Saint-Louis
Also called: 路易九世 Beta- Work the islands rather than a firing line
- Avoid: Playing her like a fast French cruiser
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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.
Saint-Louis Community Stats
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Saint-Louis Community Stats
Record History
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
+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.
- AP DPM machine · 360170 AP
- HE DPM machine · 210396 HE
- Fire-starter cruiser
100 mm max plate, bottom decile of T8 CAs. Citadel windows open against peer-tier guns.
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
Saint-Louis sits in the Rapid Cruisers branch. The highlighted path shows the local branch context inside the full France tree.
Official WG availability sources
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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.
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
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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.
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.
Peers in this cohort
Compare Tier VIII CruisersShow all 35 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
Zero 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.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
2,950 HE damage x 9 broadside guns = 26,550.ƒ
Zero 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.ƒ
Zero 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.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.9 km), where the shell has slowed to 416.2 m/s: .ƒ
5,050 AP damage x 9 broadside guns = 45,450.ƒ
Zero 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.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Most 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: . 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.ƒ
41,200 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.46 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One 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 %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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.ƒ
Initial: 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.ƒ
Far 113 + Medium 239 = 352ƒ
Initial: 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.ƒ
Far 113 + Medium 239 + Near 164 = 516ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
Sum 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).ƒ
Fires/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.ƒ
Secondary DPM (per side) 196,000 + secondary fire DPM 57,380 = 253,380: shell damage plus fire damage against one T8 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Stock 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.ƒ
top speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.7 kt of 33.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 13.83 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.21 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 13.83 km + 2.0 km while burning = 15.83 km.ƒ
Air detectability 8.3 km + 3.0 km while burning = 11.3 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
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 ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Repair Party2 charges · 80 s reload · 28 s active · 6,160 HP (14% of max HP) total heal (per charge) ƒ
0.005 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.ƒ
0.14 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.ƒ
0.005 (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 ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
Under the hood
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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
The standard cruiser dispersion curve.(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.(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.(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.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: at 0 m, at m, and at 15918.1 m. Below the kink: , so .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: at 0 m, at m, and at 15918.1 m. Above the kink: , so .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: at 0 m, at m, and at 15918.1 m. Above the kink: , so .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 , 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 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 , 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 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 , 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.3 mounts × 3 barrels = 9; all 9 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1300 m / (60.0 kt × 2.6855) = 8.1 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).9000 m / (60.0 kt × 2.6855) = 55.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 3 tubes.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.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
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.@ 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.80 + 160 + 98 + 65 + 113 = 516 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.Secondary battery firepower
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.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.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.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.
Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 100 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 HP | 22,000 magazine HP | Turret knocked out | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 13,200 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Balance History
Balance updates affecting Saint-Louis. Cards are condensed; use each source link for full context.
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.
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.
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.
Skins & permanent camouflages
Every custom exterior Saint-Louis can equip.
DefaultThe ship’s standard exterior
AL Saint LouisAzur Lane
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.
