World of Warships: Legends ship guide

Roussillon

Also called: 鲁西永 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
On this page
Community Data

Roussillon Community Stats

Across 670+ Standard battles from 67 players, Roussillon averages a 60% win rate, 97,700 damage and 1.1 kills per battle, and survives 36% of them.

Community Data

Roussillon Community Stats

Log in to GamingDiver and upload your data to see Community Data for Roussillon: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

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 36 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. Those shells also group in an improved bracket rather than the standard one, so the extra reach does not come at the cost of a looser cone. 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 36 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 and grouping better than the standard bracket, but they are a deterrent rather than a reason to close: the hull, not the guns, is what loses the trade. 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
  • Burny secondaries · 12%
ELITE MOBILITY ↗
  • Quick acceleration
  • Fast for the class · 32 kt
Engine Boost

+15% speed (about +4.8 kt), 180 s duration. Engine Boost takes her to 36.8 kt, faster than 37 of 37 T8 cruisers - enough to run down every cruiser or pull away from them, and outruns most destroyers too. Uncommon in T8 BBs.

Long-range AP brick ↗

588.84 mm AP pen at max range, top decile of T8 BBs. Threatens citadels even from range.

Low AP DPM ↗

191250 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: Campaign.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • Pyrenean Bastion Campaign Breakdown Campaign Start: 2026-09-07 · End: 2026-10-04
    • To successfully complete the Pyrenean Bastion campaign and unlock French Tier VIII Premium battleship Roussillon, you must accumulate 1,975 Renown with an active Admiralty Backing.
  • Through the Spy Glass: Roussillon Campaign Start: 2026-09-08
    • Roussillon is a French Tier VIII Premium battleship you can receive by completing the Pyrenean Bastion campaign with an Admiralty Backing.
  • September Update: Full Progress Ahead Campaign Start: 2026-09-03
    • To receive Roussillon, complete all 80 milestones of the campaign within four weeks with an active Admiralty Backing.

Builds

Reload and survivability outrank accuracy. Anything shortening a 36 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.

Robert Jaujard

WG official

WG official build from Through the Spy Glass: Roussillon.

