World of Warships: Legends ship guide

Saint-Louis

Also called: 路易九世 Beta
HE fire-spam cruiserGuns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
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
SonarEngine BoostSpotter planeThin armor
On this page
Community Data

Saint-Louis Community Stats

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Playstyle

Overview

Saint-Louis is a Tier VIII French heavy cruiser whose 203mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.7 km on ships, 3.3 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 44,000-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

+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.

Thin armor

100.0 mm max plate, bottom decile of T8 CAs. Citadel windows open against peer-tier guns.

Acquisition

How to get Saint-Louis

Saint-Louis is available in the Rapid Cruisers branch of the France Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show France tech-tree branch diagram
France Tech Tree

Saint-Louis 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 Saint-Louis 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.

Top 25%Main battery range15.92 km (8/33) Top 25%Fires per minute10 (6/29) Top 25%HE DPM196,667 (8/29) Top 25%Acceleration26.2 s (9/33) Top 25%Displacement16,000 t (5/33) Top 25%Power-to-weight7.5 hp/t (7/33) Top 25%Torpedo reload90 s (5/19) Bottom 25%Stealth profile13.83 km / 8.3 km (27/33 / 27/33) Bottom 25%Traverse-to-turn ratio4.44 × (30/33) Bottom 25%HE alpha1,400 (23/26) Bottom 25%Secondary HE pen17 mm (23/26) Bottom 25%AA threat1,433 (29/33) Bottom 25%Citadel belt100 mm (29/33) Bottom 10%Max armor100 mm (31/33) WorstRepair heal rate0.5 %/s (1 of 16 tied)
See 31 mid-pack stats

Not standouts for Saint-Louis -- 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 points44,000 HP(25/33) Max speed33 kt(21/33) Rudder shift10.2 s(12/33) Main battery caliber203 mm(19/33) Main battery reload8.1 s(12/33) Sigma2.05(15/33) HE shell damage2,950(18/29) HE fire chance15%(15/29) AP shell damage5,050(19/33) AP DPM336,667(10/33) Main dispersion132.8 m(12/33) Secondary DPM (per side)147,000(13/27) Secondary fire chance6%(15/26) AP velocity845 m/s(17/33) HE velocity876 m/s(12/29) AP arming threshold34 mm(15/33) Engine power120,000 hp(21/33) Turn-speed retention166.7 hp/m(15/33) AA DPS457(24/33) AA range5 km(23/33) Torpedo range9 km(11/19) Torpedo damage≈13,733(13/19) Torpedo speed60 kt(15/19) Bow armor25 mm(19/33) Stern armor25 mm(21/33) NormSecondary dispersion bracket57(22 of 27 tied at this value) 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) NormSecondary range5 km(21 of 27 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit PointsInitial: 40,000 → 44,000
Displacement16,000 t
Armor range6–100 mm
Plate armor thicknesses6, 16, 20, 25, 26, 27, 38, 40, 45, 80, 100 mm
Armor material/layer entries41
Fire resistance40%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 203 mm/55 Mle 1934
Mounts / barrels3 mounts / 9 barrels
Reload time9 s
Firing range (base)14.5 km
Firing range (top fire control)15.9 km
Turret traverseInitial: 6 °/s → 7 °/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 =(1447130·81.11000+1.1)·30=132.8m
132.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =132.8·0.6=79.7m
79.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =132.8·0.314(σ=2.05)=41.7m
41.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =79.7·0.314(σ=2.05)=25m
25 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 9 s base reload = 60.
60
HE shells
HE Damage2,950
HE Velocity876 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,950 HE damage x 9 broadside guns = 26,550.
26,550
Base HE DPM
ƒ26,550 HE full-salvo alpha x 60 / 9 s base reload = 177,000.
177,000
Installed HE DPM
ƒ26,550 HE full-salvo alpha x 60 / 8.1 s installed reload (Main Battery Mod. 3 = -10%) = 196,667.
196,667
Base fires/min
ƒ60 shells/min x 15% fire chance = 9.
9
AP shells
AP Damage5,050
AP Velocity845 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 =107·2434·1340.69·0.2031.07·8451.38=430.6mm. Matches the in-game spec card.
430.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 377.1 m/s: P=107·2434·1340.69·0.2031.07·377.11.38=141.4mm.
141.4 mm
AP full-salvo alpha
ƒ5,050 AP damage x 9 broadside guns = 45,450.
45,450
Base AP DPM
ƒ45,450 AP full-salvo alpha x 60 / 9 s base reload = 303,000.
303,000
Installed AP DPM
ƒ45,450 AP full-salvo alpha x 60 / 8.1 s installed reload (Main Battery Mod. 3 = -10%) = 336,667.
336,667
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.
30
Torpedoes
ModuleTorpedoes: 550 mm 23DT
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 points32
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (76×3.5×0.9) + (55×3.5×0.85) + (17×3.5×0.9) = 457. 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.
457
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/56 Bofors Mk2 (upgraded hull only)4×4 40mm
40 mm/56 Bofors Mk1Initial: 12×2 → 8×2 40mm
20 mm/70 Mk4Initial: 20×1 → 12×1 20mm
20 mm/70 Oerlikon Mk24 (upgraded hull only)8×2 20mm
100 mm/45 Mle 1931 (DP)7×2 100mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
17
Range5 km
Medium aura
DPSInitial: 71 → 76
Range3.5 km
Total DPS in Aura
ƒFar 17 + Medium 76 = 93
93
Near aura
DPSInitial: 45 → 55
Range2 km
Total DPS in Aura
ƒFar 17 + Medium 76 + Near 55 = 148
148
S
Secondary Battery
Mounts7
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 120,000 hp
Engine power120,000 hp
Maximum speed33 kt
Turning circle radius720 m
Rudder shift time10.2 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 (29.7 kt of 33 kt), from our in-house acceleration model.
26.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
42.8 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·33.0·0.5144720=1.35°/s, so ratio=ωturretωhull=61.35=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea13.83 km
Detectability by air8.3 km
Smoke firing penalty8.16 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.83 km
Detect Fire Sea15.83 km
Detect Fire Air11.3 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
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
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 6,160 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.
· 12,320 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.
· 220 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (44,000 HP) per second = 220 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Module options (2)

