World of Warships: Legends ship guide

En. Gabolde W

Beta
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
Playstyle
  • Use open flanks and cap edges with room to accelerate away, taking short fights where speed lets you ch…
  • Avoid: Do not charge into radar or cruiser crossfire just because the ship is fast; speed is your escape plan…

Variant of En. Gabolde

Cosmetic-only variant of En. Gabolde. Identical hull, modules, and consumables; differs in appearance and acquisition only.

Community Data

En. Gabolde W Community Stats

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Playstyle

Overview

En. Gabolde W is a Tier II French premium destroyer best treated as a fast pressure destroyer that creates tempo with speed, gunfights, and sudden flanking angles. Its value comes from surviving long enough to keep vision active, choose favorable trades, and turn torpedo or gun pressure into objective control.

Positioning

Use open flanks and cap edges with room to accelerate away, taking short fights where speed lets you choose the engagement. Choose cap edges and flank lanes with an escape route, balancing spotting, gun trades, and torpedo angles without getting trapped.

Potato Avoidance

Charge into radar or cruiser crossfire just because the ship…

The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Acquisition

How to get En. Gabolde W

En. Gabolde W is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Charles Bléry, Louis Violette, and Philippe Auboyneau are useful French destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

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Commanders frequently paired with this ship Louis ViolettePhilippe Auboyneau

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The stats below come from the base ship, En. Gabolde. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Engine Boost
Survivability
Hit Points7,600
Displacement835 t
Armor range6–10 mm
Plate armor thicknesses6, 9, 10 mm
Armor material/layer entries22
Fire resistance3.3%
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.
3,800
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.
2,300
Main Battery
ModuleArtillery: 100 mm/45 Mle 1921
Mounts / barrels3 mounts / 3 barrels
Reload time5.2 s
Firing range8.8 km
Turret traverse20 °/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 = (8753/30·(8−0.5)/1000 + 0.5)·30 = 80.6 m
80.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 80.6 × 0.6 = 48.4 m
48.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 80.6 × 0.32 (σ=2) = 25.8 m
25.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.4 × 0.32 (σ=2) = 15.5 m
15.5 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Base shells/min
ƒ3 broadside guns x 60 / 5.2 s base reload = 34.6.
34.6
HE shells
HE Damage1,400
HE Velocity780 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,400 HE damage x 3 broadside guns = 4,200.
4,200
Base HE DPM
ƒ4,200 HE full-salvo alpha x 60 / 5.2 s base reload = 48,462.
48,462
Base fires/min
ƒ3 HE shells x 60 / 5.2 s reload x 6% fire chance = 2.08.
2.08
AP shells
AP Damage1,600
AP Velocity780 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
6 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 × 2100 × 13.5^0.69 × 0.1^-1.07 × 780^1.38 = 145.6 mm. Matches the in-game spec card.
145.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 261.5 m/s: 1e-7 × 2100 × 13.5^0.69 × 0.1^-1.07 × 261.5^1.38 = 32.2 mm.
32.2 mm
AP full-salvo alpha
ƒ1,600 AP damage x 3 broadside guns = 4,800.
4,800
Base AP DPM
ƒ4,800 AP full-salvo alpha x 60 / 5.2 s base reload = 55,385.
55,385
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.
3
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time35 s
Projectile speed52 kt
Range6.99 km
Maximum simulated damage6,633 (est.)
Alpha damage19,900
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming80 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
26,532
Maneuverability
Engine moduleEngine: 20,000 hp
Engine power20,000 hp
Maximum speed31 kt
Turning circle radius450 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio9.9× ok
Concealment
Detectability by sea5.55 km
Detectability by air2.78 km
Smoke firing penalty2 km
Detect after firing main guns5.55 km
Detect Fire Sea7.55 km
Detect Fire Air5.78 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus

See all derived stats

Show

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 Disp80.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8753/30·(8−0.5)/1000 + 0.5)·30 = 80.6 m
Max Vert Disp48.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 80.6 × 0.6 = 48.4 m
Med Horiz Disp25.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 80.6 × 0.32 (σ=2) = 25.8 m
Med Vert Disp15.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.4 × 0.32 (σ=2) = 15.5 m
AP Pen Close145.6 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 × 2100 × 13.5^0.69 × 0.1^-1.07 × 780^1.38 = 145.6 mm. Matches the in-game spec card.
AP Pen Far32.2 mm
Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 261.5 m/s: 1e-7 × 2100 × 13.5^0.69 × 0.1^-1.07 × 261.5^1.38 = 32.2 mm.
HE penetration17 mm
17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).
AP overmatch6 mm
floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha4,200
1,400 HE damage x 3 broadside guns = 4,200.
AP full-salvo alpha4,800
1,600 AP damage x 3 broadside guns = 4,800.
Base HE DPM48,462
4,200 HE full-salvo alpha x 60 / 5.2 s base reload = 48,462.
Base AP DPM55,385
4,800 AP full-salvo alpha x 60 / 5.2 s base reload = 55,385.
Base shells/min34.6
3 broadside guns x 60 / 5.2 s base reload = 34.6.
Base fires/min2.08
3 HE shells x 60 / 5.2 s reload x 6% fire chance = 2.08.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed52 kt
Travel time to max range51.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage26,532
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage26,532
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS0
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.
Exteriors

Skins & permanent camouflages

Every custom exterior En. Gabolde W can equip, from in-game data.

  • En. Gabolde W 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.