World of Warships: Legends ship guide

Carnot

Also called: 卡诺 Beta
France · Tier VIII · CB Cruiser · Premium
Super-cruiserHeavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
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 penHeavy HE shellsStrong secondaries (7 km)SonarEasily spotted
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Community Data

Carnot Community Stats

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Playstyle

Overview

Carnot is a Tier VIII 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, 98 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 HE alpha in T8 CAs (4,800) and top-decile high HP pool in T8 CAs (66,450 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 66,450-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

Engine Boost

+20% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T8 CAs.

Heavy HE shells

4800.0 damage per HE shell, best of T8 CAs. Punishes superstructure and modules harder than peers.

High HP pool

66450.0 HP, top decile of T8 CAs.

Heavy citadel belt

305.0 mm citadel belt, top decile of T8 CAs. Citadels through angle are rare.

Punchy HE secondaries

2000.0 max HE alpha per secondary shell, top decile of T8 CAs. Bigger per-shell damage than peers.

WEAK MOBILITY
  • Slow acceleration
  • Sluggish rudder · 14.5 s
Acquisition

How to get Carnot

Carnot is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.

Best listed chance for this ship

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Santa Level 5 1.25% Tier VIII Premium ship Event containers · Santa Level 5 · 1 of 10 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
Show all 13 containers (10 more)
  • Santa Level 4 0.425% Tier VIII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 10 ships
    Show 2 paths
    • Santa Level 40.3%
    • Santa Level 4 → Santa Level 50.125%
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
  • Santa Level 3 0.13625% Tier VIII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.0625%
    • Santa Level 3 → Santa Level 40.045%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.01875%
    • Santa Level 30.01%
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Santa Level 2 0.041688% Tier VIII Premium ship Event containers · Santa Level 2 · 6 paths combined · 1 of 10 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.015%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.009375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00675%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002812%
    • Santa Level 2 → Santa Level 30.0015%
  • Champion's Box 0.02725% Tier VIII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.0125%
    • Champion's Box → Santa Level 3 → Santa Level 40.009%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.00375%
    • Champion's Box → Santa Level 30.002%
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Santa Level 1 0.009878% Tier VIII Premium ship Event containers · Santa Level 1 · 8 paths combined · 1 of 10 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.003125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00225%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001406%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.001012%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000938%
    • Santa Level 1 → Santa Level 30.0005%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000422%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000225%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • "Lazare's Heritage" Campaign Breakdown Campaign Start: 2023-03-06 · End: 2023-04-09 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Carnot Ship feature / release Start: 2023-03-06 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

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Cohort position

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Where Carnot sits among Tier VIII CAs (33 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.

BestHE shell damage4,800 (1 of 3 tied) BestSecondary range7 km (1 of 2 tied) Top 10%Hit points66,450 HP (2/33) Top 10%Secondary dispersion bracket37.5 (3/27) Top 10%Secondary DPM (per side)272,000 (3/27) Top 10%HE alpha2,000 (3/26) Top 10%Max armor305 mm (4/33) Top 10%Citadel belt305 mm (2/33) Top 25%Max speed34.5 kt (5/33) Top 25%Main battery caliber305 mm (7/33) Top 25%AP shell damage8,700 (9/33) Top 25%Secondary fire chance8% (6/26) Top 25%Secondary HE pen35 mm (4/26) Top 25%HE velocity905 m/s (8/29) Top 25%Engine power160,000 hp (9/33) Bottom 25%Stealth profile13.89 km / 8.33 km (30/33 / 30/33) Bottom 25%Fires per minute6.94 (24/29) Bottom 25%AP arming threshold51 mm (27/33) Bottom 25%Deck armor38 mm (25/32) Bottom 10%Rudder shift14.5 s (32/33) Bottom 10%Main battery reload21.6 s (31/33) Bottom 10%Main dispersion181 m (31/33) Bottom 10%Displacement38,270 t (32/33) Bottom 10%Power-to-weight4.18 hp/t (31/33) WorstAcceleration32.2 s (1 of 3 tied) WorstNo torpedoes (14 of 33 in cohort) WorstRepair heal rate0.5 %/s (1 of 16 tied)
See 16 mid-pack stats

Not standouts for Carnot -- 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.

