire resistance40%
Fire duration60 s
Torp Reduction55%
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.
46,200
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.
27,700
Main Battery
ModuleArtillery: 431 mm/50 Mle 1940
Mounts / barrels2 mounts / 8 barrels
Reload time25 s
Firing range17.6 km
Turret traverse5 °/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 = (17625/30·(12−2.2)/1000 + 2.2)·30 = 238.7 m
238.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 238.7 × 0.6 = 143.2 m
143.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 238.7 × 0.32 (σ=2) = 76.3 m
76.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 143.2 × 0.32 (σ=2) = 45.8 m
45.8 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 25 s base reload = 19.2.
19.2
HE shells
HE Damage6,000
HE Velocity840 m/s
Fire Chance48%
HE penetration
ƒ72 mm ≈ 431 mm caliber / 6 (standard HE penetration ratio).
72 mm
HE full-salvo alpha
ƒ6,000 HE damage x 8 broadside guns = 48,000.
48,000
Base HE DPM
ƒ48,000 HE full-salvo alpha x 60 / 25 s base reload = 115,200.
115,200
Installed HE DPM
ƒ48,000 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 128,000.
128,000
Base fires/min
ƒ8 HE shells x 60 / 25 s reload x 48% fire chance = 9.22.
9.22
AP shells
AP Damage14,000
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold72 mm
AP overmatch
ƒfloor(431 mm caliber / 14.3) = 30 mm (AP auto-penetrates plating this thick or less).
30 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 × 2550 × 1321^0.69 × 0.431^-1.07 × 840^1.38 = 969.6 mm. Matches the in-game spec card.
969.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22 km), where the shell has slowed to 530.4 m/s: 1e-7 × 2550 × 1321^0.69 × 0.431^-1.07 × 530.4^1.38 = 514.1 mm.
514.1 mm
AP full-salvo alpha
ƒ14,000 AP damage x 8 broadside guns = 112,000.
112,000
Base AP DPM
ƒ112,000 AP full-salvo alpha x 60 / 25 s base reload = 268,800.
268,800
Installed AP DPM
ƒ112,000 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 298,667.
298,667
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.
350
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (140×3.5×0.75) + (11×3.5×0.75) + (40×3.5×0.75) = 501. 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.
501
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
57 mm/60 ACAD Mle 195112×2 57mm
127 mm/54 Mle 1948 (DP)8×2 127mm
152 mm/55 Mle 1950 (DP)3×3 152mm
Outer Far aura
DPS
ƒIncludes 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
40
Range5.2 km
Inner Far aura
DPS
ƒIncludes 11 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
11
Range5 km
Total DPS in Aura
ƒOuter Far 40 + Inner Far 11 = 51
51
Medium aura
DPS140
Range4.5 km
Total DPS in Aura
ƒOuter Far 40 + Inner Far 11 + Medium 140 = 191
191
S
Secondary Battery
Mounts11
Firing range6.0 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 @ 6 km
ƒ6 km × 57 + 30 = 372 m.
372 m
127 mm/54 Mle 1948 (×8)
Caliber127 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity808 m/s
Fire Chance9%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/55 Mle 1950 (×3)
Caliber152 mm
Reload time8 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 220,000 hp
Engine power220,000 hp
Maximum speed30 kt
Turning circle radius980 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.5× slow
Concealment
Detectability by sea16.07 km
Detectability by air12.86 km
Smoke firing penalty15.97 km
Detect after firing main guns16.07 km
Detect Fire Sea18.07 km
Detect Fire Air15.86 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Engine Boost2 charges · 180 s reload · 180 s active · +8% 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 → 5.5 °/s

See all derived stats

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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 Disp238.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17625/30·(12−2.2)/1000 + 2.2)·30 = 238.7 m
Max Vert Disp143.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 238.7 × 0.6 = 143.2 m
Med Horiz Disp76.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 238.7 × 0.32 (σ=2) = 76.3 m
Med Vert Disp45.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 143.2 × 0.32 (σ=2) = 45.8 m
AP Pen Close969.6 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 × 2550 × 1321^0.69 × 0.431^-1.07 × 840^1.38 = 969.6 mm. Matches the in-game spec card.
AP Pen Far514.1 mm
Same formula at the ship's max firing range (22 km), where the shell has slowed to 530.4 m/s: 1e-7 × 2550 × 1321^0.69 × 0.431^-1.07 × 530.4^1.38 = 514.1 mm.
HE penetration72 mm
72 mm ≈ 431 mm caliber / 6 (standard HE penetration ratio).
AP overmatch30 mm
floor(431 mm caliber / 14.3) = 30 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius350
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 alpha48,000
6,000 HE damage x 8 broadside guns = 48,000.
AP full-salvo alpha112,000
14,000 AP damage x 8 broadside guns = 112,000.
Base HE DPM115,200
48,000 HE full-salvo alpha x 60 / 25 s base reload = 115,200.
Base AP DPM268,800
112,000 AP full-salvo alpha x 60 / 25 s base reload = 268,800.
Installed HE DPM128,000
48,000 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 128,000.
Installed AP DPM298,667
112,000 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 298,667.
Base shells/min19.2
8 broadside guns x 60 / 25 s base reload = 19.2.
Installed shells/min21.3
8 broadside guns x 60 / 22.5 s installed Artillery reload = 21.3.
Base fires/min9.22
8 HE shells x 60 / 25 s reload x 48% fire chance = 9.22.
Installed fires/min10.24
8 HE shells x 60 / 22.5 s installed reload x 48% fire chance = 10.24.

AA defense

Close-range AA DPS501
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (140×3.5×0.75) + (11×3.5×0.75) + (40×3.5×0.75) = 501. 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 index2344
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 km372 m
6 km × 57 + 30 = 372 m.

Secondary battery firepower

Secondary DPM (per side)290,250
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: 8×2 127 mm (8/side) × 60/4 × 1800 = 216,000 + 3×3 152 mm (4.5/side) × 60/8 × 2200 = 74,250. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 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.

Armor

Hull HP 76,000, 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.

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)4,800 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 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.
Hull (midship)400 mm primary (range 20–400 mm)69,300 (91% of HP)
No common caliber overmatches400 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–150 mm)4,400 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 25–350 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).
Superstructure4 mm primary (range 4–400 mm)5,300 (7% 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 HP46,200 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 (152 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 HP27,700 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 République can equip, from in-game data.

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.