Toulon
Beta- Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
- Avoid: Open-water broadside trading
Toulon Community Stats
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Toulon Community Stats
Playstyle
Overview
Toulon is a Tier VI French super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (4.7 km on ships and 3.3 km on torpedoes, 94 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best torpedo belt percent in T6 CAs (25) and best power per turn radius in T6 CAs (207 HP).
Positioning
Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.
Potato Avoidance
Open-water broadside trading
Her 305mm shells citadel cruisers on the wrong frame, and her 38,000-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
21.3 mm overmatch threshold, best of T6 CAs. Punishes bow-tanking ships peers can't crack.
513.5 mm AP pen at 1.5 km, best of T6 CAs. Citadels broadside cruisers up close.
225.9 mm AP pen at max range, best of T6 CAs. Threatens citadels even from range.
25.0% torpedo damage reduction, best of T6 CAs.
25.2 s reload, worst of T6 CAs. Salvos punish more, but cycle is slower than peers.
51.0 mm AP arming threshold, worst of T6 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Toulon
Toulon is available in the Cruiser Hunters branch of the France Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
Show France tech-tree branch diagram
Toulon sits in the Cruiser Hunters branch. The highlighted path shows the local branch context inside the full France tree.
Best listed chance for this ship
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Anniversary '24 French-German Crate
2.5%
Toulon
Event containers · Anniversary '24 French-German Crate
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French Cruisers and German Destroyers crate
2.5%
Toulon
Early access containers · French Cruisers and German Destroyers crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Anniversary '24 French-German Crate 2.5% · Toulon
- French Cruisers and German Destroyers crate 2.5% · Toulon
Builds Beta
Build for accuracy, AP performance, speed, survivability, and consumable utility.
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 Toulon sits among Tier VI CAs (32 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 9 mid-pack stats
Not standouts for Toulon -- 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 = (13985/30·(10−1.6)/1000 + 1.6)·30 = 165.5 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165.5 × 0.6 = 99.3 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165.5 × 0.332 (σ=1.9) = 54.9 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99.3 × 0.331 (σ=1.9) = 32.9 mƒ
180 degrees / 4.5 deg/s traverse speed = 40 s.ƒ
8 broadside guns x 60 / 28 s base reload = 17.1.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
4,050 HE damage x 8 broadside guns = 32,400.ƒ
32,400 HE full-salvo alpha x 60 / 28 s base reload = 69,429.ƒ
8 HE shells x 60 / 28 s reload x 17% fire chance = 2.91.AP shells
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floor(305 mm caliber / 14.3) = 21 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 × 2500 × 395^0.69 × 0.305^-1.07 × 798^1.38 = 557.4 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 414.7 m/s: 1e-7 × 2500 × 395^0.69 × 0.305^-1.07 × 414.7^1.38 = 225.9 mm.ƒ
8,000 AP damage x 8 broadside guns = 64,000.ƒ
64,000 AP full-salvo alpha x 60 / 28 s base reload = 137,143.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: (10×3.5×0.9) + (67×3.5×0.85) + (16×3.5×0.9) = 281. 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
Includes 16 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 16 + Near 67 = 83ƒ
Far 16 + Near 67 + Medium 10 = 93ƒ
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.Show 2 more gun families
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
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 = (13985/30·(10−1.6)/1000 + 1.6)·30 = 165.5 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165.5 × 0.6 = 99.3 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165.5 × 0.332 (σ=1.9) = 54.9 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99.3 × 0.331 (σ=1.9) = 32.9 mBattlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.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 × 2500 × 395^0.69 × 0.305^-1.07 × 798^1.38 = 557.4 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 414.7 m/s: 1e-7 × 2500 × 395^0.69 × 0.305^-1.07 × 414.7^1.38 = 225.9 mm.51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).floor(305 mm caliber / 14.3) = 21 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.All 8 barrels bear on the broadside.180 degrees / 4.5 deg/s traverse speed = 40 s.4,050 HE damage x 8 broadside guns = 32,400.8,000 AP damage x 8 broadside guns = 64,000.32,400 HE full-salvo alpha x 60 / 28 s base reload = 69,429.64,000 AP full-salvo alpha x 60 / 28 s base reload = 137,143.8 broadside guns x 60 / 28 s base reload = 17.1.8 HE shells x 60 / 28 s reload x 17% fire chance = 2.91.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (67×3.5×0.85) + (16×3.5×0.9) = 281. 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.5 km × 57 + 30 = 315 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: 6×2 100 mm (6/side) × 60/4 × 1400 = 126,000 + 1×3 155 mm (1.5/side) × 60/9 × 2200 = 22,000 + 1×3 155 mm (1.5/side) × 60/9 × 2200 = 22,000. 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: 2200 from the 155 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 11% from the 155 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: 26 mm from the 155 mm family.Armor
Hull HP 34,000 → 38,000 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 | 30 mm primary (range 16–30 mm) | 2,000 (5% of HP) | Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 25 mm primary (range 25–300 mm) | 28,500 (75% of HP) | Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 30 mm primary (range 16–50 mm) | 700 (2% of HP) | Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 300 mm primary (range 25–300 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 | 13 mm primary (range 13–270 mm) | 1,000 (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 | 19,000 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 (155 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 (37 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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.100 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder. |
| Rudder (module) | separate HP pool, does not drain ship HP | 11,400 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.
Skins & permanent camouflages
Every custom exterior Toulon can equip, from in-game data.
DefaultThe ship’s standard exterior
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.
