World of Warships: Legends ship guide

Saint-Louis

Also called: 路易九世 Beta
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Playing her like a fast French cruiser
Key characteristics
High AP DPMSonarReload BoosterEngine BoostSpotter planeThin armor
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Community Data

Saint-Louis Community Stats

Across 5,700+ Standard battles from 190+ players, Saint-Louis averages a 64% win rate, 94,600 damage and 1.2 kills per battle, and survives 47% of them.

Community Data

Saint-Louis Community Stats

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

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Playstyle

Overview

Saint-Louis is a Tier VIII French heavy cruiser whose 203mm guns bring 10.7 fires a minute (5th of 29), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. Her sonar reaches 4.7 km, which is the range at which she can commit to a contest without guessing. Both shells run cohort-strong (cohort-strong AP at 360,170 AP DPM and cohort-strong HE at 210,396 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. The trade is thin armor in T8 CAs (100 mm, 35th of 36).

Positioning

Work the islands rather than a firing line. Sonar (4.7 km on ships, 3.3 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 8.2 km, so pick the salvo rather than holding the trigger. Once the rudder is over she turns tightly for her cohort (720 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Playing her like a fast French cruiser

Despite the Rapid Cruisers line name she is slow for her tier (33 kn), and her engine boost is the standard cruiser value, so she cannot rotate flanks or kite out of a bad spot the way her faster line-mates can. Commit to a lane early, lean on cover, and do not over-extend expecting to escape on speed.

Signature Traits

Engine Boost

+20% speed (about +6.6 kt), 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in T8 CAs.

ELITE MAIN BATTERY ↗
  • AP DPM machine · 360170 AP
  • HE DPM machine · 210396 HE
  • Fire-starter cruiser
Thin armor ↗

100 mm max plate, bottom decile of T8 CAs. Citadel windows open against peer-tier guns.

Acquisition

How to get Saint-Louis

Saint-Louis is available in the Rapid Cruisers branch of the France Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

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

Show France tech-tree branch diagram
Official WG availability sources
  • November Update: Under the Black Flag Tech tree line Start: 2022-11-03
    • Same as the first batch of Tier VIII ships, these will be available right away for Captains with researched Tier VII ships of the respective branches and sufficient XP on those.
    • Cruiser Saint Louis

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Saint-Louis sits among Tier VIII CAs (35 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 25%Turning circle720 m (5/36) Top 25%Main battery range15.92 km (8/36) Top 25%Fires per minute10.7 (5/29) Top 25%HE DPM210,396 (5/29) Top 25%AP DPM360,170 (5/35) Top 25%Secondary DPM (per side)196,000 (8/28) Top 25%Time to 90% speed24.8 s (9/36) Top 25%Displacement16,000 t (7/36) Top 25%Power-to-weight7.5 hp/t (9/36) Top 25%Effective HE DPM (incl. fire)298,106 (4/29) Top 25%Torpedo reload90 s (5/21) Bottom 25%Stealth profile13.83 km / 8.3 km (30/36 / 30/36) Bottom 25%Secondary HE alpha1,400 (23/27) Bottom 25%Secondary HE pen17 mm (23/27) Bottom 25%Torpedo speed60 kt (17/21) Bottom 25%Citadel belt100 mm (31/36) Bottom 10%Max armor100 mm (35/36) WorstSecondary fire chance5% (1 of 12 tied) WorstRepair heal rate0.5 %/s (1 of 17 tied)
See 34 mid-pack stats

