World of Warships: Legends ship guide

Émile Bertin

Beta
Hydro cruiserSonar-first support: contest islands and smoke without spending detection.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Strong AASonarFast turret traverseFast for the classThin armor
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Community Data

Émile Bertin Community Stats

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Playstyle

Overview

Émile Bertin is a Tier IV French light 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. AA (242 AA DPS at 4 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best turret traverse rate in T4 CAs (12) and best top speed in T4 CAs (39 kt).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.7 km on ships, 2.7 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. 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 26,500-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

Fast turret traverse

12.0°/s turret traverse, best of T4 CAs. Tracks fast-rotating targets peers can't keep up with.

ELITE AA
  • Top-tier · 242.0 AA
  • AA specialist
Fast for the class

39.0 kt, best of T4 CAs. Lets you rotate flanks or escape disengagements.

WEAK ARMOR
  • Thin · 30.0 mm
  • Light citadel belt · 30.0 mm
Acquisition

How to get Émile Bertin

Émile Bertin is available in the Rapid Cruisers branch of the France Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

Show France tech-tree branch diagram
France Tech Tree

Émile Bertin sits in the Rapid Cruisers branch. The highlighted path shows the local branch context inside the full France tree.

Builds Beta

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

Open in Build Tool →

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Cohort position

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Where Émile Bertin sits among Tier IV CAs (22 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.

BestMax speed39 kt (1/22) BestAA DPS242 (1/22) Top 10%Traverse-to-turn ratio6.99 × (3/22) Top 25%Turn-speed retention152.2 hp/m (4/22) Top 25%Displacement8,480 t (6/22) Top 25%Power-to-weight12.03 hp/t (4/22) Top 25%AA range4 km (5/22) Top 25%AA threat688 (4/22) Bottom 25%Concealment11.6 km (18/22) Bottom 25%Secondary DPM (per side)39,000 (14/16) Bottom 25%HE alpha1,300 (13/16) Bottom 25%Secondary fire chance5% (13/16) Bottom 25%Secondary HE pen15 mm (13/16) Bottom 25%Deck armor20 mm (19/22) Bottom 10%Acceleration26 s (21/22) WorstMax armor30 mm (22/22) WorstCitadel belt30 mm (22/22)
See 28 mid-pack stats

Not standouts for Émile Bertin -- 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.

Hit points26,500 HP(13/22) Air detection6.96 km(17/22) Rudder shift7.4 s(15/22) Main battery caliber152 mm(13/22) Main battery range13.78 km(8/22) Main battery reload12 s(17/22) HE shell damage2,200(12/21) HE fire chance10%(14/21) Fires per minute4.5(13/21) HE DPM99,000(13/21) AP shell damage3,100(11/22) AP DPM139,500(12/22) Main dispersion119.5 m(12/22) AP velocity870 m/s(11/22) HE velocity870 m/s(11/21) AP fuse timer0.03 s(13/22) AP arming threshold25 mm(9/22) Engine power102,000 hp(7/22) Torpedo range7.5 km(12/21) Torpedo damage≈12,233(15/21) Torpedo speed58 kt(15/21) Torpedo reload84 s(14/21) Bow armor13 mm(11/22) Stern armor13 mm(11/22) NormSigma2(20 of 22 tied at this value) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit PointsInitial: 21,100 → 26,500
Displacement8,480 t
Armor range6–30 mm
Plate armor thicknesses6, 10, 13, 16, 20, 30 mm
Armor material/layer entries43
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction7%
Main Battery
ModuleArtillery: 152 mm/55 Mle 1930
Mounts / barrels3 mounts / 9 barrels
Reload time12 s
Firing range (base)12.5 km
Firing range (top fire control)13.8 km
Turret traverse12 °/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 =(1253030·81.11000+1.1)·30=119.5m
119.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =119.5·0.6=71.7m
71.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =119.5·0.32(σ=2)=38.2m
38.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =71.7·0.319(σ=2)=22.9m
22.9 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ9 broadside guns x 60 / 12 s base reload = 45.
45
HE shells
HE Damage2,200
HE Velocity870 m/s
Fire Chance10%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 9 broadside guns = 19,800.
19,800
Base HE DPM
ƒ19,800 HE full-salvo alpha x 60 / 12 s base reload = 99,000.
99,000
Base fires/min
ƒ45 shells/min x 10% fire chance = 4.5.
4.5
AP shells
AP Damage3,100
AP Velocity870 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 =107·2225·57.10.69·0.1521.07·8701.38=310mm. Matches the in-game spec card.
310 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.2 km), where the shell has slowed to 344.3 m/s: P=107·2225·57.10.69·0.1521.07·344.31.38=86.3mm.
86.3 mm
AP full-salvo alpha
ƒ3,100 AP damage x 9 broadside guns = 27,900.
27,900
Base AP DPM
ƒ27,900 AP full-salvo alpha x 60 / 12 s base reload = 139,500.
139,500
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.
15
Torpedoes
ModuleTorpedoes: 550 mm 19D Mle 3
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time84 s
Projectile speed58 kt
Range7.5 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=36,700·0.333=12,233.
≈ 12,233
Torpedo detectability1.2 km
Flooding chance199%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming179 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,233 = 36,699.
36,699
AA Defense
AA mount pointsInitial: 10 → 18
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×0.9) + (38×3.5×0.85) + (6×3.5×0.9) = 242. 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.
242
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
40 mm/56 Bofors Mk2 (upgraded hull only)2×4 40mm
40 mm/56 Bofors Mk1 (upgraded hull only)2×2 40mm
20 mm/70 Mk4 (upgraded hull only)14×1 20mm
37 mm/50 Mle 1933 (stock hull only)4×2 37mm
13.2 mm/76 CAD Mle 1929 (stock hull only)6×2 13mm
90 mm/50 Mle 1930 (DP)1×2 90mm
90 mm/50 Mle 1926 (DP)2×1 90mm
Far aura
DPS
ƒIncludes 6 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
6
Range4 km
Medium aura
DPS35
Range3.5 km
Total DPS in Aura
ƒFar 6 + Medium 35 = 41
41
Near aura
DPS38
Range2 km
Total DPS in Aura
ƒFar 6 + Medium 35 + Near 38 = 79
79
S
Secondary Battery
Mounts3 → 2
Firing range4.0 km
Shell Grouping (σ)1
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
90 mm/50 Mle 1930 (×1)
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity850 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
90 mm/50 Mle 1926 (×2)
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity850 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 102,000 hp
Engine power102,000 hp
Maximum speed39 kt
Turning circle radius670 m
Rudder shift time7.4 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 (35.1 kt of 39 kt), from our in-house acceleration model.
26 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.6 kt of 39 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.
42.1 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·39.0·0.5144670=1.72°/s, so ratio=ωturretωhull=121.72=7.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.0× slow
Concealment
Detectability by sea11.6 km
Detectability by air6.96 km
Smoke firing penalty5.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.6 km
Detect Fire Sea13.6 km
Detect Fire Air9.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
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
Module options (3)

