World of Warships: Legends ship guide

Aigle

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 6.6 km detection
  • Avoid: Burning the 6.6 km concealment advantage on guns
Key characteristics
Heavy torpedoes2 sigma accuracyHigh HE / fire outputHigh fire chanceStiff AP fuse
Community Data

Aigle Community Stats

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Playstyle

Overview

Aigle is a Tier V French stealth-leaning destroyer with strong surface detection (6.6 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best HE fire chance in T5 DDs (9) and best AP fuse timer in T5 DDs (0.025 s).

Positioning

Hold concealment edges on the contested cap at 6.6 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 6.6 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

High fire chance

9.0% fire chance per HE shell, best of T5 DDs.

Deep-fuse AP

0.03 s AP fuse timer, best of T5 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.

High fire pressure

6.28 fires/min, best of T5 DDs. Keeps DCP on cooldown.

Heavy torpedoes

18400.0 damage per torpedo, best of T5 DDs.

Stiff AP fuse

23.0 mm AP arming threshold, worst of T5 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Wide dispersion

94.2 m max horizontal dispersion, bottom decile of T5 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Aigle

Aigle is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Global XP. 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 V Crate 4.166667% One of the Tier V Premium ships Event containers · Super V Crate · 1 of 24 ships
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
Show all 12 containers (9 more)
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Event containers · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event containers · Mystic Lantern · 1 of 25 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.047917% Tier V Premium ship Event containers · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • 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

Philippe Auboyneau is a strong example if you want Aigle leaning into destroyer aggression and overall pressure, while Louis Violette makes sense if you want a setup that feels a little more comfortable in active gun play. For inspirations, Erich Bey is again the easy concealment example, and William Sims is a strong partner because Aigle often has to spend health to create her openings.

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Commanders frequently paired with this ship Philippe AuboyneauErich BeyWilliam Sims

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Cohort position

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Where Aigle sits among Tier V DDs (21 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 caliber139 mm (1 of 2 tied) BestFires per minute6.28 (1/21) BestAP fuse timer0.03 s (1 of 2 tied) BestTorpedo damage18,400 (1/21) Top 10%Hit points17,000 HP (2/21) Top 10%Engine power68,000 hp (2/21) Top 10%Turn-speed retention100 hp/m (2/21) Top 25%Main battery reload4.3 s (6/21) Top 25%HE DPM139,535 (4/21) Top 25%AP DPM181,395 (5/19) Bottom 25%Rudder shift5.3 s (19/21) Bottom 25%Main dispersion94.2 m (19/21) Bottom 25%Torpedo range6.99 km (19/21) Bottom 10%Displacement3,140 t (20/21) WorstAP velocity700 m/s (1 of 2 tied) WorstHE velocity700 m/s (1 of 2 tied) WorstAP arming threshold23 mm (1 of 2 tied)
See 18 mid-pack stats

Not standouts for Aigle -- 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 speed36 kt(13/21) Concealment6.61 km(15/21) Air detection3.31 km(15/21) Traverse-to-turn ratio4.17 ×(16/21) Main battery range10.55 km(7/21) Acceleration9.8 s(7/21) Power-to-weight21.66 hp/t(8/21) AA DPS107(7/21) AA range3 km(14/21) AA threat167(12/21) Torpedo speed57 kt(16/21) Torpedo reload77 s(11/21) Max armor16 mm(13/21) Bow armor16 mm(11/20) Stern armor16 mm(11/20) NormAP ricochet start45°(18 of 19 tied at this value) NormAP auto-bounce angle60°(18 of 19 tied at this value) NormCitadel belt16 mm(19 of 20 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