Not standouts for Saint-Louis -- 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 points44,000 HP(27/36) Max speed33 kt(23/36) Smoke fire bloom8.16 km(24/36) Rudder shift10.2 s(14/36) Main battery caliber203 mm(19/36) Main battery reload7.5 s(13/36) Sigma2.05(17/36) HE shell damage2,950(17/29) HE fire chance15%(15/29) AP shell damage5,050(20/35) Main dispersion142.8 m(23/36) AP velocity845 m/s(17/35) HE velocity876 m/s(12/29) Acceleration (0-12 kt)9 s(15/36) AP arming threshold34 mm(17/35) Engine power120,000 hp(22/36) Power / turn radius166.7 hp/m(17/36) AP pen at 10 km223 mm(24/35) AA DPS516(15/36) AA range5 km(24/36) AA threat1,731(22/36) Flak damage per salvo (expected)1,782(24/36) Torpedo range9 km(12/21) Torpedo damage≈13,733(15/21) Torpedo reaction time8.1 s(15/21) Bow armor25 mm(20/36) Stern armor25 mm(21/36) NormSecondary dispersion bracket57(20 of 28 tied at this value) NormAP fuse timer0.033 s(24 of 35 tied at this value) NormAP ricochet start45°(25 of 35 tied at this value) NormAP auto-bounce angle60°(24 of 35 tied at this value) NormTurn speed retained81%(32 of 36 tied at this value) NormSecondary range5 km(22 of 28 tied at this value) NormRepair charges2(33 of 36 tied at this value)
Survivability
Hit PointsInitial: 40,000 → 44,000
Displacement16,000 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.
202.3 x 22.9 m (ship-model figure)
Armor range6–100 mm
Plate armor thicknesses6, 16, 20, 25, 26, 27, 38, 40, 45, 80, 100 mm
Armor material/layer entries41
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 duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 44,000 HP = 3,960 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 44,000 HP = 4,400 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
22,000
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.
13,200
Effective HP
ƒBase 44,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 44,000 HP = 6,160 HP per charge, × 2 charges = 12,320 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. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
56,320
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,300 = 6,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
3,300
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,300 = 6,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
3,300
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 33,000 = 66,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
33,000
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,400 = 6,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
3,400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,300 = 6,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
3,300
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: 203 mm/55 Mle 1934
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 9 s → 7.5 s
Firing range (base)14.5 km
Firing range (top fire control)15.9 km
Turret traverseInitial: 6 °/s → 7 °/s
Turret armor140 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.
±143.5°, ±143°, ±145°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 143.5° (the most restricted forward-facing mount's arc) = 36.5° 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.
37° off bow / 36.5° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.9 km) shells land in an ellipse about 143 m wide and 86 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15918.130·8−1.11000+1.1)·30=142.8m
142.8 m at 15.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =142.8·0.6=85.7m
85.7 m at 15.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =142.8·0.62.05=41.8m
41.8 m at 15.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =85.7·0.62.05=25.1m
25.1 m at 15.9 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 9 s base reload = 60. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 78.8.
Initial: 60 → 78.8
HE shells
HE alpha2,950
HE Velocity876 m/s
Fire Chance15%
HE fire DPM vs T8 BB87695
Effective HE DPM vs T8 BB298091
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,950 HE damage x 9 broadside guns = 26,550.
26,550
HE DPM
ƒZero upgrades: 26,550 HE full-salvo alpha x 60 / 9 s base reload = 177,000. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 26,550 HE full-salvo alpha x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 232,312.
Initial: 177,000 → 232,312
Fires/min
ƒZero upgrades: 60 shells/min × 0.15 (15% fire chance) = 9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 78.8 shells/min × 0.15 (15% fire chance) = 11.81.
Initial: 9 → 11.81
AP shells
AP alpha5,050
AP Velocity845 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP pen max range162 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2434·1340.69·0.203−1.07·8451.38=430.6mm.
430.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.9 km), where the shell has slowed to 416.2 m/s: P=10−7·2434·1340.69·0.203−1.07·416.21.38=162mm.
162 mm at 15.9 km
AP full-salvo alpha
ƒ5,050 AP damage x 9 broadside guns = 45,450.
45,450
AP DPM
ƒZero upgrades: 45,450 AP full-salvo alpha x 60 / 9 s base reload = 303,000. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 45,450 AP full-salvo alpha x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 397,688.
Initial: 303,000 → 397,688
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.
30
Torpedoes
ModuleTorpedoes: 550 mm 23DT
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 s
Projectile speed60.0 kt
Range9 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=41,200·0.333=13,733. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 13,733
Maximum damage (ammunition)
ƒ41,200 warhead alpha / 3 + 1,100 blast = 14,833. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
14,833
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km60 kt×2.6855=8.1 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.1 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.46 per hit, shown as 2.46×100=246%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
246%
Torpedo launcher traverse25 °/s
Launch arcswing 140° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,733 = 41,199. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
41,199
AA Defense
AA mount points32
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
40 mm/56 Bofors Mk2 (upgraded hull only)4×4 40mm
40 mm/56 Bofors Mk1Initial: 12×2 → 8×2 40mm
20 mm/70 Mk4Initial: 20×1 → 12×1 20mm
20 mm/70 Oerlikon Mk24 (upgraded hull only)8×2 20mm
100 mm/45 Mle 1931 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
7×2 100mm
Far aura
Guns100 mm/45 Mle 1931 (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 113 from dual-purpose secondaries firing as AA in this range band.
113
Range5 km
Medium aura
Guns40 mm/56 Bofors Mk1 + 40 mm/56 Bofors Mk2
Continuous DPS
ƒInitial: 71 × 3.5 × 0.9 = 224 → 76 × 3.5 × 0.9 = 239. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 224 → 239
Range3.5 km
Total DPS in Aura
ƒFar 113 + Medium 239 = 352
352
Near aura
Guns20 mm/70 Mk4 + 20 mm/70 Oerlikon Mk24
Continuous DPS
ƒInitial: 45 × 3.5 × 0.85 = 134 → 55 × 3.5 × 0.85 = 164. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 134 → 164
Range2 km
Total DPS in Aura
ƒFar 113 + Medium 239 + Near 164 = 516
516
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 220 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, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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.
90%
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
Mounts7
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: Initial: 7×2 100 mm (7/side) × 60/4 s × 1400 = 147,000 → 7×2 100 mm (7/side) × 60/3 s × 1400 = 196,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 147,000 → 196,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 7 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 57,380. 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.
57,380
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 196,000 + secondary fire DPM 57,380 = 253,380: shell damage plus fire damage against one T8 battleship, every shell hitting.
253,380
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
100 mm/45 Mle 1931 → 100 mm/55 CAD Mle 1945 (7×2) (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 → 3 s
HE alpha1,400
Muzzle Velocity780 m/s → 855 m/s
Fire Chance6% → 5%
Secondary fires/min (per side)
ƒStock hull: 7×2 barrels / 2 sides × 60 / 4 s × 0.06 (6% fire chance) = 6.3. Upgraded hull: 7×2 barrels / 2 sides × 60 / 3 s × 0.05 (5% fire chance) = 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.
6.3 → 7
HE Pen17 mm
Maneuverability
Engine power120,000 hp
Maximum speed33.0 kt
Turning circle radius720 m
Rudder shift timeInitial: 14.3 s → 10.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 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.
28 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
24.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
39.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 5.7 = +0.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.83 km x 0.955 = 13.21 km. Camouflage does not change detectability by air.
13.83 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.83 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.21 km.
13.21 km
Detectability by air8.3 km
Smoke firing penalty8.16 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.83 km) = 15.92 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.92 km
Detect when firing (air)
ƒAir detectability 8.3 km + gun-firing bloom 4.06 km = 12.36 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.
12.36 km
Detect when on fire (sea)
ƒSea detectability 13.83 km + 2.0 km while burning = 15.83 km.
15.83 km
Detect when on fire (air)
ƒAir detectability 8.3 km + 3.0 km while burning = 11.3 km.
11.3 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 6,160 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 44,000 HP = 6,160 HP: up to 14% of max HP restored per charge.
· 12,320 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 44,000 HP = 12,320 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 220 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 44,000 HP = 220 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter4 charges · 80 s reload · 60 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 Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points40,000 → 44,000
  • Rudder shift14.3 → 10.2 s
  • Close-range AA DPS116 → 131
  • Secondary battery reload4 → 3 s
  • Total secondary DPM147,000 → 196,000
  • Max HE fire chance6 → 5 %
  • Turret traverse6 → 7 °/s
Fire controlUpgrade
  • Main battery range14,471 → 15918.1 m
ArtilleryUpgrade
  • Base reload9 → 7.5 s

