World of Warships: Legends ship guide

Richelieu

Beta
Fast battleshipUse speed to flank and trade from angles; reposition between salvos.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
  • Avoid: Using the 32-kn speed to push rather than to rotate
Key characteristics
18 km gun rangeEngine BoostSpotter planeLight secondaries
Community Data

Richelieu Community Stats

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Playstyle

Overview

Richelieu is a Tier VII French fast battleship at 32 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.

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 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 32-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

Burny secondaries

12.0% best HE fire chance per secondary shell (before target resistance), top decile of T7 BBs. Stacks fires faster than peers in a brawl.

Heavy citadel belt

405.0 mm citadel belt, top decile of T7 BBs. Citadels through angle are rare.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

Heavy belt

Citadel belt in the top bracket. Incoming AP rarely citadels through angle.

Light secondaries

82500.0 secondary DPM (theoretical), bottom decile of T7 BBs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Richelieu

Richelieu is available in the Fast Battleships branch of the France Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

Show France tech-tree branch diagram
France Tech Tree

Richelieu sits in the Fast Battleships branch. The highlighted path shows the local branch context inside the full France tree.

Official WG availability sources
  • "Le Lion Flamand" Campaign Breakdown Campaign Start: 2022-04-11 · End: 2022-05-15 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.

Builds Beta

Build for shell grouping, reload, speed, concealment, survivability, and main-battery consistency.

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Cohort position

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Where Richelieu sits among Tier VII BBs (39 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.

Top 10%Citadel belt405 mm (4/37) Top 25%Max speed32 kt (9/39) Top 25%Main battery range17.55 km (6/39) Top 25%Secondary fire chance12% (7/37) Top 25%AP arming threshold63 mm (9/39) Bottom 25%Main battery caliber380 mm (31/39) Bottom 10%Secondary DPM (per side)82,500 (38/39) WorstNo torpedoes (27 of 39 in cohort)
See 37 mid-pack stats

Not standouts for Richelieu -- 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 points63,700 HP(23/39) Concealment15.26 km(17/39) Air detection12.21 km(17/39) Rudder shift20.1 s(19/39) Traverse-to-turn ratio4.51 ×(21/39) Main battery reload25.2 s(17/39) Sigma1.9(15/39) HE shell damage5,400(26/38) HE fire chance36%(17/38) Fires per minute6.86(25/38) HE DPM102,857(27/38) AP shell damage11,900(27/39) AP DPM226,667(30/39) Main dispersion222.4 m(22/39) HE alpha2,200(11/37) Secondary HE pen25 mm(18/37) AP velocity830 m/s(14/39) HE velocity830 m/s(15/38) Acceleration9.1 s(23/39) Engine power155,000 hp(19/39) Turn-speed retention182.4 hp/m(21/39) Displacement44,800 t(15/39) Power-to-weight3.46 hp/t(16/39) Secondary range5 km(27/39) AA DPS570(12/39) AA range5 km(15/39) AA threat1,696(20/39) Repair charges3(19/39) Max armor405 mm(12/39) Stern armor32 mm(15/37) Deck armor120 mm(17/36) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

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

Repair 3Engine BoostFighter
Survivability
Hit PointsInitial: 54,500 → 63,700
Displacement44,800 t
Armor range18–405 mm
Plate armor thicknesses18, 19, 20, 22, 24, 30, 32, 40, 50, 80, 100, 120, 150, 170, 233, 250, 280, 330, 340, 355, 405 mm
Armor material/layer entries66
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction35%
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.
31,900
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.
19,100
Main Battery
ModuleArtillery: 380 mm/45 Mle 1935
Mounts / barrels2 mounts / 8 barrels
Reload time28 s
Firing range (base)16 km
Firing range (top fire control)17.6 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15959/30·(12−2.2)/1000 + 2.2)·30 = 222.4 m
222.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 222.4 × 0.6 = 133.4 m
133.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 222.4 × 0.331 (σ=1.9) = 73.7 m
73.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 133.4 × 0.331 (σ=1.9) = 44.2 m
44.2 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
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
Base HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 28 s base reload = 92,571.
92,571
Installed HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 102,857.
102,857
Base fires/min
ƒ8 HE shells x 60 / 28 s reload x 36% fire chance = 6.17.
6.17
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 830^1.38 = 761.8 mm. Matches the in-game spec card.
761.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.9 km), where the shell has slowed to 542.5 m/s: 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 542.5^1.38 = 423.6 mm.
423.6 mm
AP full-salvo alpha
ƒ11,900 AP damage x 8 broadside guns = 95,200.
95,200
Base AP DPM
ƒ95,200 AP full-salvo alpha x 60 / 28 s base reload = 204,000.
204,000
Installed AP DPM
ƒ95,200 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 226,667.
226,667
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.
120
AA Defense
AA mount pointsInitial: 14 → 62
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.75) + (100×3.5×0.7) + (17×3.5×0.75) = 570. 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.
570
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/56 Bofors Mk2 (upgraded hull only)14×4 40mm
20 mm/70 Mk4 (upgraded hull only)48×1 20mm
37 mm/70 ACAD Mle 1936 (stock hull only)6×2 37mm
13.2 mm/76 CAQ Mle 1929 (stock hull only)8×4 13mm
152 mm/55 Mle 1936 (DP)5×3 152mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
17
Range5 km
Medium aura
DPSInitial: 43 → 107
Range3.5 km
Total DPS in Aura
ƒFar 17 + Medium 107 = 124
124
Near aura
DPS100
Range2 km
Total DPS in Aura
ƒFar 17 + Medium 107 + Near 100 = 224
224
S
Secondary Battery
Mounts5 → 9
Firing range5.0 km
Shell Grouping (σ)1
Caliber152 mm
Reload time12 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 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: 155,000 hp
Engine power155,000 hp
Maximum speed32 kt
Turning circle radius850 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.5× drags
Concealment
Detectability by sea15.26 km
Detectability by air12.21 km
Smoke firing penalty13.95 km
Detect after firing main guns15.26 km
Detect Fire Sea17.26 km
Detect Fire Air15.21 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
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
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 (2)

