World of Warships: Legends ship guide

Turenne

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
305 mm overmatch1.8 sigma accuracyWide dispersion
Community Data

Turenne Community Stats

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Playstyle

Overview

Turenne is a Tier III French battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: top-decile torpedo belt percent in T3 BBs (19) and top-decile flat HE shells in T3 BBs (905).

Positioning

Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

Strong torpedo belt

19.0% torpedo damage reduction, top decile of T3 BBs.

Flat HE shells

905.0 m/s HE muzzle velocity, top decile of T3 BBs. Flatter trajectory, easier to land at range.

High-arc HE shells

33.5° HE impact angle at max range, top decile of T3 BBs. Lobs over cover.

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Wide dispersion

204.2 m max horizontal dispersion, worst of T3 BBs. Long-range salvos are noticeably wider than peers'.

Light citadel belt

175.0 mm citadel belt, bottom decile of T3 BBs. Citadels through angle are possible.

Acquisition

How to get Turenne

Turenne is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

Builds Beta

Build for main-battery accuracy/reload, survivability, and fire resistance.

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Cohort position

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Where Turenne sits among Tier III BBs (17 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.

Top 10%Displacement20,250 t (2/17) Top 25%Rudder shift14.6 s (5/17) Top 25%Main battery range14.11 km (4/17) Top 25%Sigma1.8 (5/17) Top 25%HE velocity905 m/s (3/17) Top 25%Acceleration6.3 s (3/17) Bottom 25%Hit points35,000 HP (15/17) Bottom 25%Traverse-to-turn ratio2.47 × (15/17) Bottom 25%HE DPM80,000 (15/17) Bottom 25%AP DPM158,095 (15/17) Bottom 25%Secondary DPM (per side)84,000 (15/17) Bottom 25%HE alpha1,400 (15/16) Bottom 25%Secondary HE pen17 mm (15/16) Bottom 25%Engine power24,800 hp (15/16) Bottom 25%AA range1 km (14/17) Bottom 25%Deck armor50 mm (15/17) WorstFires per minute4.19 (17/17) WorstMain dispersion204.2 m (17/17) WorstSecondary fire chance4% (1 of 2 tied) WorstAA threat17 (14/14) WorstCitadel belt175 mm (17/17)
See 20 mid-pack stats

Not standouts for Turenne -- 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.

Max speed21 kt(11/17) Concealment12.12 km(6/17) Air detection9.7 km(6/17) Main battery caliber305 mm(9/17) Main battery reload25.2 s(6/17) HE shell damage4,200(11/17) HE fire chance22%(13/17) AP shell damage8,300(7/17) AP velocity798 m/s(13/17) AP arming threshold51 mm(9/17) Turn-speed retention48.6 hp/m(11/16) Power-to-weight1.22 hp/t(10/16) Secondary range4.5 km(7/17) AA DPS17(11/17) Repair charges3(9/17) Max armor300 mm(9/17) Bow armor30 mm(7/17) Stern armor30 mm(7/17) NormSecondary dispersion bracket57(14 of 17 tied at this value) NormAP fuse timer0.01 s(13 of 17 tied at this value)

