World of Warships: Legends ship guide

Guépard W

Beta
France · Tier V · Destroyer · Guépard Variant
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…
Community Data

Guépard W Community Stats

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Playstyle

Overview

Guépard W is a Tier V 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 Guépard W

Guépard W is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
  • 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%
  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
Show all 6 containers (3 more)
  • 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%
  • 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%
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: FR25 Ship feature / release Start: 2023-06-05 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

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.

Open in Build Tool →

Commanders frequently paired with this ship Louis ViolettePhilippe Auboyneau

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

The stats below come from the base ship, Guépard. 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.

MBRBEngine Boost
Survivability
Hit PointsInitial: 14,200 → 17,200
Displacement3,200 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries24
Fire resistanceInitial: 20% → 23.3%
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.
8,600
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.
5,200
Main Battery
ModuleArtillery: 139 mm/40 Mle 1923
Mounts / barrels5 mounts / 5 barrels
Reload time5.3 s
Firing range (base)9.6 km
Firing range (top fire control)10.6 km
Turret traverse8 °/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 = (9633/30·(8−0.5)/1000 + 0.5)·30 = 87.2 m
87.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.2 × 0.6 = 52.3 m
52.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.2 × 0.32 (σ=2) = 27.9 m
27.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.3 × 0.319 (σ=2) = 16.7 m
16.7 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ5 broadside guns x 60 / 5.3 s base reload = 56.6.
56.6
HE shells
HE Damage2,200
HE Velocity700 m/s
Fire Chance9%
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,200 HE damage x 5 broadside guns = 11,000.
11,000
Base HE DPM
ƒ11,000 HE full-salvo alpha x 60 / 5.3 s base reload = 124,528.
124,528
Base fires/min
ƒ5 HE shells x 60 / 5.3 s reload x 9% fire chance = 5.09.
5.09
AP shells
AP Damage2,850
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 315.1 m/s: 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 315.1^1.38 = 63.2 mm.
63.2 mm
AP full-salvo alpha
ƒ2,850 AP damage x 5 broadside guns = 14,250.
14,250
Base AP DPM
ƒ14,250 AP full-salvo alpha x 60 / 5.3 s base reload = 161,321.
161,321
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.
12
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time87 s
Projectile speed68 kt
Range6.99 km
Maximum simulated damage13,733 (est.)
Alpha damage41,200
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming210 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
82,398
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×1) + (14×3.5×0.95) = 78. 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.
78
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
37 mm/50 Mle 1933Initial: 37 mm/50 CA Mle 1925 (4×1) → 37 mm/50 Mle 1933 (4×2)
13.2 mm/76 CAD Mle 1929 (upgraded hull only)2×2 13mm
13.2 mm/76 Mle 1929Initial: 4×1 → 2×1 13mm
Medium aura
DPSInitial: 6 → 9
Range3 km
Near aura
DPSInitial: 11 → 14
Range1.2 km
Total DPS in Aura
ƒMedium 9 + Near 14 = 23
23
Maneuverability
Engine moduleEngine: 64,000 hp
Engine power64,000 hp
Maximum speed36 kt
Turning circle radius680 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.1× slow
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
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
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 Disp87.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9633/30·(8−0.5)/1000 + 0.5)·30 = 87.2 m
Max Vert Disp52.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.2 × 0.6 = 52.3 m
Med Horiz Disp27.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.2 × 0.32 (σ=2) = 27.9 m
Med Vert Disp16.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.3 × 0.319 (σ=2) = 16.7 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
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 Far63.2 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 315.1 m/s: 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 315.1^1.38 = 63.2 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 Radius12
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha11,000
2,200 HE damage x 5 broadside guns = 11,000.
AP full-salvo alpha14,250
2,850 AP damage x 5 broadside guns = 14,250.
Base HE DPM124,528
11,000 HE full-salvo alpha x 60 / 5.3 s base reload = 124,528.
Base AP DPM161,321
14,250 AP full-salvo alpha x 60 / 5.3 s base reload = 161,321.
Base shells/min56.6
5 broadside guns x 60 / 5.3 s base reload = 56.6.
Base fires/min5.09
5 HE shells x 60 / 5.3 s reload x 9% fire chance = 5.09.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed68 kt
Travel time to max range39.5 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 damage82,398
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage82,398
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS78
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×1) + (14×3.5×0.95) = 78. 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 index150
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

Balance History

Balance updates affecting Guépard W. Cards are condensed; use each source link for full context.

Nerf ×2Buff ×8Main Battery ×6Torpedo ×2Concealment ×1
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Main battery armament.
  • HE shell damage increased from 2,000 to 2,200.
  • AP shell damage increased from 2,600 to 2,850.
  • AP shell service cost increased from 0 to 12 credits per shell (this is fixing it to normal for a 138.6 mm shell).
  • Main Battery Reload Booster charges increased from 1 to 2.
  • Main Battery Reload Booster cooldown time decreased from 150 to 120 s.
  • Torpedo armament.
  • Reload speed reduced from 90 to 95 s.
  • Speed increased from 57 to 66 kts.
  • Torpedo detectability range increased from 1.2 to 1.4 km.
  • +2 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Guépard 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.