World of Warships: Legends ship guide

Toulon

Beta
Heavy cruiserBig-gun cruiser: bully other cruisers with AP, angle versus battleships.
Playstyle
  • 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
Key characteristics
305 mm overmatchHeavy AP pen15 km gun rangeStrong secondaries (5 km)Slow
Community Data

Toulon Community Stats

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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

Big-caliber overmatch

21.3 mm overmatch threshold, best of T6 CAs. Punishes bow-tanking ships peers can't crack.

Close-range AP brick

513.5 mm AP pen at 1.5 km, best of T6 CAs. Citadels broadside cruisers up close.

Long-range AP brick

225.9 mm AP pen at max range, best of T6 CAs. Threatens citadels even from range.

Strong torpedo belt

25.0% torpedo damage reduction, best of T6 CAs.

Slow reload

25.2 s reload, worst of T6 CAs. Salvos punish more, but cycle is slower than peers.

Stiff AP fuse

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.

Acquisition

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
France Tech Tree

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

Official WG availability sources
Show direct source rows

Builds Beta

Build for accuracy, AP performance, speed, survivability, and consumable utility.

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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.

BestMain battery caliber305 mm (1/32) BestHE alpha2,200 (1/27) BestSecondary fire chance11% (1/27) BestSecondary HE pen26 mm (1 of 2 tied) BestAcceleration8.75 s (1/32) BestAP fuse timer0.03 s (1 of 13 tied) BestTurn-speed retention207 hp/m (1/32) BestSecondary range5 km (1 of 9 tied) BestMax armor300 mm (1/32) BestCitadel belt300 mm (1/32) BestDeck armor150 mm (1 of 7 tied) Top 10%Main battery range15.38 km (4/32) Top 10%Engine power147,000 hp (2/32) Top 25%Hit points38,000 HP (6/32) Top 25%Stealth profile11 km / 6.6 km (5/32 / 6/32) Top 25%Secondary DPM (per side)170,000 (4/27) Bottom 25%Traverse-to-turn ratio3.61 × (29/32) Bottom 25%AP velocity798 m/s (25/31) Bottom 25%Power-to-weight6.72 hp/t (25/32) Bottom 10%Sigma1.9 (30/32) Bottom 10%Fires per minute3.24 (29/30) Bottom 10%HE DPM77,143 (29/30) Bottom 10%AP DPM152,381 (30/31) WorstMax speed30 kt (1 of 3 tied) WorstRudder shift15.1 s (32/32) WorstMain battery reload25.2 s (32/32) WorstMain dispersion165.5 m (32/32) WorstAP arming threshold51 mm (31/31) WorstDisplacement21,890 t (32/32) WorstNo torpedoes (8 of 32 in cohort)
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.

