World of Warships: Legends ship guide

Roussillon

Beta
France · Tier VIII · Battleship · Premium
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Fight at the long end of her range, angled, so the guns keep working without showing broadside
  • Thick armour, 430 mm at its heaviest (7th of 33), is what makes holding that angle pay
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back inside enemy torpedo range
Key characteristics
Heavy AP penStrong secondaries (7.5 km)Reload BoosterEngine BoostSpotter planeFragile
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Community Data

Roussillon Community Stats

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Pre-release

Roussillon is in the World of Warships: Legends client but has not been officially released yet. The stats on this page come from the current in-game data and may still change before launch.

Playstyle

Overview

Roussillon is a French Tier VIII premium battleship that fights at the long end of her range and punishes anyone who closes. Her nine 406 mm guns reach 17,450 m (8th of 33) and her AP shells travel at 850 m/s (6th of 33), so they arrive fast and predictably. Her real damage engine is fire: a 49 percent HE fire chance, the best of 31. The trade is a 69,000 HP pool at 30th of 33 and a 32.4 second reload at 31st, so she is armoured rather than durable and every salvo has to count.

Positioning

Fight at the long end of her range, angled, so the guns keep working without showing broadside. Thick armour, 430 mm at its heaviest (7th of 33), is what makes holding that angle pay. If a ship does close, her secondaries reach 7,500 m, tied for the longest at her tier, with a 12 percent fire chance (3rd of 31), so the approach costs the attacker. They scatter, though: 457.5 m dispersion, 33rd of 33, so treat them as a deterrent rather than a damage plan. Handling is ordinary, so choose the angle early rather than correcting under fire.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back inside enemy torpedo range. This hull is the worst one to try it with anyway: a 69,000 HP pool at 30th of 33 and a 32.4 second reload at 31st mean a knife fight is the exchange she cannot win, however thick the armour looks. Her secondaries invite it, reaching 7,500 m, but they scatter more than any in the cohort (457.5 m, 33rd of 33), so treat them as a deterrent rather than a reason to close. Hold the long band where the mains and a 49 percent fire chance, the best of 31, do the work.

Signature Traits

ELITE SECONDARIES
  • Extended secondary range · 7.5 km
  • Heavy secondary DPM · 301500 secondary
ELITE MOBILITY
  • Quick acceleration
  • Fast for the class · 32 kt
Engine Boost

+15% speed (about +4.8 kt), 180 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase. Uncommon in T8 BBs.

ELITE MAIN BATTERY
  • Long-range AP brick · 588.84 mm
  • High fire chance · 49%
Low AP DPM

201667 AP DPM, bottom decile of T8 BBs. Citadel windows matter more than spam.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Roussillon

Roussillon is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds

Reload and survivability outrank accuracy. Anything shortening a 32.4 second reload compounds all match, so accuracy investment returns less than it looks. With the longest secondary reach at her tier and the best HE fire chance, secondary and fire-chance builds have unusually good material here. Check current picks in the Build Tool before committing points.

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Cohort position

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Where Roussillon sits among Tier VIII BBs (32 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.

BestHE fire chance49% (1/31) BestSecondary range7.5 km (1 of 3 tied) Top 10%Traverse-to-turn ratio6.75 × (3/33) Top 10%Secondary fire chance12% (3/31) Top 10%Power-to-weight3.9 hp/t (2/33) Top 25%Max speed32 kt (9/33) Top 25%Main battery range17.45 km (8/33) Top 25%Main dispersion194.6 m (5/33) Top 25%Secondary DPM (per side)301,500 (9/33) Top 25%AP velocity850 m/s (6/33) Top 25%HE velocity850 m/s (7/31) Top 25%Acceleration35.3 s (7/33) Top 25%Engine power192,000 hp (9/33) Top 25%Displacement49,240 t (6/33) Top 25%Max armor430 mm (7/33) Bottom 25%Hit points69,000 HP (30/33) Bottom 25%HE DPM101,667 (25/31) Bottom 25%AA DPS423 (28/33) Bottom 10%Main battery reload32.4 s (31/33) Bottom 10%AP DPM201,667 (31/33) Bottom 10%Flak per wave (expected)1,102 (32/33) WorstNo torpedoes (26 of 33 in cohort)
See 28 mid-pack stats

Not standouts for Roussillon -- 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.