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

HullUpgrade
  • Hit points40,000 → 44,000
  • Rudder shift18.6 → 13.3 s
  • Close-range AA DPS116 → 131
  • Turret traverse6 → 7 °/s
Fire controlUpgrade
  • Main battery range14,471 → 15918.1 m

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 Disp132.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14471}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 132.8\,\text{m}$
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 Disp79.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 132.8 \cdot 0.6 = 79.7\,\text{m}$
Shell scatter height @ 10 km54.9 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 Disp41.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 132.8 \cdot 0.314\;(\sigma = 2.05) = 41.7\,\text{m}$
Med Vert Disp25 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 79.7 \cdot 0.314\;(\sigma = 2.05) = 25\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close430.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2434 \cdot 134^{0.69} \cdot 0.203^{-1.07} \cdot 845^{1.38} = 430.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far141.4 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 377.1 m/s: $P = 10^{-7}\cdot 2434 \cdot 134^{0.69} \cdot 0.203^{-1.07} \cdot 377.1^{1.38} = 141.4\,\text{mm}$.
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 Radius30
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 alpha26,550
2,950 HE damage x 9 broadside guns = 26,550.
AP full-salvo alpha45,450
5,050 AP damage x 9 broadside guns = 45,450.
Base HE DPM177,000
26,550 HE full-salvo alpha x 60 / 9 s base reload = 177,000.
Base AP DPM303,000
45,450 AP full-salvo alpha x 60 / 9 s base reload = 303,000.
Installed HE DPM196,667
26,550 HE full-salvo alpha x 60 / 8.1 s installed reload (Main Battery Mod. 3 = -10%) = 196,667.
Installed AP DPM336,667
45,450 AP full-salvo alpha x 60 / 8.1 s installed reload (Main Battery Mod. 3 = -10%) = 336,667.
Base shells/min60
9 broadside guns x 60 / 9 s base reload = 60.
Installed shells/min66.7
9 broadside guns x 60 / 8.1 s installed Artillery reload = 66.7.
Base fires/min9
60 shells/min x 15% fire chance = 9.
Installed fires/min10
66.7 shells/min x 15% fire chance = 10.

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 DPS457
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (76×3.5×0.9) + (55×3.5×0.85) + (17×3.5×0.9) = 457. 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 index1433
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)147,000
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: 7×2 100 mm (7/side) × 60/4 × 1400 = 147,000. 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 40,00044,000 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 & stern25 mm

Overmatched by 98+ 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 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)3,300 (8% 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)16 mm primary (range 6–100 mm)33,000 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)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)3,300 (8% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 27–100 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP22,000 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 (100 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 HP13,200 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 Saint-Louis. Cards are condensed; use each source link for full context.

Buff ×17Main Battery ×6
2024-09-05

Ministry of Balance: Season of Change

  • Main battery AP shell damage increased from 4,800 to 5,050.
  • Main battery HE shell damage increased from 2,800 to 2,950.
Read the full official post
2024-03-21

Ministry of Balance: Spring Changes

  • Saint Louis is designed around being one of the ultimate glass-cannon ships, focused purely on damage potential. However, she often still struggles to compete, so we're improving her survivability and reload.
  • Stock Main Battery reload time reduced from 10 to 9 seconds.
  • Upgraded Main Battery reload time reduced from 8.5 to 7.5 seconds.
  • Stock Hull total health increased from 38,800 to 40,000.
  • Stock Hull Bow HP increased from 2,900 to 3,000.
  • Stock Hull Stern HP increased from 2,900 to 3,000.
  • Stock Hull HP increased from 29,100 to 30,000.
  • Stock Hull Magazine HP increased from 19,400 to 20,000.
  • Stock Hull Steering Gear HP increased from 11,600 to 12,000.
  • Stock Hull Superstructure HP increased from 3,000 to 3,100.
  • +4 more official change lines in the source post.
Read the full official post
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Saint Louis is fairly unpopular, as she didn't feel like an upgrade over Charles Martel. We're increasing her damage output to give her greater presence in battle.
  • Stock main battery reload time reduced from 11.5 to 10.0 s.
  • Upgraded main battery reload time reduced from 10.0 to 8.5 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Saint-Louis 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.