SmokeEngine Boost
Survivability
Hit Points17,000
Displacement3,140 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries24
Fire resistance23.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
8,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
5,100
Main Battery
ModuleArtillery: 139 mm/40 Mle 1927
Mounts / barrels5 mounts / 5 barrels
Reload time4.8 s
Firing range10.6 km
Turret traverse6.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10555/30·(8−0.5)/1000 + 0.5)·30 = 94.2 m
94.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.2 × 0.6 = 56.5 m
56.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.2 × 0.32 (σ=2) = 30.1 m
30.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.5 × 0.32 (σ=2) = 18.1 m
18.1 m
Turret turn time
ƒ180 degrees / 6.5 deg/s traverse speed = 27.7 s.
27.7 s
Base shells/min
ƒ5 broadside guns x 60 / 4.8 s base reload = 62.5.
62.5
HE shells
HE Damage2,000
HE Velocity700 m/s
Fire Chance9%
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,000 HE damage x 5 broadside guns = 10,000.
10,000
Base HE DPM
ƒ10,000 HE full-salvo alpha x 60 / 4.8 s base reload = 125,000.
125,000
Base fires/min
ƒ5 HE shells x 60 / 4.8 s reload x 9% fire chance = 5.62.
5.62
AP shells
AP Damage2,600
AP Velocity700 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 700^1.38 = 190 mm. Matches the in-game spec card.
190 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 315.7 m/s: 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 315.7^1.38 = 63.3 mm.
63.3 mm
AP full-salvo alpha
ƒ2,600 AP damage x 5 broadside guns = 13,000.
13,000
Base AP DPM
ƒ13,000 AP full-salvo alpha x 60 / 4.8 s base reload = 162,500.
162,500
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.
11
Torpedoes
ModuleTorpedoes: 550 mm 24V
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time77 s
Projectile speed57 kt
Range6.99 km
Maximum simulated damage17,200 (est.)
Alpha damage51,600
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming176 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
103,200
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: (6×3.5×1) + (26×3.5×0.95) = 107. 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.
107
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
37 mm/50 Mle 19331×2 37mm
37 mm/50 CA Mle 19252×1 37mm
13.2 mm/76 CAD Mle 19294×2 13mm
13.2 mm/76 Mle 19292×1 13mm
Medium aura
DPS6
Range3 km
Near aura
DPS26
Range1.2 km
Total DPS in Aura
ƒMedium 6 + Near 26 = 32
32
Maneuverability
Engine moduleEngine: 68,000 hp
Engine power68,000 hp
Maximum speed36 kt
Turning circle radius680 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.2× drags
Concealment
Detectability by sea6.61 km
Detectability by air3.31 km
Smoke firing penalty2.68 km
Detect after firing main guns6.61 km
Detect Fire Sea8.61 km
Detect Fire Air6.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 81 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse6.5 → 8 °/s

See all derived stats

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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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp94.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10555/30·(8−0.5)/1000 + 0.5)·30 = 94.2 m
Max Vert Disp56.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.2 × 0.6 = 56.5 m
Med Horiz Disp30.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.2 × 0.32 (σ=2) = 30.1 m
Med Vert Disp18.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.5 × 0.32 (σ=2) = 18.1 m
AP Pen Close190 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 700^1.38 = 190 mm. Matches the in-game spec card.
AP Pen Far63.3 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 315.7 m/s: 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 315.7^1.38 = 63.3 mm.
HE penetration23 mm
23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius11
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time27.7 s
180 degrees / 6.5 deg/s traverse speed = 27.7 s.
HE full-salvo alpha10,000
2,000 HE damage x 5 broadside guns = 10,000.
AP full-salvo alpha13,000
2,600 AP damage x 5 broadside guns = 13,000.
Base HE DPM125,000
10,000 HE full-salvo alpha x 60 / 4.8 s base reload = 125,000.
Base AP DPM162,500
13,000 AP full-salvo alpha x 60 / 4.8 s base reload = 162,500.
Base shells/min62.5
5 broadside guns x 60 / 4.8 s base reload = 62.5.
Base fires/min5.62
5 HE shells x 60 / 4.8 s reload x 9% fire chance = 5.62.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range47.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage103,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage103,200
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS107
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×1) + (26×3.5×0.95) = 107. 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 range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index167
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

Armor

Hull HP 17,000, 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.

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)2,600 (15% 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)16 mm12,800 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–16 mm)1,400 (8% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,500 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.
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 HP5,100 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Aigle 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.