Concealment15.89 km(24/33) Smoke fire bloom15.33 km(22/33) Air detection12.71 km(23/33) Rudder shift16.6 s(15/33) Turning circle910 m(22/33) Main battery caliber406 mm(19/33) Sigma1.7(23/33) HE shell damage6,100(11/31) Fires per minute8.17(12/31) AP shell damage12,100(21/33) Secondary HE alpha2,200(10/31) Secondary HE pen25 mm(17/31) AP arming threshold68 mm(17/33) Turn-speed retention211 hp/m(11/33) Effective HE DPM (incl. fire)168,638(21/31) AA range5 km(19/33) AA threat1,591(24/33) Repair charges3(14/33) Citadel belt350 mm(17/31) Deck armor40 mm(21/30) NormSecondary dispersion bracket57(26 of 33 tied at this value) NormAP fuse timer0.03 s(30 of 33 tied at this value) NormAP ricochet start45°(29 of 33 tied at this value) NormAP auto-bounce angle60°(29 of 33 tied at this value) NormTurn speed retained81%(32 of 33 tied at this value) NormRepair heal rate0.5 %/s(24 of 33 tied at this value) NormBow armor32 mm(29 of 31 tied at this value) NormStern armor32 mm(29 of 31 tied at this value)
Survivability
Hit Points69,000
Displacement49,240 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
265 x 35.5 m
Armor range19–430 mm
Plate armor thicknesses19, 20, 30, 32, 38, 40, 50, 85, 100, 150, 160, 170, 190, 250, 275, 350, 370, 405, 430 mm
Armor material/layer entries61
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (12,420 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (13,800 HP on this ship). Verified against measured flood ticks in replay data.
0.5% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
44%
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.
20,700
Effective HP
ƒBase 69,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 9,660 HP per charge, x3 charges = 28,980 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent, and when Repair Party IS pressed it returns ~97% of the per-charge figure above.
76,667–97,980
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 406 mm/50 Schneider
Mounts / barrels3 mounts / 9 barrels
Reload time36 s
Firing range17.4 km
Turret traverse7 °/s
Turret armor430 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°, ±145°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
35° off bow / 30° off stern
HE fire DPM vs T8 BB60249
Effective HE DPM vs T8 BB151749
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1745030·101.61000+1.6)·30=194.6m
194.6 m at 17.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =194.6·0.6=116.7m
116.7 m at 17.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =194.6·0.61.7=68.7m
68.7 m at 17.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =116.7·0.61.7=41.2m
41.2 m at 17.4 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 36 s base reload = 15. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 32.4 s all-upgrades reload = 16.7.
Initial: 15 → 16.7
HE shells
HE Damage6,100
HE Velocity850 m/s
Fire Chance49%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,100 HE damage x 9 broadside guns = 54,900.
54,900
HE DPM
ƒZero upgrades: 54,900 HE full-salvo alpha x 60 / 36 s base reload = 91,500. All upgrades (Main Battery Mod. 3 = -10% reload): 54,900 HE full-salvo alpha x 60 / 32.4 s all-upgrades reload = 101,667.
Initial: 91,500 → 101,667
Fires/min
ƒZero upgrades: 15 shells/min x 49% fire chance = 7.35. All upgrades (Main Battery Mod. 3 = -10% reload): 16.7 shells/min x 49% fire chance = 8.17.
Initial: 7.35 → 8.17
AP shells
AP Damage12,100
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2900·9000.69·0.4061.07·8501.38=916.9mm. Matches the in-game spec card.
916.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 616.7 m/s: P=107·2900·9000.69·0.4061.07·616.71.38=588.8mm.
588.8 mm at 17.4 km
AP full-salvo alpha
ƒ12,100 AP damage x 9 broadside guns = 108,900.
108,900
AP DPM
ƒZero upgrades: 108,900 AP full-salvo alpha x 60 / 36 s base reload = 181,500. All upgrades (Main Battery Mod. 3 = -10% reload): 108,900 AP full-salvo alpha x 60 / 32.4 s all-upgrades reload = 201,667.
Initial: 181,500 → 201,667
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.
275
AA Defense
AA mount points26
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
37 mm/70 ACAD Mle 193616×2 37mm
25 mm/60 CAD Mle 193910×2 25mm
100 mm/45 Mle 1933 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×2 100mm
152 mm/55 Mle 1936 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×3 152mm
Far aura
Guns100 mm/45 Mle 1933 (DP) + 152 mm/55 Mle 1936 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 94 from dual-purpose secondaries firing as AA in this range band.
94
Range5 km
Medium aura
Guns37 mm/70 ACAD Mle 1936
Continuous DPS
ƒEffective DPS: 94 raw aura damage × 3.5 × 0.75 hit probability = 247 - the same in-game units as the Close-range AA DPS headline.
247
Range3.5 km
Total DPS in Aura
ƒFar 94 + Medium 247 = 341
341
Near aura
Guns25 mm/60 CAD Mle 1939
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.7 hit probability = 81 - the same in-game units as the Close-range AA DPS headline.
81
Range3.1 km
Total DPS in Aura
ƒFar 94 + Medium 247 + Near 81 = 422
422
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts15
Firing range7.5 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 @ 7.5 km
ƒ7.5 km × 57 + 30 = 457.5 m.
457.5 m
100 mm/45 Mle 1933 (×12) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity780 m/s
Fire Chance6%
HE Pen17 mm
Show 1 more gun family
152 mm/55 Mle 1936 (×3) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber152 mm
Reload time12 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance12%
HE Pen25 mm
Maneuverability
Engine power192,000 hp
Maximum speed32 kt
Turning circle radius910 m
Rudder shift time16.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
41.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
35.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
56.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·32.0·0.5144910=1.04°/s, so ratio=ωturretωhull=71.04=6.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.8× slow
Concealment
Detectability by sea15.89 km
Detectability by air12.71 km
Smoke firing penalty15.33 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
17.45 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (8.12 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
20.83 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
17.89 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
15.71 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,660 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 28,980 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 345 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (69,000 HP) per second = 345 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter5 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane5 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Engine Boost2 charges · 120 s reload · 180 s active · +15% speed bonus
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster2 charges · 180 s reload · 30 s active · +40% reload boost