Traverse-to-turn ratio5.13 ×(22/33) Main battery range15.83 km(11/33) Sigma2.05(15/33) HE DPM133,333(19/29) AP DPM241,667(24/33) AP velocity870 m/s(12/33) Turn-speed retention183.9 hp/m(11/33) AA DPS514(14/33) AA range5 km(23/33) AA threat1,856(18/33) Bow armor25 mm(19/33) Stern armor25 mm(21/33) NormAP fuse timer0.03 s(23 of 33 tied at this value) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit Points66,450
Displacement38,270 t
Armor range16–305 mm
Plate armor thicknesses16, 20, 25, 27, 30, 36, 38, 40, 50, 100, 120, 150, 160, 180, 210, 300, 305 mm
Armor material/layer entries58
Fire resistance40%
Fire duration30 s
Torp Reduction25%
Main Battery
ModuleArtillery: 305 mm/50 Mle 1930
Mounts / barrels3 mounts / 10 barrels
Reload time24 s
Firing range15.8 km
Turret traverse6 °/s
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1583230·101.61000+1.6)·30=181m
181 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =181·0.6=108.6m
108.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =181·0.314(σ=2.05)=56.8m
56.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =108.6·0.314(σ=2.05)=34.1m
34.1 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ10 broadside guns x 60 / 24 s base reload = 25.
25
HE shells
HE Damage4,800
HE Velocity905 m/s
Fire Chance25%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,800 HE damage x 10 broadside guns = 48,000.
48,000
Base HE DPM
ƒ48,000 HE full-salvo alpha x 60 / 24 s base reload = 120,000.
120,000
Installed HE DPM
ƒ48,000 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.
133,333
Base fires/min
ƒ25 shells/min x 25% fire chance = 6.25.
6.25
AP shells
AP Damage8,700
AP Velocity870 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: P=107·K·m0.69·d1.07·v01.38 =107·2225·4420.69·0.3051.07·8701.38=604mm. Matches the in-game spec card.
604 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 536.6 m/s: P=107·2225·4420.69·0.3051.07·536.61.38=310mm.
310 mm
AP full-salvo alpha
ƒ8,700 AP damage x 10 broadside guns = 87,000.
87,000
Base AP DPM
ƒ87,000 AP full-salvo alpha x 60 / 24 s base reload = 217,500.
217,500
Installed AP DPM
ƒ87,000 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 241,667.
241,667
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.
175
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: (93×3.5×0.9) + (31×3.5×0.85) + (41×3.5×0.9) = 514. 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.
514
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/56 Bofors Mk212×4 40mm
20 mm/70 Mk413×1 20mm
20 mm/70 Oerlikon Mk241×2 20mm
100 mm/55 CAD Mle 1945 (DP)8×2 100mm
Far aura
DPS
ƒIncludes 41 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
41
Range5 km
Medium aura
DPS93
Range3.5 km
Total DPS in Aura
ƒFar 41 + Medium 93 = 134
134
Near aura
DPS31
Range2 km
Total DPS in Aura
ƒFar 41 + Medium 93 + Near 31 = 165
165
S
Secondary Battery
Mounts12
Firing range7.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (32.5%)
Max secondary dispersion @ 7 km
ƒ7 km × 37.5 + 30 = 292.5 m.
292.5 m
100 mm/55 CAD Mle 1945 (×8)
Caliber100 mm
Reload time3 s
HE Damage1,400
Muzzle Velocity855 m/s
Fire Chance5%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
139 mm/50 Mle 1934 (×4)
Caliber139 mm
Reload time10 s
HE Damage2,000
Muzzle Velocity840 m/s
Fire Chance8%
Armor Pen35 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 160,000 hp
Engine power160,000 hp
Maximum speed34.5 kt
Turning circle radius870 m
Rudder shift time14.5 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
32.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
54.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.5·0.5144870=1.17°/s, so ratio=ωturretωhull=61.17=5.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.1× slow
Concealment
Detectability by sea13.89 km
Detectability by air8.33 km
Smoke firing penalty10.64 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.89 km
Detect Fire Sea15.89 km
Detect Fire Air11.33 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 28 s active · 9,303 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 18,606 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 332 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (66,450 HP) per second = 332 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Catapult Fighter4 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping

See all derived stats

Show

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

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)2.05
Max Horiz Disp181 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15832}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 181\,\text{m}$
Shell scatter width @ 10 km132 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.
Max Vert Disp108.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 181 \cdot 0.6 = 108.6\,\text{m}$
Shell scatter height @ 10 km69.5 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp56.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 181 \cdot 0.314\;(\sigma = 2.05) = 56.8\,\text{m}$
Med Vert Disp34.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 108.6 \cdot 0.314\;(\sigma = 2.05) = 34.1\,\text{m}$
AP Pen Close604 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2225 \cdot 442^{0.69} \cdot 0.305^{-1.07} \cdot 870^{1.38} = 604\,\text{mm}$. Matches the in-game spec card.
AP Pen Far310 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 536.6 m/s: $P = 10^{-7}\cdot 2225 \cdot 442^{0.69} \cdot 0.305^{-1.07} \cdot 536.6^{1.38} = 310\,\text{mm}$.
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 Radius175
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha48,000
4,800 HE damage x 10 broadside guns = 48,000.
AP full-salvo alpha87,000
8,700 AP damage x 10 broadside guns = 87,000.
Base HE DPM120,000
48,000 HE full-salvo alpha x 60 / 24 s base reload = 120,000.
Base AP DPM217,500
87,000 AP full-salvo alpha x 60 / 24 s base reload = 217,500.
Installed HE DPM133,333
48,000 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.
Installed AP DPM241,667
87,000 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 241,667.
Base shells/min25
10 broadside guns x 60 / 24 s base reload = 25.
Installed shells/min27.8
10 broadside guns x 60 / 21.6 s installed Artillery reload = 27.8.
Base fires/min6.25
25 shells/min x 25% fire chance = 6.25.
Installed fires/min6.94
27.8 shells/min x 25% fire chance = 6.94.

AA defense

Close-range AA DPS514
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (93×3.5×0.9) + (31×3.5×0.85) + (41×3.5×0.9) = 514. 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 index1856
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 range2 km

Secondary battery dispersion

Secondary dispersion typeImproved (32.5%)
Max dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km292.5 m
7 km × 37.5 + 30 = 292.5 m.

Secondary battery firepower

Secondary DPM (per side)272,000
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: 8×2 100 mm (8/side) × 60/3 × 1400 = 224,000 + 4×2 139 mm (4/side) × 60/10 × 2000 = 48,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 139 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 139 mm family.
Max HE pen35 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: 35 mm from the 139 mm family.

Armor Beta

Hull HP 66,450, 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.

Bow & stern25 mm

Overmatched by 98+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel180 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,400 (4% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)120 mm primary (range 20–305 mm)49,800 (75% of HP)
No common caliber overmatches120 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–150 mm)1,800 (3% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel180 mm primary (range 25–305 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.
Superstructure16 mm primary (range 16–38 mm)1,800 (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 HP33,200 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 (139 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 (40 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 HP19,900 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Buff ×6Rework ×1Main Battery ×3
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Secondary battery maximum range increased from 6 to 7 km.
  • Secondary battery HE shell penetration increased from 17 to 25 mm for 100 mm guns and from 23 to 35 mm for 139 mm guns.
  • Secondary battery dispersion improved by 32.5%.
  • Added the Enhanced Secondary Targeting consumable to the fourth slot, now giving you a choice between it, Engine Boost, Catapult Fighter, and Observation Seaplane.
  • The Powerful AA Defenses ship trait has been replaced with Secondary Reach. This doesn't affect the ship's performance.
Read the full official post
2024-10-10

Ministry of Balance: Trick and Treat

  • Carnot slightly falls behind her peers in damage output, so we're improving this aspect slightly.
  • Main battery reload time reduced from 25 to 24 s.
  • Main battery maximum HE shell damage increased from 4,250 to 4,800.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Carnot 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.