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

HullUpgrade
  • Hit points54,500 → 63,700
  • Rudder shift28.1 → 20.1 s
  • AA mounts14 → 62
  • Close-range AA DPS71 → 207
  • Turret traverse5 → 5.5 °/s
Fire controlUpgrade
  • Main battery range15,959 → 17554.9 m

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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp222.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15959/30·(12−2.2)/1000 + 2.2)·30 = 222.4 m
Max Vert Disp133.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 222.4 × 0.6 = 133.4 m
Med Horiz Disp73.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 222.4 × 0.331 (σ=1.9) = 73.7 m
Med Vert Disp44.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 133.4 × 0.331 (σ=1.9) = 44.2 m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close761.8 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 × 2347 × 885^0.69 × 0.38^-1.07 × 830^1.38 = 761.8 mm. Matches the in-game spec card.
AP Pen Far423.6 mm
Same formula at the ship's max firing range (21.9 km), where the shell has slowed to 542.5 m/s: 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 542.5^1.38 = 423.6 mm.
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.
Base HE DPM92,571
43,200 HE full-salvo alpha x 60 / 28 s base reload = 92,571.
Base AP DPM204,000
95,200 AP full-salvo alpha x 60 / 28 s base reload = 204,000.
Installed HE DPM102,857
43,200 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 102,857.
Installed AP DPM226,667
95,200 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 226,667.
Base shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Installed shells/min19
8 broadside guns x 60 / 25.2 s installed Artillery reload = 19.
Base fires/min6.17
8 HE shells x 60 / 28 s reload x 36% fire chance = 6.17.
Installed fires/min6.86
8 HE shells x 60 / 25.2 s installed reload x 36% fire chance = 6.86.

AA defense

Close-range AA DPS570
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.75) + (100×3.5×0.7) + (17×3.5×0.75) = 570. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1696
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

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)82,500
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: 5×3 152 mm (7.5/side) × 60/12 × 2200 = 82,500. 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 54,50063,700 with hull upgrade, 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)3,300 (5% 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)19 mm primary (range 19–355 mm)47,800 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–150 mm)3,000 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel405 mm primary (range 18–405 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).
Superstructure24 mm primary (range 24–405 mm)1,700 (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 HP31,900 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 (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.
Engine (module, research)engine coefficient (unconfirmed)-0.050 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP19,100 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 Richelieu. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×1Main Battery ×1
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • The barbette rings of the first gun were extended to reach the citadel, and new superstructure elements were added. This change has minimal impact on the ship's performance.
Read the full official post
2020-06-18

Update: June 2020

  • Richelieu has received a 50% increase to her turret HP. This has been done to give her a unique advantage over Jean Bart (which had the same initial turret HP value). Both ships are known for being quite the snipers, but while Jean Bart receives more love from the playerbase, her turrets can be disabled pretty easily when the intention is there. Richelieu will now be able to better withstand such attacks against her turrets. In comparison to Jean Bart she does lack some burst damage, thanks to Jean Bart's Main Battery Reload Booster, but she will now be better able to sustain damage over longer time periods with a better chance of operating both turrets.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Richelieu 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.