World of Warships: Legends ship guide

Charleston M

Beta
U.S.A. · Tier II · CL Cruiser · Premium · Charleston Variant
All-rounder cruiserCompetent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
High HE / fire outputHigh HP poolHeavy citadel beltSluggish rudder
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Community Data

Charleston M Community Stats

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Playstyle

Overview

Charleston M is a Tier II American all-rounder light cruiser with 152mm guns at 10.1 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Both shells run cohort-strong (top-decile AP at 171,429 AP DPM and cohort-best HE at 117,600 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: top-decile fires per minute in T2 CAs (4.8) and top-decile high HP pool in T2 CAs (29,500 HP).

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 29,500-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

ELITE MAIN BATTERY
  • HE DPM machine · 117600 HE
  • High fire pressure · 4.8 fires
  • AP DPM machine · 171429 AP
  • Fire-starter cruiser
High HP pool

29500.0 HP, top decile of T2 CAs.

Heavy citadel belt

102.0 mm citadel belt, top decile of T2 CAs. Citadels through angle are rare.

Sluggish rudder

8.5 s rudder shift, bottom decile of T2 CAs. Hard to dodge incoming AP; lean on island cover.

Short gun range

10.09 km main battery reach, bottom decile of T2 CAs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Charleston M

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

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Cohort position

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Where Charleston M sits among Tier II CAs (25 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 DPM117,600 (1/24) Top 10%Hit points29,500 HP (3/25) Top 10%Fires per minute4.8 (2/24) Top 10%AP DPM171,429 (3/24) Top 25%Main battery reload7 s (7/25) Top 25%AP velocity853 m/s (7/24) Top 25%HE velocity853 m/s (7/24) Top 25%Citadel belt102 mm (4/25) Bottom 25%Rudder shift8.5 s (23/25) Bottom 25%Displacement10,850 t (22/25) Bottom 25%AA threat21 (13/16) Bottom 25%Deck armor13 mm (21/25) WorstMain battery range10.09 km (1 of 2 tied) WorstSigma1.8 (1 of 4 tied) WorstSecondary HE pen13 mm (1 of 7 tied) WorstSecondary range2.5 km (1 of 7 tied) WorstNo torpedoes (19 of 25 in cohort)
See 22 mid-pack stats

Not standouts for Charleston M -- 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(18/25) Concealment9.09 km(13/25) Air detection5.45 km(13/25) Traverse-to-turn ratio5.82 ×(10/25) Main battery caliber152 mm(9/25) Main dispersion102.6 m(8/25) Secondary DPM (per side)118,800(8/15) HE alpha1,100(12/15) Acceleration26.8 s(14/25) AP arming threshold25 mm(15/24) Engine power21,000 hp(13/25) Turn-speed retention46.7 hp/m(13/25) Power-to-weight1.94 hp/t(18/25) AA DPS21(10/25) AA range1 km(14/25) Max armor102 mm(13/25) NormSecondary fire chance4%(10 of 15 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormBow armor6 mm(23 of 25 tied at this value) NormStern armor6 mm(22 of 25 tied at this value)
Survivability
Hit Points29,500
Displacement10,850 t
Armor range6–102 mm
Plate armor thicknesses6, 10, 13, 38, 51, 76, 102 mm
Armor material/layer entries35
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 152 mm Mk6
Mounts / barrels14 mounts / 14 barrels
Reload time7 s
Firing range10.1 km
Turret traverse8 °/s
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1009330·81.11000+1.1)·30=102.6m
102.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =102.6·0.6=61.6m
61.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =102.6·0.344(σ=1.8)=35.3m
35.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =61.6·0.344(σ=1.8)=21.2m
21.2 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 7 s base reload = 68.6.
68.6
HE shells
HE Damage1,715
HE Velocity853 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ1,715 HE damage x 8 broadside guns = 13,720.
13,720
Base HE DPM
ƒ13,720 HE full-salvo alpha x 60 / 7 s base reload = 117,600.
117,600
Base fires/min
ƒ68.6 shells/min x 7% fire chance = 4.8.
4.8
AP shells
AP Damage2,500
AP Velocity853 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1830·47.70.69·0.1521.07·8531.38=219.2mm. Matches the in-game spec card.
219.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.6 km), where the shell has slowed to 294.1 m/s: P=107·1830·47.70.69·0.1521.07·294.11.38=50.4mm.
50.4 mm
AP full-salvo alpha
ƒ2,500 AP damage x 8 broadside guns = 20,000.
20,000
Base AP DPM
ƒ20,000 AP full-salvo alpha x 60 / 7 s base reload = 171,429.
171,429
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.
10
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: (7×3.5×0.85) = 21. 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.
21
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
7.6 mm Hotchkiss Mk18×1 8mm
Near aura
DPS7
Range1 km
S
Secondary Battery
Mounts18
Firing range2.5 km
Shell Grouping (σ)1
Caliber76.2 mm
Reload time5 s
HE Damage1,100
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 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 @ 2.5 km
ƒ2.5 km × 57 + 30 = 172.5 m.
172.5 m
Maneuverability
Engine moduleEngine: 21,000 hp
Engine power21,000 hp
Maximum speed21 kt
Turning circle radius450 m
Rudder shift time8.5 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 (18.9 kt of 21 kt), from our in-house acceleration model.
26.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.8 kt of 21 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.
45.5 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·21.0·0.5144450=1.38°/s, so ratio=ωturretωhull=81.38=5.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.8× slow
Concealment
Detectability by sea9.09 km
Detectability by air5.45 km
Smoke firing penalty3.97 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
9.09 km
Detect Fire Sea11.09 km
Detect Fire Air8.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