See all derived stats

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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 (σ)1.7
Max Horiz Disp194.6 m at 17.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1745030·101.61000+1.6)·30=194.6m
Shell scatter width @ 5 km90 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km174 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp116.7 m at 17.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =194.6·0.6=116.7m
Shell scatter height @ 10 km67.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17450=8725 m, and radiusOnMax=0.6 at 17450 m. Above the kink: k=0.5+(0.60.5)·100008725174508725=0.5146, so σV=σH·k=132·0.5146=67.9m.
Med Horiz Disp68.7 m at 17.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =194.6·0.61.7=68.7m
Med Vert Disp41.2 m at 17.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =116.7·0.61.7=41.2m
AP Pen Close916.9 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2900·9000.69·0.4061.07·8501.38=916.9mm. Matches the in-game spec card.
AP Pen Far588.8 mm at 17.4 km
Same formula at the ship's max firing range (17.4 km), where the shell has slowed to 616.7 m/s: P=107·2900·9000.69·0.4061.07·616.71.38=588.8mm.
HE flight time @ 10 km4.7 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2218·0.40628·900=1.6×105. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.7 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2218·0.40628·900=1.6×105. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius275
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha54,900
6,100 HE damage x 9 broadside guns = 54,900.
AP full-salvo alpha108,900
12,100 AP damage x 9 broadside guns = 108,900.
HE DPMInitial: 91,500 → 101,667
Zero upgrades: 54,900 HE full-salvo alpha x 60 / 36 s base reload = 91,500. All upgrades (Main Battery Mod. 3 = -10% reload): 54,900 HE full-salvo alpha x 60 / 32.4 s all-upgrades reload = 101,667.
AP DPMInitial: 181,500 → 201,667
Zero upgrades: 108,900 AP full-salvo alpha x 60 / 36 s base reload = 181,500. All upgrades (Main Battery Mod. 3 = -10% reload): 108,900 AP full-salvo alpha x 60 / 32.4 s all-upgrades reload = 201,667.
Shells/minInitial: 15 → 16.7
Zero upgrades: 9 broadside guns x 60 / 36 s base reload = 15. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 32.4 s all-upgrades reload = 16.7.
Fires/minInitial: 7.35 → 8.17
Zero upgrades: 15 shells/min x 49% fire chance = 7.35. All upgrades (Main Battery Mod. 3 = -10% reload): 16.7 shells/min x 49% fire chance = 8.17.

AA defense

AA DPS at max range95
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 37 50 ACAD 16x2 -> 247 DPS @ 3.5 km; 25mm Hotchkiss Mle 1940 10x2 -> 81 DPS @ 3.1 km; 152 55 Mle 1936 3x3 -> 21 DPS @ 5 km; 100mm 45 Mle 1933 12x2 -> 74 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range95 DPS @ 5 km, 342 DPS @ 3.5 km, 423 DPS @ 3.1 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank423
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1591
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 range3.1 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 @ 7.5 km457.5 m
7.5 km × 57 + 30 = 457.5 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)301,500
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: 12×2 100 mm (12/side) × 60/4 × 1400 = 252,000 + 3×3 152 mm (4.5/side) × 60/12 × 2200 = 49,500. 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 Beta

Hull HP 69,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)≈ 3,450 (~5% of HP)
Overmatched by 460mm+ AP (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)405 mm primary (range 20–405 mm)≈ 51,750 (~75% of HP)
No common AP caliber overmatches405 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)≈ 3,450 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 20–350 mm)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.
Superstructure19 mm primary (range 19–430 mm)no cap
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).

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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Roussillon can equip, from in-game data.

  • Roussillon 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.