Source: Through the Spy Glass: Roussillon

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

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 10%AP pen at 10 km703 mm (3/33) Top 25%Max speed32 kt (7/33) Top 25%Main battery range17.45 km (8/33) Top 25%Main dispersion194.6 m (5/33) Top 25%Secondary dispersion bracket43.5 (7/33) 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%Time to 90% speed33.6 s (9/33) Top 25%Acceleration (0-12 kt)12.7 s (5/33) 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 DPM91,500 (25/31) Bottom 25%AA DPS423 (28/33) Bottom 10%Main battery reload36 s (31/33) Bottom 10%AP DPM191,250 (31/33) Bottom 10%Flak damage per salvo (expected)1,102 (32/33) WorstNo torpedoes (26 of 33 in cohort)
See 26 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(23/33) Smoke fire bloom15.33 km(21/33) 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 minute7.35(12/31) AP shell damage12,750(20/33) Secondary HE alpha2,200(9/31) Secondary HE pen25 mm(16/31) AP arming threshold68 mm(17/33) Turn-speed retention211 hp/m(11/33) Effective HE DPM (incl. fire)151,749(21/31) AA range5 km(19/33) AA threat1,591(24/33) Repair charges3(14/33) Citadel belt350 mm(17/31) 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, plus draft. 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
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 60 s = 18% of the pool = 18% × 69,000 HP = 12,420 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.5% of max HP per second × 40 s = 20% of the pool = 20% × 69,000 HP = 13,800 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.188 hull torpedo-damage coefficient / 0.333 unprotected baseline = 44%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
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. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
76,667–97,980
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,700
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,400
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
51,800
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,500
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,500
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
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. 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
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How 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.
35° off bow / 30° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.4 km) than a standard battleship: about 195 m wide × 117 m tall, against 234 m × 141 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1745030·10−1.61000+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 alpha6,100
HE Velocity850 m/s
Fire Chance49%
HE fire DPM vs T8 BB60249
Effective HE DPM vs T8 BB151749
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 alpha12,750
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range589 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2900·9000.69·0.406−1.07·8501.38=916.9mm.
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=10−7·2900·9000.69·0.406−1.07·616.71.38=588.8mm.
588.8 mm at 17.4 km
AP full-salvo alpha
ƒ12,750 AP damage x 9 broadside guns = 114,750.
114,750
AP DPM
ƒZero upgrades: 114,750 AP full-salvo alpha x 60 / 36 s base reload = 191,250. All upgrades (Main Battery Mod. 3 = -10% reload): 114,750 AP full-salvo alpha x 60 / 32.4 s all-upgrades reload = 212,500.
Initial: 191,250 → 212,500
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
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
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 salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 3 clouds each + 1 outer cloud
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 salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos 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
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 10.8 + 2.7 = 13.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
13.5
Secondary DPM (per side)
ƒSum 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).
301,500
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 13.5 × (1 − 40% fire resistance) × 60 s × 0.3%/s × 75,900 HP = 110,662. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
110,662
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 301,500 + secondary fire DPM 110,662 = 412,162: shell damage plus fire damage against one T8 battleship, every shell hitting.
412,162
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 7.5 km
ƒ7.5 km × 43.5 + 30 = 356.2 m.
356.2 m
100 mm/45 Mle 1933 (12×2) (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 alpha1,400
Muzzle Velocity780 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ12×2 barrels / 2 sides × 60 / 4 s × 6% = 10.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
10.8
HE Pen17 mm
Show 1 more gun family
152 mm/55 Mle 1936 (3×3) (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 alpha2,200
Muzzle Velocity870 m/s
Fire Chance12%
Secondary fires/min (per side)
ƒ3×3 barrels / 2 sides × 60 / 12 s × 12% = 2.7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
2.7
HE Pen25 mm
Maneuverability
Engine power192,000 hp
Maximum speed32.0 kt
Turning circle radius910 m
Rudder shift time16.6 s
Engine power-boost threshold7.0 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. Base value; speed modifiers scale it.
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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
43.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
33.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32.0 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.
52.5 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)
ƒmax(main battery range, sea detectability 15.89 km) = 17.45 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.45 km
Detect when firing (air)
ƒAir detectability 12.71 km + gun-firing bloom 8.12 km = 20.83 km. The bloom tracks main-battery caliber x 0.020.
20.83 km
Detect when on fire (sea)
ƒSea detectability 15.89 km + 2.0 km while burning = 17.89 km.
17.89 km
Detect when on fire (air)
ƒAir detectability 12.71 km + 3.0 km while burning = 15.71 km.
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)
ƒ0.5% of max HP per second × 28 s effective active time = 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

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.4 km) with the same model as Max Horiz/Vert Disp: horizontal 195 / 234 m − 1 = -17%, vertical 117 / 141 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km33.5 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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. Below the kink: k=0.2+(0.5−0.2)·50008725=0.3719, so σV=σH·k=90·0.3719=33.5m.
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+(0.6−0.5)·10000−872517450−8725=0.5146, so σV=σH·k=132·0.5146=67.9m.
Shell scatter height @ 15 km99.5 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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+(0.6−0.5)·15000−872517450−8725=0.5719, so σV=σH·k=174·0.5719=99.5m.
AP pen 5 km801 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km703 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km622 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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=1.6×10−5. 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 because the game clock runs faster than real time. 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=1.6×10−5. 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,900
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass900 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2218
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

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.
AA DPS layered by range95 DPS @ 5 km, 342 DPS @ 3.5 km, 423 DPS @ 3.1 km
@ 5 km: 21 + 74 = 95; @ 3.5 km: 247 + 21 + 74 = 342; @ 3.1 km: 247 + 81 + 21 + 74 = 423. 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
247 + 81 + 21 + 74 = 423 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1591
247 × 3.5 + 81 × 3.1 + 21 × 5 + 74 × 5 = 1591. 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 @ 5 km247.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.

Secondary battery firepower

Max HE alpha2200
max(1400 (100 mm), 2200 (152 mm)) = 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
max(6% (100 mm), 12% (152 mm)) = 12%. 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
max(17 mm (100 mm), 25 mm (152 mm)) = 25 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.
Open in Charting Tool

Ship Charts

Background

An Alsace-class battleship design variant developed in 1939. The principal distinction from other versions of the project was a main battery consisting of nine 16-inch (406 mm) guns. Since the French Navy did not possess such guns at the time, the construction of a battleship with this armament configuration was unlikely. However, the main reason for the project's cancellation was France's defeat on land in May–June 1940.

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 estimates.

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Roussillon can equip.

  • 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.