HE velocity905 m/s(10/30) AA DPS281(14/32) AA range5 km(10/32) AA threat964(16/32) Repair heal rate0.6 %/s(5/10) Bow armor30 mm(13/32) Stern armor30 mm(15/32) NormAP ricochet start45°(26 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 4.67 kmRepair 2Def-AAEngine BoostFighter
Survivability
Hit PointsInitial: 34,000 → 38,000
Displacement21,890 t
Armor range13–300 mm
Plate armor thicknesses13, 16, 25, 30, 50, 60, 70, 80, 85, 100, 150, 160, 170, 220, 270, 300 mm
Armor material/layer entries50
Fire resistanceInitial: 26.6% → 30%
Fire duration45 s
Torp Reduction25%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
19,000
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.
11,400
Main Battery
ModuleArtillery: 305 mm/45 Mle 1910
Mounts / barrels2 mounts / 8 barrels
Reload time28 s
Firing range (base)14 km
Firing range (top fire control)15.4 km
Turret traverse4.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13985/30·(10−1.6)/1000 + 1.6)·30 = 165.5 m
165.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165.5 × 0.6 = 99.3 m
99.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165.5 × 0.332 (σ=1.9) = 54.9 m
54.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99.3 × 0.331 (σ=1.9) = 32.9 m
32.9 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE Damage4,050
HE Velocity905 m/s
Fire Chance17%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,050 HE damage x 8 broadside guns = 32,400.
32,400
Base HE DPM
ƒ32,400 HE full-salvo alpha x 60 / 28 s base reload = 69,429.
69,429
Base fires/min
ƒ8 HE shells x 60 / 28 s reload x 17% fire chance = 2.91.
2.91
AP shells
AP Damage8,000
AP Velocity798 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical 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.
557.4 mm
AP Pen Far
ƒSame 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.
225.9 mm
AP full-salvo alpha
ƒ8,000 AP damage x 8 broadside guns = 64,000.
64,000
Base AP DPM
ƒ64,000 AP full-salvo alpha x 60 / 28 s base reload = 137,143.
137,143
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.
75
AA Defense
AA mount points26
Close-range AA DPS
ƒSum 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.
281
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm/50 Mle 1933Initial: 37 mm/50 CA Mle 1925 (8×1) → 37 mm/50 Mle 1933 (8×2)
25 mm/60 CAD Mle 1939 (upgraded hull only)18×2 25mm
13.2 mm/76 CAQ Mle 1929 (stock hull only)18×4 13mm
100 mm/45 Mle 1931 (DP)6×2 100mm
Far aura
DPS
ƒIncludes 16 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
16
Range5 km
Near aura
DPS67
Range3.1 km
Total DPS in Aura
ƒFar 16 + Near 67 = 83
83
Medium aura
DPSInitial: 9 → 10
Range3 km
Total DPS in Aura
ƒFar 16 + Near 67 + Medium 10 = 93
93
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
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 (×6)
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity780 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
155 mm/50 Mle 1927 (×1)
Caliber155 mm
Reload time9 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance11%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
155 mm/50 Mle 1927 (×1)
Caliber155 mm
Reload time9 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance11%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 147,000 hp
Engine power147,000 hp
Maximum speed30 kt
Turning circle radius710 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.6× drags
Concealment
Detectability by sea11 km
Detectability by air6.6 km
Smoke firing penalty8.51 km
Detect after firing main guns11 km
Detect Fire Sea13 km
Detect Fire Air9.6 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
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
Choose one
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
Module options (2)

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

HullTrade-off
  • Hit points34,000 → 38,000
  • Rudder shift21 → 15.1 s
  • Close-range AA DPS82 → 77
  • Maximum AA range3 → 3.1 km
  • Turret traverse4.5 → 5 °/s
Fire controlUpgrade
  • Main battery range13,985 → 15383.5 m

See all derived stats

Show

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 (σ)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp165.5 m
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 m
Max Vert Disp99.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165.5 × 0.6 = 99.3 m
Med Horiz Disp54.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165.5 × 0.332 (σ=1.9) = 54.9 m
Med Vert Disp32.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99.3 × 0.331 (σ=1.9) = 32.9 m
Dispersion familyBC Disp.
Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.
AP Pen Close557.4 mm
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.
AP Pen Far225.9 mm
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.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius75
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.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha32,400
4,050 HE damage x 8 broadside guns = 32,400.
AP full-salvo alpha64,000
8,000 AP damage x 8 broadside guns = 64,000.
Base HE DPM69,429
32,400 HE full-salvo alpha x 60 / 28 s base reload = 69,429.
Base AP DPM137,143
64,000 AP full-salvo alpha x 60 / 28 s base reload = 137,143.
Base shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Base fires/min2.91
8 HE shells x 60 / 28 s reload x 17% fire chance = 2.91.

AA defense

Close-range AA DPS281
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index964
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 range3.1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)170,000
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).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 155 mm family.
Max HE fire chance11%
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.
Max HE pen26 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: 26 mm from the 155 mm family.

Armor

Hull HP 34,00038,000 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
Bow30 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.
Stern30 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.
Citadel300 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).
Superstructure13 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 HP19,000 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 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 (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine 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 HP11,400 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior Toulon can equip, from in-game data.

  • Toulon default exterior
    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.

Source status No high-context source card yet Filtered for precision