World of Warships: Legends ship guide

Fusilier

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 5.7 km detection
  • Avoid: Burning the 5.7 km concealment advantage on guns
Key characteristics
Long torps (8 km)2 sigma accuracy9 km gun rangeHigh fire chanceVisible torps
Community Data

Fusilier Community Stats

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Playstyle

Overview

Fusilier is a Tier II French stealth-leaning destroyer with strong surface detection (5.7 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 5.7 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 5.7 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

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.

Long gun range

8.98 km main battery reach, top decile of T2 DDs.

Long-reach AA

3.0 km AA reach, top decile of T2 DDs.

Visible torps

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

Sluggish rudder

3.7 s rudder shift, bottom decile of T2 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Fusilier

Fusilier is available in the Ambush Destroyers branch of the France Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show France tech-tree branch diagram
France Tech Tree

Fusilier sits in the Ambush Destroyers branch. The highlighted path shows the local branch context inside the full France tree.

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 Fusilier 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.

BestTraverse-to-turn ratio10.58 × (1/20) BestAP fuse timer0.03 s (1 of 2 tied) Top 10%Main battery range8.98 km (2/20) Top 10%Engine power33,000 hp (2/20) Top 10%Turn-speed retention62.3 hp/m (3/20) Top 10%AA range3 km (3/20) Top 25%Hit points9,300 HP (5/20) Top 25%Torpedo range7.5 km (6/20) Bottom 25%Main battery caliber100 mm (17/20) Bottom 25%AA DPS4 (16/20) Bottom 10%Rudder shift3.7 s (19/20) WorstDisplacement1,710 t (20/20) WorstAA threat10 (1 of 4 tied) WorstBow armor6 mm (1 of 10 tied)
See 24 mid-pack stats

Not standouts for Fusilier -- 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 speed34 kt(12/20) Concealment5.65 km(13/20) Air detection2.83 km(15/20) Main battery reload5.9 s(15/20) HE shell damage1,400(15/20) HE fire chance6%(9/20) Fires per minute2.44(9/20) HE DPM56,949(12/20) AP shell damage1,600(13/18) AP DPM65,085(9/18) Main dispersion76.3 m(9/20) AP velocity780 m/s(13/18) HE velocity780 m/s(15/20) Acceleration10.2 s(15/20) AP arming threshold17 mm(9/18) Power-to-weight19.3 hp/t(11/20) Torpedo damage7,433(11/20) Torpedo speed52 kt(13/20) Torpedo reload52 s(15/20) Max armor10 mm(9/20) Citadel belt10 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 PointsInitial: 7,900 → 9,300
Displacement1,710 t
Armor range6–10 mm
Plate armor thicknesses6, 9, 10 mm
Armor material/layer entries23
Fire resistanceInitial: 0% → 3.3%
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.
4,700
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.
2,800
Main Battery
ModuleArtillery: 100 mm/45 Mle 1921
Mounts / barrels4 mounts / 4 barrels
Reload time6.6 s
Firing range (base)8.2 km
Firing range (top fire control)9 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 = (8167/30·(8−0.5)/1000 + 0.5)·30 = 76.3 m
76.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 76.3 × 0.6 = 45.8 m
45.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 76.3 × 0.32 (σ=2) = 24.4 m
24.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.8 × 0.319 (σ=2) = 14.6 m
14.6 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Base shells/min
ƒ4 broadside guns x 60 / 6.6 s base reload = 36.4.
36.4
HE shells
HE Damage1,400 → 1,500
HE Velocity780 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 4 broadside guns = 6,000.
6,000
Base HE DPM
ƒ6,000 HE full-salvo alpha x 60 / 6.6 s base reload = 54,545.
54,545
Base fires/min
ƒ4 HE shells x 60 / 6.6 s reload x 6% fire chance = 2.18.
2.18
AP shells
AP Damage1,600 → 1,700
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 (11.2 km), where the shell has slowed to 257.5 m/s: 1e-7 × 2100 × 13.5^0.69 × 0.1^-1.07 × 257.5^1.38 = 31.6 mm.
31.6 mm
AP full-salvo alpha
ƒ1,700 AP damage x 4 broadside guns = 6,800.
6,800
Base AP DPM
ƒ6,800 AP full-salvo alpha x 60 / 6.6 s base reload = 61,818.
61,818
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 × 3 tubes = 6 tubes
Reload time52 s
Projectile speed52 kt
Range7.5 km
Maximum simulated damage6,633 (est.)
Alpha damage19,900
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming161 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
39,798
AA Defense
AA mount pointsInitial: 0 → 1
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) = 4. 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.
4
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
37 mm/50 CA Mle 19251×1 37mm
Medium aura
DPS1
Range3 km
Maneuverability
Engine moduleEngine: 33,000 hp
Engine power33,000 hp
Maximum speed34 kt
Turning circle radius530 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio10.6× ok
Concealment
Detectability by sea5.65 km
Detectability by air2.83 km
Smoke firing penalty2 km
Detect after firing main guns5.65 km
Detect Fire Sea7.65 km
Detect Fire Air5.83 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
Module options (2)

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

HullUpgrade
  • Hit points7,900 → 9,300
  • Rudder shift5.2 → 3.7 s
  • AA mounts0 → 1
  • Close-range AA DPS0 → 1
  • Maximum AA range0 → 3 km
Fire controlUpgrade
  • Main battery range8,167 → 8983.7 m

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 Disp76.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8167/30·(8−0.5)/1000 + 0.5)·30 = 76.3 m
Max Vert Disp45.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 76.3 × 0.6 = 45.8 m
Med Horiz Disp24.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 76.3 × 0.32 (σ=2) = 24.4 m
Med Vert Disp14.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.8 × 0.319 (σ=2) = 14.6 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
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 Far31.6 mm
Same formula at the ship's max firing range (11.2 km), where the shell has slowed to 257.5 m/s: 1e-7 × 2100 × 13.5^0.69 × 0.1^-1.07 × 257.5^1.38 = 31.6 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 alpha4
All 4 barrels bear on the broadside.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha6,000
1,500 HE damage x 4 broadside guns = 6,000.
AP full-salvo alpha6,800
1,700 AP damage x 4 broadside guns = 6,800.
Base HE DPM54,545
6,000 HE full-salvo alpha x 60 / 6.6 s base reload = 54,545.
Base AP DPM61,818
6,800 AP full-salvo alpha x 60 / 6.6 s base reload = 61,818.
Base shells/min36.4
4 broadside guns x 60 / 6.6 s base reload = 36.4.
Base fires/min2.18
4 HE shells x 60 / 6.6 s reload x 6% fire chance = 2.18.

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 range55.5 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 damage39,798
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage39,798
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS4
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) = 4. 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 index10
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.

Armor

Hull HP 7,9009,300 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.

Section Plates HP cap Threats Tactic
Bow6 mm1,000 (11% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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)500 (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 mm300 (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 HP4,700 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 HP2,800 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 Fusilier can equip, from in-game data.

  • Fusilier 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.