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 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 km26.2 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=0.5·15918.1=7959 m, and radiusOnMax=0.6 at 15918.1 m. Below the kink: k=0.2+(0.5−0.2)·50007959=0.3885, so σV=σH·k=67.5·0.3885=26.2m.
Shell scatter height @ 10 km53.6 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=0.5·15918.1=7959 m, and radiusOnMax=0.6 at 15918.1 m. Above the kink: k=0.5+(0.6−0.5)·10000−795915918.1−7959=0.5256, so σV=σH·k=102·0.5256=53.6m.
Shell scatter height @ 15 km80.3 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=0.5·15918.1=7959 m, and radiusOnMax=0.6 at 15918.1 m. Above the kink: k=0.5+(0.6−0.5)·15000−795915918.1−7959=0.5885, so σV=σH·k=136.5·0.5885=80.3m.
AP pen 5 km308 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 =10−7·2434·1340.69·0.203−1.07·662.61.38=308mm, where 662.6 m/s is the shell's speed when it arrives at 5 km (from 845 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km223 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 =10−7·2434·1340.69·0.203−1.07·524.81.38=223mm, where 524.8 m/s is the shell's speed when it arrives at 10 km (from 845 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km169 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 =10−7·2434·1340.69·0.203−1.07·429.51.38=169mm, where 429.5 m/s is the shell's speed when it arrives at 15 km (from 845 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.51 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·0.33·0.20328·134=3.99×10−5. That runs from a 845 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.
HE flight time @ 10 km5.43 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·0.3296·0.20328·123.82=4.31×10−5. That runs from a 876 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)2,434
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 mass134 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 coefficient0.33
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity845 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity876 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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.

