World of Warships: Legends ship guide

Charlemagne

Beta
France · Tier VI · CA Cruiser · Premium · Charles Martel Variant
Hydro cruiserLean on Sonar to win vision around cover, then farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (10 km)SonarEngine BoostThick end platesFragile
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Community Data

Charlemagne Community Stats

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Playstyle

Overview

Charlemagne is a Tier VI French heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.2 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 30,000-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

Engine Boost

+15% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T6 CAs.

ELITE ARMOR
  • Thick end plates · 25.0 mm
  • Thick stern plate · 25.0 mm
  • Thick bow plate · 25.0 mm
Overmatch specialist

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

Sluggish rudder

14.2 s rudder shift, worst of T6 CAs. Hard to dodge incoming AP; lean on island cover.

Wide dispersion

137.9 m max horizontal dispersion, bottom decile of T6 CAs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Charlemagne

Charlemagne is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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 VI Crate 4% One of the Tier VI Premium ships Event containers · Super VI Crate · 1 of 25 ships
  • Anniversary '24 French-German Crate 0.5% VI Charlemagne Event containers · Anniversary '24 French-German Crate
  • Santa Level 5 0.486111% Tier VI Premium ship Event containers · Santa Level 5 · 1 of 36 ships
Show all 19 containers (16 more)
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Santa Level 4 0.1875% Tier VI Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 36 ships
    Show 2 paths
    • Santa Level 40.138889%
    • Santa Level 4 → Santa Level 50.048611%
  • Santa Level 3 0.135764% Tier VI Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Santa Level 30.083333%
    • Santa Level 3 → Santa Level 50.024306%
    • Santa Level 3 → Santa Level 40.020833%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
  • Mega Santa '23 0.121212% Tier VI Premium ship Event containers · Mega Santa '23 · 1 of 33 ships
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Super Santa '23 0.106061% Tier VI Premium ship Event containers · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Santa Level 2 0.057517% Tier VI Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 36 ships
    Show 7 paths
    • Santa Level 20.027778%
    • Santa Level 2 → Santa Level 30.0125%
    • Santa Level 2 → Santa Level 40.006944%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Champion's Box 0.027153% Tier VI Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.016667%
    • Champion's Box → Santa Level 3 → Santa Level 50.004861%
    • Champion's Box → Santa Level 3 → Santa Level 40.004167%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
  • Santa Level 1 0.014065% Tier VI Premium ship Event containers · Santa Level 1 · 10 paths combined · 1 of 36 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004167%
    • Santa Level 1 → Santa Level 20.004167%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
    • Santa Level 10.000056%
  • Ultimate Crate 0.010606% Tier VI Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 33 ships
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
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Builds Beta

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Cohort position

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Where Charlemagne sits among Tier VI CAs (43 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.

BestAP fuse timer0.03 s (1 of 21 tied) Top 25%Main battery range15.21 km (10/43) Top 25%AP shell damage4,800 (11/42) Top 25%End plates25 mm (9/41 / 7/41) Bottom 25%Hit points30,000 HP (39/43) Bottom 25%Max speed32 kt (37/43) Bottom 25%Stealth profile12.95 km / 7.77 km (34/43 / 35/43) Bottom 25%Main dispersion137.9 m (39/43) Bottom 25%AP velocity820 m/s (33/42) Bottom 25%Max armor100 mm (35/43) WorstRudder shift14.2 s (43/43)
See 31 mid-pack stats