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

Repair 3
Survivability
Hit Points35,000
Displacement20,250 t
Armor range12–300 mm
Plate armor thicknesses12, 13, 15, 19, 20, 30, 40, 45, 48, 50, 70, 100, 130, 155, 170, 175, 180, 230, 235, 250, 300 mm
Armor material/layer entries87
Fire resistance10%
Fire duration60 s
Torp Reduction19%
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.
17,500
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.
10,500
Main Battery
ModuleArtillery: 305 mm/45 Mle 1910
Mounts / barrels6 mounts / 12 barrels
Reload time28 s
Firing range14.1 km
Turret traverse3 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14105/30·(12−2.2)/1000 + 2.2)·30 = 204.2 m
204.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.2 × 0.6 = 122.5 m
122.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.2 × 0.344 (σ=1.8) = 70.2 m
70.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.5 × 0.344 (σ=1.8) = 42.1 m
42.1 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE Damage4,200
HE Velocity905 m/s
Fire Chance22%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,200 HE damage x 8 broadside guns = 33,600.
33,600
Base HE DPM
ƒ33,600 HE full-salvo alpha x 60 / 28 s base reload = 72,000.
72,000
Base fires/min
ƒ8 HE shells x 60 / 28 s reload x 22% fire chance = 3.77.
3.77
AP shells
AP Damage8,300
AP Velocity798 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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 × 2300 × 428.35^0.69 × 0.305^-1.07 × 798^1.38 = 542.3 mm. Matches the in-game spec card.
542.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.6 km), where the shell has slowed to 355.8 m/s: 1e-7 × 2300 × 428.35^0.69 × 0.305^-1.07 × 355.8^1.38 = 177.9 mm.
177.9 mm
AP full-salvo alpha
ƒ8,300 AP damage x 8 broadside guns = 66,400.
66,400
Base AP DPM
ƒ66,400 AP full-salvo alpha x 60 / 28 s base reload = 142,286.
142,286
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.
40
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.7) = 17. 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.
17
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
8 mm Mle 19148×1 8mm
Near aura
DPS7
Range1 km
S
Secondary Battery
Mounts20
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time10 s
HE Damage1,400
Muzzle Velocity740 m/s
Fire Chance4%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 24,800 hp
Engine power24,800 hp
Maximum speed21 kt
Turning circle radius510 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio2.5× drags
Concealment
Detectability by sea12.12 km
Detectability by air9.7 km
Smoke firing penalty9.26 km
Detect after firing main guns12.12 km
Detect Fire Sea14.12 km
Detect Fire Air12.7 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse3 → 5 °/s

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp204.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14105/30·(12−2.2)/1000 + 2.2)·30 = 204.2 m
Max Vert Disp122.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.2 × 0.6 = 122.5 m
Med Horiz Disp70.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.2 × 0.344 (σ=1.8) = 70.2 m
Med Vert Disp42.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.5 × 0.344 (σ=1.8) = 42.1 m
AP Pen Close542.3 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 × 2300 × 428.35^0.69 × 0.305^-1.07 × 798^1.38 = 542.3 mm. Matches the in-game spec card.
AP Pen Far177.9 mm
Same formula at the ship's max firing range (17.6 km), where the shell has slowed to 355.8 m/s: 1e-7 × 2300 × 428.35^0.69 × 0.305^-1.07 × 355.8^1.38 = 177.9 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 Radius40
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
Barrels that can bear on one beam (8 of 12); casemate/wing mounts only fire one side.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha33,600
4,200 HE damage x 8 broadside guns = 33,600.
AP full-salvo alpha66,400
8,300 AP damage x 8 broadside guns = 66,400.
Base HE DPM72,000
33,600 HE full-salvo alpha x 60 / 28 s base reload = 72,000.
Base AP DPM142,286
66,400 AP full-salvo alpha x 60 / 28 s base reload = 142,286.
Base shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Base fires/min3.77
8 HE shells x 60 / 28 s reload x 22% fire chance = 3.77.

AA defense

Close-range AA DPS17
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.7) = 17. 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 range1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index17
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 range1 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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)84,000
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: 20×1 100 mm (10/side) × 60/10 × 1400 = 84,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 100 mm family.
Max HE pen17 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.

Armor

Hull HP 35,000, 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 15–230 mm)1,300 (4% of HP)
Overmatch not possible at T IVAngle 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)70 mm primary (range 12–250 mm)26,300 (75% of HP)
No common caliber overmatches70 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 15–230 mm)800 (2% of HP)
Overmatch not possible at T IVAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel175 mm primary (range 20–175 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 13–300 mm)800 (2% 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 HP17,500 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 (100 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 (8 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.
Rudder (module)separate HP pool, does not drain ship HP10,500 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.

Balance History

Balance updates affecting Turenne. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×2
2025-06-26

Ministry of Balance: Declaration of Changes

  • Main battery firing range increased from 13 to 14.1 km.
  • Main battery reload time reduced from 30 to 28 seconds.
  • The armor was updated.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Turenne default exterior
    DefaultThe ship’s standard exterior

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.