World of Warships: Legends ship guide

En. Gabolde

Beta
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Hold concealment edges on the contested cap at 5.5 km detection
  • Avoid: Burning the 5.5 km concealment advantage on guns
Key characteristics
Torpedoes (7 km)Engine BoostSlowNo AA
Community Data

En. Gabolde Community Stats

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Playstyle

Overview

En. Gabolde is a Tier II French stealth-leaning destroyer with strong surface detection (5.5 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 turret traverse rate in T2 DDs (20) and best AP fuse timer in T2 DDs (0.025 s).

Positioning

Hold concealment edges on the contested cap at 5.5 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 5.5 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

Close-range AP brick

115.5 mm AP pen at 1.5 km, top decile of T2 DDs. Citadels broadside cruisers up close.

Fast turret traverse

20.0°/s turret traverse, best of T2 DDs. Tracks fast-rotating targets peers can't keep up with.

Deep-fuse AP

0.03 s AP fuse timer, best of T2 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.

Hardened superstructure

9.0 mm superstructure, top decile of T2 DDs. HE farms less.

Visible torps

1.2 km torpedo detect, worst of T2 DDs. Easy to dodge if targets are looking.

Slow for the class

31.0 kt, bottom decile of T2 DDs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

How to get En. Gabolde

En. Gabolde 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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Cohort position

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Where En. Gabolde sits among Tier II DDs (20 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.

BestAP fuse timer0.03 s (1 of 2 tied) Top 10%Rudder shift2.6 s (3/20) Top 10%Traverse-to-turn ratio9.85 × (2/20) Top 10%Displacement835 t (2/20) Bottom 25%Hit points7,600 HP (17/20) Bottom 25%Main battery caliber100 mm (17/20) Bottom 25%Main dispersion80.6 m (17/20) Bottom 25%Engine power20,000 hp (16/20) Bottom 25%Turn-speed retention44.4 hp/m (16/20) Bottom 10%Max speed31 kt (19/20) WorstNo AA (4 of 20 in cohort)
See 25 mid-pack stats

Not standouts for En. Gabolde -- 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.

Concealment5.55 km(9/20) Air detection2.78 km(9/20) Main battery range8.75 km(8/20) Main battery reload4.7 s(13/20) HE shell damage1,400(15/20) HE fire chance6%(9/20) Fires per minute2.3(13/20) HE DPM53,617(15/20) AP shell damage1,600(13/18) AP DPM61,277(11/18) AP velocity780 m/s(13/18) HE velocity780 m/s(15/20) Acceleration9.9 s(11/20) AP arming threshold17 mm(9/18) Power-to-weight23.95 hp/t(7/20) Torpedo range6.99 km(10/20) Torpedo damage7,433(11/20) Torpedo speed52 kt(13/20) Torpedo reload35 s(9/20) Max armor10 mm(9/20) Citadel belt10 mm(9/20) Bow armor9 mm(9/20) Stern armor9 mm(11/20) Deck armor9 mm(11/20) NormAP ricochet start45°(17 of 18 tied at this value)

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.

Armor

Hull HP 7,600, 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
Bow9 mm primary (range 6–9 mm)600 (8% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm9 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.
Stern9 mm primary (range 6–9 mm)400 (5% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm9 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm primary (range 6–10 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).
Superstructure9 mm200 (3% 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 HP3,800 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.
Rudder (module)separate HP pool, does not drain ship HP2,300 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 En. Gabolde can equip, from in-game data.

  • En. Gabolde 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.