World of Warships: Legends ship guide

Dupleix

Also called: 杜布雷 Beta
France · Tier V · CA Cruiser · Premium
AP citadel cruiserPunish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
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 (9 km)Heavy AP pen15 km gun rangeSonarEngine BoostWeak AA
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Community Data

Dupleix Community Stats

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Playstyle

Overview

Dupleix is a Tier V French heavy cruiser whose 203mm guns earn citadels on broadsides (170,667 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Standout traits: top-decile AP overmatch threshold in T5 CAs (14.1 mm) and best main battery range in T5 CAs (15.1 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 2.8 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 34,900-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 T5 CAs.

ELITE MAIN BATTERY
  • Big-caliber overmatch · 14.1 mm
  • Long gun range · 15.11 km
  • AP citadel cruiser
  • Overmatch specialist
High HP pool

34900.0 HP, top decile of T5 CAs.

WEAK ARMOR
  • Thin · 60.0 mm
  • Light citadel belt · 60.0 mm
Acquisition

How to get Dupleix

Dupleix 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

  • Chest of Rarities 0.5% Tier V or VI Premium ship Event containers · Chest of Rarities · 1 of 8 ships
  • Mystic Lantern 0.2% Tier V Premium ship Event containers · Mystic Lantern · 1 of 25 ships
  • Piñata Chest 0.05% Tier V or VI Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
Show all 4 containers (1 more)
  • Mystic Box 0.012% Tier V Premium ship Event containers · Mystic Box · 1 of 25 ships
Official WG availability sources
Show direct source rows

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Dupleix sits among Tier V CAs (28 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 range15.11 km (1/28) Top 10%Hit points34,900 HP (3/28) Top 25%Main battery caliber203 mm (5/28) Bottom 25%Max speed32 kt (22/28) Bottom 25%Main battery reload15 s (25/28) Bottom 25%Fires per minute4.8 (21/26) Bottom 25%HE DPM89,600 (23/26) Bottom 25%AP DPM153,600 (23/28) Bottom 25%HE alpha1,300 (22/25) Bottom 25%Secondary fire chance5% (22/25) Bottom 25%Secondary HE pen15 mm (23/25) Bottom 25%AP velocity820 m/s (22/28) Bottom 25%Acceleration26.5 s (23/28) Bottom 25%AP fuse timer0.02 s (24/28) Bottom 25%AP arming threshold34 mm (23/28) Bottom 25%Displacement13,621 t (26/28) Bottom 25%Power-to-weight6.61 hp/t (23/28) Bottom 25%Deck armor30 mm (25/28) Bottom 10%Rudder shift9.6 s (27/28) Bottom 10%Main dispersion137.3 m (27/28) Bottom 10%AA DPS111 (27/28) WorstSecondary range4 km (1 of 9 tied) WorstAA threat278 (28/28) WorstMax armor60 mm (28/28) WorstCitadel belt60 mm (28/28)
See 17 mid-pack stats

Not standouts for Dupleix -- 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.

