Richelieu
Beta- 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
Richelieu Community Stats
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Richelieu Community Stats
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
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.
405.0 mm citadel belt, top decile of T7 BBs. Citadels through angle are rare.
Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.
Citadel belt in the top bracket. Incoming AP rarely citadels through angle.
82500.0 secondary DPM (theoretical), bottom decile of T7 BBs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.
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
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.
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 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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 222.4 × 0.6 = 133.4 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 222.4 × 0.331 (σ=1.9) = 73.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 133.4 × 0.331 (σ=1.9) = 44.2 mƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
8 broadside guns x 60 / 28 s base reload = 17.1.HE shells
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63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).ƒ
5,400 HE damage x 8 broadside guns = 43,200.ƒ
43,200 HE full-salvo alpha x 60 / 28 s base reload = 92,571.ƒ
43,200 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 102,857.ƒ
8 HE shells x 60 / 28 s reload x 36% fire chance = 6.17.AP shells
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floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
11,900 AP damage x 8 broadside guns = 95,200.ƒ
95,200 AP full-salvo alpha x 60 / 28 s base reload = 204,000.ƒ
95,200 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 226,667.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: (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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 17 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 17 + Medium 107 = 124ƒ
Far 17 + Medium 107 + Near 100 = 224ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
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
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
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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 222.4 × 0.6 = 133.4 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 222.4 × 0.331 (σ=1.9) = 73.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 133.4 × 0.331 (σ=1.9) = 44.2 mStandard BB dispersion. Used as the baseline for cross-family comparisons.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.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.63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).floor(380 mm caliber / 14.3) = 26 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 8 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.5,400 HE damage x 8 broadside guns = 43,200.11,900 AP damage x 8 broadside guns = 95,200.43,200 HE full-salvo alpha x 60 / 28 s base reload = 92,571.95,200 AP full-salvo alpha x 60 / 28 s base reload = 204,000.43,200 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 102,857.95,200 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 226,667.8 broadside guns x 60 / 28 s base reload = 17.1.8 broadside guns x 60 / 25.2 s installed Artillery reload = 19.8 HE shells x 60 / 28 s reload x 36% fire chance = 6.17.8 HE shells x 60 / 25.2 s installed reload x 36% fire chance = 6.86.AA defense
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.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) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 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: 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.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.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 54,500 → 63,700 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 |
|---|---|---|---|---|
| Bow | 32 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. |
| Stern | 32 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. |
| Citadel | 405 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). |
| Superstructure | 24 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 HP | 31,900 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 (152 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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.050 research estimate | Largest on BB/BC; zero on destroyers | Engine 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 HP | 19,100 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.
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.
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.
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.
Skins & permanent camouflages
Every custom exterior Richelieu can equip, from in-game data.
DefaultThe ship’s standard exterior
Richelieu GrimlockTransformers
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.