Torpedoes

Estimated torpedo reaction time8.1 s
1300 m / (60.0 kt × 2.6855) = 8.1 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed60.0 kt
Travel time to max range55.9 s
9000 m / (60.0 kt × 2.6855) = 55.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage82,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range113
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 4x4 -> 80 DPS @ 3.5 km; 40mm Bofors Mk1 8x2 -> 160 DPS @ 3.5 km; 20mm Oerlikon MK4 12x1 -> 98 DPS @ 2 km; 20mm Oerlikon MK20 Twin 8x2 -> 65 DPS @ 2 km; 2 100 55 Mle 1945 7x2 -> 113 DPS @ 5 km.
AA DPS layered by range113 DPS @ 5 km, 353 DPS @ 3.5 km, 516 DPS @ 2 km
@ 5 km: 113 from one family; @ 3.5 km: 80 + 160 + 113 = 353; @ 2 km: 80 + 160 + 98 + 65 + 113 = 516. 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-blank516
80 + 160 + 98 + 65 + 113 = 516 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1731
80 × 3.5 + 160 × 3.5 + 98 × 2 + 65 × 2 + 113 × 5 = 1731. 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 firepower

Max HE alpha1400
The only family (100 mm): 1400. Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance5%
The only family (100 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 100 mm family.
Max HE pen17 mm
The only family (100 mm): 17 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: 17 mm from the 100 mm family.
Open in Charting Tool

Ship Charts

Background

A heavy cruiser project included in the last shipbuilding program during wartime. The ship was equal to ships of the preceding project, but the absence of treaty restrictions allowed her to have a larger displacement and reinforced AA capabilities.

Armor Beta

Hull HP 40,000 → 44,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)3,300 (8% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 6–100 mm)33,000 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 20–40 mm)3,300 (8% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 27–100 mm)≈ 165,500 (effectively 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP22,000 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (100 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.
Rudder (module)separate HP pool, does not drain ship HP13,200 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.

Balance History

Balance updates affecting Saint-Louis. Cards are condensed; use each source link for full context.

Buff ×22Main Battery ×6
2024-09-05

Ministry of Balance: Season of Change

  • Main battery AP shell damage increased from 4,800 to 5,050.
  • Main battery HE shell damage increased from 2,800 to 2,950.
Read the full official post
2024-03-21

Ministry of Balance: Spring Changes

  • Saint Louis is designed around being one of the ultimate glass-cannon ships, focused purely on damage potential. However, she often still struggles to compete, so we're improving her survivability and reload.
  • Stock Main Battery reload time reduced from 10 to 9 seconds.
  • Upgraded Main Battery reload time reduced from 8.5 to 7.5 seconds.
  • Stock Hull total health increased from 38,800 to 40,000:
  • Stock Hull Bow HP increased from 2,900 to 3,000.
  • Stock Hull Stern HP increased from 2,900 to 3,000.
  • Stock Hull HP increased from 29,100 to 30,000.
  • Stock Hull Magazine HP increased from 19,400 to 20,000.
  • Stock Hull Steering Gear HP increased from 11,600 to 12,000.
  • Stock Hull Superstructure HP increased from 3,000 to 3,100.
  • Stock Hull Casemate HP increased from 2,900 to 3,000.
  • Upgraded Hull total health 40,900 to 44,000:
  • Upgraded Hull Bow HP increased from 3,000 to 3,300.
  • Upgraded Hull Stern HP increased from 3,000 to 3,300.
  • Upgraded Hull HP increased from 30,700 to 33,000.
  • Upgraded Hull Magazine HP increased from 19,400 to 22,000.
  • Upgraded Hull Steering Gear HP increased from 12,300 to 13,200.
  • Upgraded Hull Superstructure HP increased from 3,200 to 3,400.
  • Upgraded Hull Casemate HP increased from 3,000 to 3,300.
  • Upgraded Hull Engine HP increased from 40,900 to 44,000.
Read the full official post
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Saint Louis is fairly unpopular, as she didn't feel like an upgrade over Charles Martel. We're increasing her damage output to give her greater presence in battle.
  • Stock main battery reload time reduced from 11.5 to 10.0 s.
  • Upgraded main battery reload time reduced from 10.0 to 8.5 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Saint-Louis can equip.

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.