St. Louis
Beta- Hold under 10 km with islands tight enough to break vision on demand
- Avoid: Open-water broadside trading
St. Louis Community Stats
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St. Louis Community Stats
Playstyle
Overview
St. Louis is a Tier II American light cruiser with 152mm guns at 11.1 km, 9-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels.
Positioning
Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.
Potato Avoidance
Open-water broadside trading
Her 152mm shells citadel cruisers on the wrong frame, and her 27,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
102.0 mm citadel belt, top decile of T2 CAs. Citadels through angle are rare.
AP alpha and sigma both top-bracket. Punishes broadside cruisers and BB superstructures.
Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.
Citadel belt in the top bracket. Incoming AP rarely citadels through angle.
No stat falls into the cohort's bottom decile across T2 CAs. Stable baseline in every category, no glaring weakness to play around.
How to get St. Louis
St. Louis is available in the Early U.S. Cruisers branch of the U.S. Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.
Show U.S.A. tech-tree branch diagram
St. Louis sits in the Early U.S. Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.
The early U.S. cruisers focus on providing a powerful broadside from their rapid-firing guns, and they are your starting point to the U.S. Tech Trees. From Tier III, you gain access to a useful self-defense tool: Sonar.
- Advantages
- High rate of fire, Sonar consumable starting at Tier III
- Disadvantages
- Limited main battery firing angles, Low-velocity shells
Builds Beta
Build for reload, range, survivability, and fire chance. Keep her focused on steady protected gun pressure.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where St. Louis sits among Tier II CAs (19 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 31 mid-pack stats
Not standouts for St. 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10093/30·(8−1.1)/1000 + 1.1)·30 = 102.6 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.6 × 0.6 = 61.6 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.6 × 0.32 (σ=2) = 32.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.6 × 0.32 (σ=2) = 19.7 mƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
6 broadside guns x 60 / 10 s base reload = 36.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 6 broadside guns = 12,600.ƒ
12,600 HE full-salvo alpha x 60 / 10 s base reload = 75,600.ƒ
6 HE shells x 60 / 10 s reload x 7% fire chance = 2.52.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1830 × 47.7^0.69 × 0.152^-1.07 × 853^1.38 = 219.2 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 278.9 m/s: 1e-7 × 1830 × 47.7^0.69 × 0.152^-1.07 × 278.9^1.38 = 46.9 mm.ƒ
3,000 AP damage x 6 broadside guns = 18,000.ƒ
18,000 AP full-salvo alpha x 60 / 10 s base reload = 108,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.85) = 21. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
2.5 km × 57 + 30 = 172.5 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
See all derived stats
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10093/30·(8−1.1)/1000 + 1.1)·30 = 102.6 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.6 × 0.6 = 61.6 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.6 × 0.32 (σ=2) = 32.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.6 × 0.32 (σ=2) = 19.7 mStandard cruiser dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1830 × 47.7^0.69 × 0.152^-1.07 × 853^1.38 = 219.2 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 278.9 m/s: 1e-7 × 1830 × 47.7^0.69 × 0.152^-1.07 × 278.9^1.38 = 46.9 mm.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.Barrels that can bear on one beam (6 of 10); casemate/wing mounts only fire one side.180 degrees / 6 deg/s traverse speed = 30 s.2,100 HE damage x 6 broadside guns = 12,600.3,000 AP damage x 6 broadside guns = 18,000.12,600 HE full-salvo alpha x 60 / 10 s base reload = 75,600.18,000 AP full-salvo alpha x 60 / 10 s base reload = 108,000.6 broadside guns x 60 / 10 s base reload = 36.6 HE shells x 60 / 10 s reload x 7% fire chance = 2.52.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.85) = 21. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.2.5 km × 57 + 30 = 172.5 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 18×1 76.2 mm (9/side) × 60/5 × 1100 = 118,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 76.2 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 13 mm from the 76.2 mm family.Armor
Hull HP 25,000 → 27,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 10 mm primary (range 6–38 mm) | 2,300 (9% of HP) | Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 13 mm primary (range 13–51 mm) | 20,300 (75% of HP) | Overmatched by 203mm+ (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 13 mm primary (range 6–13 mm) | 1,600 (6% of HP) | Overmatched by 203mm+ (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 102 mm primary (range 6–102 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–13 mm) | 800 (3% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 13,500 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (76.2 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 (8 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 | 8,100 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting St. Louis. Cards are condensed; use each source link for full context.
Ministry of Balance: Italian Concerto
- Stock Hull HP reduced from 27,300 to 25,000.
- Bow HP reduced from 2,400 to 2,200.
- Casemate HP reduced from 3,400 to 3,100.
- Stern HP reduced from 1,600 to 1,400.
- Hull HP reduced from 20,500 to 18,800.
- Magazine HP reduced from 13,700 to 12,500.
- Steering Gear HP reduced from 8,200 to 7,500.
- Upgraded Hull HP reduced from 29,500 to 27,000.
- Bow HP reduced from 2,600 to 2,300.
- Casemate HP reduced from 3,700 to 3,400.
- +4 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior St. Louis can equip, from in-game data.
DefaultThe ship’s standard exterior
Dr FrankenshipHalloween
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
