En. Gabolde
Beta- Hold concealment edges on the contested cap at 5.5 km detection
- Avoid: Burning the 5.5 km concealment advantage on guns
En. Gabolde Community Stats
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En. Gabolde Community Stats
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
115.5 mm AP pen at 1.5 km, top decile of T2 DDs. Citadels broadside cruisers up close.
20.0°/s turret traverse, best of T2 DDs. Tracks fast-rotating targets peers can't keep up with.
0.03 s AP fuse timer, best of T2 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.
9.0 mm superstructure, top decile of T2 DDs. HE farms less.
1.2 km torpedo detect, worst of T2 DDs. Easy to dodge if targets are looking.
31.0 kt, bottom decile of T2 DDs. Hard to rotate flanks or disengage; commit positioning early.
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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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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 80.6 × 0.6 = 48.4 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 80.6 × 0.32 (σ=2) = 25.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.4 × 0.32 (σ=2) = 15.5 mƒ
180 degrees / 20 deg/s traverse speed = 9 s.ƒ
3 broadside guns x 60 / 5.2 s base reload = 34.6.HE shells
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17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).ƒ
1,400 HE damage x 3 broadside guns = 4,200.ƒ
4,200 HE full-salvo alpha x 60 / 5.2 s base reload = 48,462.ƒ
3 HE shells x 60 / 5.2 s reload x 6% fire chance = 2.08.AP shells
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floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
1,600 AP damage x 3 broadside guns = 4,800.ƒ
4,800 AP full-salvo alpha x 60 / 5.2 s base reload = 55,385.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.
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
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 80.6 × 0.6 = 48.4 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 80.6 × 0.32 (σ=2) = 25.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.4 × 0.32 (σ=2) = 15.5 mCanonical 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.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.17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).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.All 3 barrels bear on the broadside.180 degrees / 20 deg/s traverse speed = 9 s.1,400 HE damage x 3 broadside guns = 4,200.1,600 AP damage x 3 broadside guns = 4,800.4,200 HE full-salvo alpha x 60 / 5.2 s base reload = 48,462.4,800 AP full-salvo alpha x 60 / 5.2 s base reload = 55,385.3 broadside guns x 60 / 5.2 s base reload = 34.6.3 HE shells x 60 / 5.2 s reload x 6% fire chance = 2.08.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 2 tubes.4 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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).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 |
|---|---|---|---|---|
| Bow | 9 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. |
| Stern | 9 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. |
| Citadel | 10 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). |
| Superstructure | 9 mm | 200 (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 HP | 3,800 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 2,300 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior En. Gabolde can equip, from in-game data.
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.