See all derived stats

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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)1.8
Max Horiz Disp102.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10093}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 102.6\,\text{m}$
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 Disp61.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 102.6 \cdot 0.6 = 61.6\,\text{m}$
Shell scatter height @ 10 km61 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 Disp35.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 102.6 \cdot 0.344\;(\sigma = 1.8) = 35.3\,\text{m}$
Med Vert Disp21.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 61.6 \cdot 0.344\;(\sigma = 1.8) = 21.2\,\text{m}$
AP Pen Close219.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1830 \cdot 47.7^{0.69} \cdot 0.152^{-1.07} \cdot 853^{1.38} = 219.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far50.4 mm
Same formula at the ship's max firing range (12.6 km), where the shell has slowed to 294.1 m/s: $P = 10^{-7}\cdot 1830 \cdot 47.7^{0.69} \cdot 0.152^{-1.07} \cdot 294.1^{1.38} = 50.4\,\text{mm}$.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 14); casemate/wing mounts only fire one side.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha13,720
1,715 HE damage x 8 broadside guns = 13,720.
AP full-salvo alpha20,000
2,500 AP damage x 8 broadside guns = 20,000.
Base HE DPM117,600
13,720 HE full-salvo alpha x 60 / 7 s base reload = 117,600.
Base AP DPM171,429
20,000 AP full-salvo alpha x 60 / 7 s base reload = 171,429.
Base shells/min68.6
8 broadside guns x 60 / 7 s base reload = 68.6.
Base fires/min4.8
68.6 shells/min x 7% fire chance = 4.8.

AA defense

Close-range AA DPS21
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.85) = 21. 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 index21
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 @ 2.5 km172.5 m
2.5 km × 57 + 30 = 172.5 m.

Secondary battery firepower

Secondary DPM (per side)118,800
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: 18×1 76.2 mm (9/side) × 60/5 × 1100 = 118,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1100
Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 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 76.2 mm family.
Max HE pen13 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: 13 mm from the 76.2 mm family.

Armor Beta

Hull HP 29,500, 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 & stern6 mm

Overmatched by 106+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel102 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–38 mm)≈ 1,475 (~5% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)13 mm primary (range 13–51 mm)≈ 22,125 (~75% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–13 mm)≈ 1,475 (~5% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 6–102 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.
Superstructure6 mm primary (range 6–13 mm)no cap
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).

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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Charleston M 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.