St. Louis
Also called: 圣路易斯 Beta- Hold islands tight enough to break vision on demand
- Avoid: Firing the moment an enemy appears
On this page
St. Louis Community Stats
Across 1,800+ Standard battles from 330+ players, St. Louis averages a 57% win rate, 21,400 damage and 1.0 kills per battle, and survives 37% of them.
St. Louis Community Stats
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St. Louis Community Stats
Record History
Playstyle
Overview
St. Louis is a Tier II American all-rounder light cruiser with 152mm guns at 11.1 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Both shells run cohort-strong (cohort-strong AP at 180,000 AP DPM and top-decile HE at 126,000 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. Standout traits: heavy AP shells in T2 CAs (3,000, 6th of 25) and heavy citadel belt in T2 CAs (102 mm, 5th of 26).
Positioning
Hold 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. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.
Potato Avoidance
Firing the moment an enemy appears
The guns are what reveal you: one salvo lights you up from 9.1 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 27,000 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.
Signature Traits
- HE DPM machine · 126000 HE
- Heavy AP shells · 3000 damage
- AP DPM machine · 180000 AP
- Heavy citadel belt · 102 mm
- Heavy belt
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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
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
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 St. Louis sits among Tier II CAs (25 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.
Peers in this cohort
Compare Tier II CruisersStats & 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° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° 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 (11.1 km) shells land in an ellipse about 110 m wide and 66 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: 6 broadside guns x 60 / 10 s base reload = 36. All upgrades (top gun, 8-gun broadside): 8 broadside guns x 60 / 8 s all-upgrades reload = 60.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
Zero upgrades: 2,100 HE damage x 6 broadside guns = 12,600. All upgrades (top gun, 8-gun broadside): 2,100 HE damage x 8 broadside guns = 16,800.ƒ
Zero upgrades: 12,600 HE full-salvo alpha x 60 / 10 s base reload = 75,600. All upgrades (top gun, 8-gun broadside): 16,800 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 126,000.ƒ
Zero upgrades: 36 shells/min × 0.07 (7% fire chance) = 2.52. All upgrades (top gun, 8-gun broadside): 60 shells/min × 0.07 (7% fire chance) = 4.2.AP shells
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floor(152 mm caliber / 14.3) = 10 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 (11.1 km), where the shell has slowed to 321.5 m/s: .ƒ
Zero upgrades: 3,000 AP damage x 6 broadside guns = 18,000. All upgrades (top gun, 8-gun broadside): 3,000 AP damage x 8 broadside guns = 24,000.ƒ
Zero upgrades: 18,000 AP full-salvo alpha x 60 / 10 s base reload = 108,000. All upgrades (top gun, 8-gun broadside): 24,000 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 180,000.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
Initial: 0 km → 1 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 7 raw aura damage × 3.5 × 0.85 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.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: 18×1 76.2 mm (9/side) × 60/5 s × 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).ƒ
18×1 barrels / 2 sides × 60 / 5 s × 0.04 (4% fire chance) = 4.3. 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
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.ƒ
top speed / 4 + 4.9 = 22 / 4 + 4.9 = 10.4 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 (19.8 kt of 22.0 kt).ƒ
Time to reach 99% of top speed (21.8 kt of 22.0 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 6.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 6.1 = -0.1°/s, so the guns fall behind and catch up once the turn eases. 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): 9.09 km x 0.955 = 8.68 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 9.09 km x 0.955 (Grade IV permanent camo or any disposable camo) = 8.68 km.ƒ
max(main battery range, sea detectability 9.09 km) = 11.1 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 5.45 km + gun-firing bloom 3.04 km = 8.49 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.ƒ
Sea detectability 9.09 km + 2.0 km while burning = 11.09 km.ƒ
Air detectability 5.45 km + 3.0 km while burning = 8.45 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
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.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 11102.3 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 11102.3 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 533.9 m/s is the shell's speed when it arrives at 5 km (from 853 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 348 m/s is the shell's speed when it arrives at 10 km (from 853 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 853 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 853 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.Counted from each mount's firing arc. Stock guns: 6 of 10 barrels bear at once. Top guns: 8 of 14. Alpha and DPM pair each configuration's salvo with its own reload.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.AA defense
Only families that reach 1 km contribute at the outer edge of the AA bubble. In-game families: Hotchkiss MG Mk1 8x1 -> 21 DPS @ 1 km.@ 1 km: 21 from one family. 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.21 = 21 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).21 × 1 = 21. 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 (76.2 mm): 1100. Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.The only family (76.2 mm): 4%. 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.The only family (76.2 mm): 13 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: 13 mm from the 76.2 mm family.Ship Charts
Background
A typical "big" cruiser of the pre-dreadnought era. The ship was armed with numerous artillery, whose rate of fire was quite rapid for her time, and an armor belt protecting the propulsion, but featured only moderate speed.
Armor Beta
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.
Overmatched by 105+ 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 3%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 6 mm primary (range 6–38 mm) | 2,300 (9% of HP) | Overmatched by 127mm+ AP (Farragut, Shenyang)6 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+ AP (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 | 6 mm primary (range 6–13 mm) | 1,600 (6% of HP) | Overmatched by 127mm+ AP (Farragut, Shenyang)6 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: 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. |
| 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 | 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 (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.
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.
- Stern HP reduced from 1,700 to 1,600.
- Hull HP reduced from 22,100 to 20,300.
- Magazine HP reduced from 14,800 to 13,500.
- Steering Gear HP reduced from 8,900 to 8,100.
- Superstructure HP reduced from 900 to 800.
Skins & permanent camouflages
Every custom exterior St. Louis can equip.
DefaultThe ship’s standard exterior
IgorHalloween
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.