Not standouts for Charlemagne -- 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 ratio4.39 ×(30/43) Main battery caliber203 mm(14/43) Main battery reload12 s(24/43) Sigma2(23/43) HE shell damage2,600(21/39) HE fire chance14%(16/39) Fires per minute6.3(19/39) HE DPM117,000(26/39) AP DPM216,000(21/42) Secondary DPM (per side)105,000(16/38) HE alpha1,400(29/38) Secondary fire chance6%(23/38) Secondary HE pen17 mm(27/38) HE velocity850 m/s(19/39) Acceleration26.3 s(24/43) AP arming threshold34 mm(29/42) Engine power100,000 hp(24/43) Turn-speed retention144.9 hp/m(25/43) Displacement14,700 t(31/43) Power-to-weight6.8 hp/t(32/43) AA DPS248(32/43) AA range5 km(15/43) AA threat847(30/43) Torpedo range9.99 km(11/33) Torpedo damage≈14,733(19/33) Torpedo speed60 kt(25/33) Torpedo reload90 s(21/33) Citadel belt100 mm(27/41) NormAP ricochet start45°(33 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value) NormSecondary range4.5 km(26 of 38 tied at this value)
Survivability
Hit Points30,000
Displacement14,700 t
Armor range6–100 mm
Plate armor thicknesses6, 13, 20, 22, 25, 26, 30, 40, 80, 100 mm
Armor material/layer entries45
Fire resistance30%
Fire duration30 s
Torp Reduction16%
Main Battery
ModuleArtillery: 203 mm/50 Mle 1931
Mounts / barrels3 mounts / 9 barrels
Reload time12 s
Firing range15.2 km
Turret traverse6 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1520730·81.11000+1.1)·30=137.9m
137.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.9·0.6=82.8m
82.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =137.9·0.32(σ=2)=44.1m
44.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =82.8·0.319(σ=2)=26.4m
26.4 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 12 s base reload = 45.
45
HE shells
HE Damage2,600
HE Velocity850 m/s
Fire Chance14%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,600 HE damage x 9 broadside guns = 23,400.
23,400
Base HE DPM
ƒ23,400 HE full-salvo alpha x 60 / 12 s base reload = 117,000.
117,000
Base fires/min
ƒ45 shells/min x 14% fire chance = 6.3.
6.3
AP shells
AP Damage4,800
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2191·1340.69·0.2031.07·8201.38=371.9mm. Matches the in-game spec card.
371.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19 km), where the shell has slowed to 376.1 m/s: P=107·2191·1340.69·0.2031.07·376.11.38=126.8mm.
126.8 mm
AP full-salvo alpha
ƒ4,800 AP damage x 9 broadside guns = 43,200.
43,200
Base AP DPM
ƒ43,200 AP full-salvo alpha x 60 / 12 s base reload = 216,000.
216,000
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.
25
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 s
Projectile speed60 kt
Range9.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=44,200·0.333=14,733.
≈ 14,733
Torpedo detectability1.3 km
Flooding chance246%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming185 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,733 = 44,199.
44,199
AA Defense
AA mount points16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (46×3.5×0.9) + (20×3.5×0.85) + (14×3.5×0.9) = 248. 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.
248
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/56 Bofors Mk34×1 40mm
37 mm/70 ACAD Mle 19364×2 37mm
20 mm/70 Mk48×1 20mm
100 mm/45 Mle 1931 (DP)5×2 100mm
Far aura
DPS
ƒIncludes 14 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
14
Range5 km
Medium aura
DPS46
Range3.5 km
Total DPS in Aura
ƒFar 14 + Medium 46 = 60
60
Near aura
DPS20
Range2 km
Total DPS in Aura
ƒFar 14 + Medium 46 + Near 20 = 80
80
S
Secondary Battery
Mounts5
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity780 m/s
Fire Chance6%
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: 100,000 hp
Engine power100,000 hp
Maximum speed32 kt
Turning circle radius690 m
Rudder shift time14.2 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 (28.8 kt of 32 kt), from our in-house acceleration model.
26.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
43.1 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·32.0·0.5144690=1.37°/s, so ratio=ωturretωhull=61.37=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea12.95 km
Detectability by air7.77 km
Smoke firing penalty7.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.95 km
Detect Fire Sea14.95 km
Detect Fire Air10.77 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 · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 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
Engine Boost2 charges · 120 s reload · 180 s active · +15% speed bonus

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
Max Horiz Disp137.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15207}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 137.9\,\text{m}$
Shell scatter width @ 10 km102 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 Disp82.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 137.9 \cdot 0.6 = 82.8\,\text{m}$
Shell scatter height @ 10 km54.2 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 Disp44.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 137.9 \cdot 0.32\;(\sigma = 2) = 44.1\,\text{m}$
Med Vert Disp26.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82.8 \cdot 0.319\;(\sigma = 2) = 26.4\,\text{m}$
AP Pen Close371.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2191 \cdot 134^{0.69} \cdot 0.203^{-1.07} \cdot 820^{1.38} = 371.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far126.8 mm
Same formula at the ship's max firing range (19 km), where the shell has slowed to 376.1 m/s: $P = 10^{-7}\cdot 2191 \cdot 134^{0.69} \cdot 0.203^{-1.07} \cdot 376.1^{1.38} = 126.8\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha23,400
2,600 HE damage x 9 broadside guns = 23,400.
AP full-salvo alpha43,200
4,800 AP damage x 9 broadside guns = 43,200.
Base HE DPM117,000
23,400 HE full-salvo alpha x 60 / 12 s base reload = 117,000.
Base AP DPM216,000
43,200 AP full-salvo alpha x 60 / 12 s base reload = 216,000.
Base shells/min45
9 broadside guns x 60 / 12 s base reload = 45.
Base fires/min6.3
45 shells/min x 14% fire chance = 6.3.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage88,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,733 = 88,398.
Per-side salvo damage44,199
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,733 = 44,199.

AA defense

Close-range AA DPS248
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (46×3.5×0.9) + (20×3.5×0.85) + (14×3.5×0.9) = 248. 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 index847
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 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)105,000
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: 5×2 100 mm (5/side) × 60/4 × 1400 = 105,000. 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 chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% 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 Beta

Hull HP 30,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern25 mm

Overmatched by 79+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)≈ 1,500 (~5% of HP)
Overmatched by 380mm+ (Bayern, 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)16 mm primary (range 6–100 mm)≈ 22,500 (~75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 20–40 mm)≈ 1,500 (~5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 25–100 mm)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.

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.
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3D armor viewer
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Acceleration and Ballistics Chart

Balance History

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

Buff ×2Main Battery ×1
2021-01-28

Update: February 2021

  • Main battery reload decreased from 13 to 12 seconds.
  • Extremity armor improved from 16 to 25 mm.
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Exteriors

Skins & permanent camouflages

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

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.