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

HullUpgrade
  • Hit points21,100 → 26,500
  • Rudder shift13.4 → 9.6 s
  • AA mounts10 → 18
  • Close-range AA DPS33 → 73
  • Maximum AA range3 → 3.5 km
Fire controlUpgrade
  • Main battery range12,530 → 13,783 m
TorpedoesUpgrade
  • Range6.51 → 7.5 km
  • Alpha damage33,700 → 36,700
  • Display damage11,233 → 12,233

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 Disp119.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12530}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 119.5\,\text{m}$
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 Disp71.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 119.5 \cdot 0.6 = 71.7\,\text{m}$
Shell scatter height @ 10 km57.1 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 Disp38.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 119.5 \cdot 0.32\;(\sigma = 2) = 38.2\,\text{m}$
Med Vert Disp22.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 71.7 \cdot 0.319\;(\sigma = 2) = 22.9\,\text{m}$
AP Pen Close310 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2225 \cdot 57.1^{0.69} \cdot 0.152^{-1.07} \cdot 870^{1.38} = 310\,\text{mm}$. Matches the in-game spec card.
AP Pen Far86.3 mm
Same formula at the ship's max firing range (17.2 km), where the shell has slowed to 344.3 m/s: $P = 10^{-7}\cdot 2225 \cdot 57.1^{0.69} \cdot 0.152^{-1.07} \cdot 344.3^{1.38} = 86.3\,\text{mm}$.
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 Radius15
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 time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha19,800
2,200 HE damage x 9 broadside guns = 19,800.
AP full-salvo alpha27,900
3,100 AP damage x 9 broadside guns = 27,900.
Base HE DPM99,000
19,800 HE full-salvo alpha x 60 / 12 s base reload = 99,000.
Base AP DPM139,500
27,900 AP full-salvo alpha x 60 / 12 s base reload = 139,500.
Base shells/min45
9 broadside guns x 60 / 12 s base reload = 45.
Base fires/min4.5
45 shells/min x 10% fire chance = 4.5.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed58 kt
Travel time to max range49.7 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 damage73,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,233 = 73,398.
Per-side salvo damage36,699
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,233 = 36,699.

AA defense

Close-range AA DPS242
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×0.9) + (38×3.5×0.85) + (6×3.5×0.9) = 242. 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 index688
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 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)39,000
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: 1×2 90 mm (1/side) × 60/4 × 1300 = 19,500 + 2×1 90 mm (1/side) × 60/4 × 1300 = 19,500. 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 21,10026,500 with hull upgrade, 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 & stern13 mm

Overmatched by 89+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–30 mm)3,600 (14% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 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.
Stern13 mm primary (range 13–30 mm)1,500 (6% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel30 mm primary (range 10–30 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.
Superstructure6 mm primary (range 6–20 mm)1,400 (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 HP13,300 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 (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 HP8,000 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

Balance History

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

Nerf ×3Buff ×1Main Battery ×4
2025-06-26

Ministry of Balance: Declaration of Changes

  • Stock main battery AP shell damage reduced from 3,200 to 3,100.
  • Upgraded main battery AP shell damage reduced from 3,300 to 3,100.
  • Stock main battery AP shell penetration increased by roughly 4.5% and is now the same between stock and upgraded versions.
  • Main battery HE fire-setting chances reduced from 12 to 10%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Émile Bertin 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.