Concealment12.09 km(18/28) Air detection7.25 km(18/28) Traverse-to-turn ratio5.2 ×(17/28) Sigma2(15/28) Secondary DPM (per side)78,000(13/25) HE velocity850 m/s(17/26) Engine power90,000 hp(13/28) Turn-speed retention128.6 hp/m(12/28) AA range4 km(19/28) Torpedo range9 km(8/24) Torpedo damage≈13,733(14/24) Torpedo speed60 kt(16/24) Torpedo reload90 s(16/24) Bow armor16 mm(14/28) Stern armor16 mm(14/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value)
Survivability
Hit Points34,900
Displacement13,621 t
Armor range12–60 mm
Plate armor thicknesses12, 13, 15, 16, 18, 20, 25, 26, 30, 40, 50, 60 mm
Armor material/layer entries61
Fire resistance23.3%
Fire duration30 s
Torp Reduction10%
Main Battery
ModuleArtillery: 203 mm/50 Mle 1924
Mounts / barrels4 mounts / 8 barrels
Reload time15 s
Firing range15.1 km
Turret traverse7 °/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 =(1511030·81.11000+1.1)·30=137.3m
137.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.3·0.6=82.4m
82.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =137.3·0.32(σ=2)=43.9m
43.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =82.4·0.319(σ=2)=26.3m
26.3 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ8 broadside guns x 60 / 15 s base reload = 32.
32
HE shells
HE Damage2,800
HE Velocity850 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,800 HE damage x 8 broadside guns = 22,400.
22,400
Base HE DPM
ƒ22,400 HE full-salvo alpha x 60 / 15 s base reload = 89,600.
89,600
Base fires/min
ƒ32 shells/min x 15% fire chance = 4.8.
4.8
AP shells
AP Damage4,800
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.022 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 =107·2434·1340.69·0.2031.07·8201.38=413.1mm. Matches the in-game spec card.
413.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.9 km), where the shell has slowed to 376.9 m/s: P=107·2434·1340.69·0.2031.07·376.91.38=141.3mm.
141.3 mm
AP full-salvo alpha
ƒ4,800 AP damage x 8 broadside guns = 38,400.
38,400
Base AP DPM
ƒ38,400 AP full-salvo alpha x 60 / 15 s base reload = 153,600.
153,600
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 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=41,200·0.333=13,733.
≈ 13,733
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 13,733 = 41,199.
41,199
AA Defense
AA mount points9
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) + (16×3.5×0.85) + (10×3.5×0.9) = 111. 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.
111
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/50 Mle 19334×2 37mm
37 mm/50 CA Mle 19251×1 37mm
13.2 mm/76 CAQ Mle 19292×4 13mm
13.2 mm/76 Mle 19292×1 13mm
90 mm/50 Mle 1930 (DP)4×2 90mm
Far aura
DPS
ƒIncludes 10 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
10
Range4 km
Medium aura
DPS10
Range3 km
Total DPS in Aura
ƒFar 10 + Medium 10 = 20
20
Near aura
DPS16
Range1.2 km
Total DPS in Aura
ƒFar 10 + Medium 10 + Near 16 = 36
36
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity850 m/s
Fire Chance5%
Armor Pen15 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 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed32 kt
Turning circle radius700 m
Rudder shift time9.6 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.
26.5 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.
43.5 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·32.0·0.5144700=1.35°/s, so ratio=ωturretωhull=71.35=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea12.09 km
Detectability by air7.25 km
Smoke firing penalty6.81 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.09 km
Detect Fire Sea14.09 km
Detect Fire Air10.25 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 92 s active · 3.96 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 132×301000=3.96 km
· 2.82 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 94×301000=2.82 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Engine Boost2 charges · 120 s reload · 180 s active · +15% speed bonus
Choose one
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
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost

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 Disp137.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15110}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 137.3\,\text{m}$
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 Disp82.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 137.3 \cdot 0.6 = 82.4\,\text{m}$
Shell scatter height @ 10 km54.3 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 Disp43.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 137.3 \cdot 0.32\;(\sigma = 2) = 43.9\,\text{m}$
Med Vert Disp26.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82.4 \cdot 0.319\;(\sigma = 2) = 26.3\,\text{m}$
AP Pen Close413.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2434 \cdot 134^{0.69} \cdot 0.203^{-1.07} \cdot 820^{1.38} = 413.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far141.3 mm
Same formula at the ship's max firing range (18.9 km), where the shell has slowed to 376.9 m/s: $P = 10^{-7}\cdot 2434 \cdot 134^{0.69} \cdot 0.203^{-1.07} \cdot 376.9^{1.38} = 141.3\,\text{mm}$.
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha22,400
2,800 HE damage x 8 broadside guns = 22,400.
AP full-salvo alpha38,400
4,800 AP damage x 8 broadside guns = 38,400.
Base HE DPM89,600
22,400 HE full-salvo alpha x 60 / 15 s base reload = 89,600.
Base AP DPM153,600
38,400 AP full-salvo alpha x 60 / 15 s base reload = 153,600.
Base shells/min32
8 broadside guns x 60 / 15 s base reload = 32.
Base fires/min4.8
32 shells/min x 15% fire chance = 4.8.

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 range57.7 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 damage82,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.
Per-side salvo damage41,199
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,733 = 41,199.

AA defense

Close-range AA DPS111
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) + (16×3.5×0.85) + (10×3.5×0.9) = 111. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index278
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 range1.2 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 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)78,000
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: 4×2 90 mm (4/side) × 60/4 × 1300 = 78,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 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: 15 mm from the 90 mm family.

Armor Beta

Hull HP 34,900, 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 & stern16 mm

Overmatched by 92+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel60 mm

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

Farming12 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)1,300 (4% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 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)30 mm primary (range 13–60 mm)26,200 (75% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–30 mm)1,100 (3% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 20–60 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.
Superstructure12 mm primary (range 12–30 mm)1,800 (5% 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 (90 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.
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.

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 Dupleix can equip, from in-game data.

  • Dupleix 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.