World of Warships: Legends ship guide

Jäger

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 12-km torpedoes for a perfect shot
Key characteristics
Long torps (12 km)Heavy AP pen2 sigma accuracyTorp Reload BoosterStiff AP fuse
Community Data

Jäger Community Stats

Log in to GamingDiver and upload your data to see Community Data for Jäger: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Jäger is a Tier VII European torpedo destroyer reaching 12 km. The torpedoes travel at 86 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. She also packs a Repair Party - rare for a DD - but the kit is torpedoes first. Standout traits: best HE alpha in T7 DDs (2,200) and best AP fuse timer in T7 DDs (0.025 s).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 12 km reach at 86 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 12-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Big-caliber overmatch

10.5 mm overmatch threshold, best of T7 DDs. Punishes bow-tanking ships peers can't crack.

Heavy HE shells

2200.0 damage per HE shell, best of T7 DDs. Punishes superstructure and modules harder than peers.

Deep-fuse AP

0.03 s AP fuse timer, best of T7 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.

Fast torpedoes

86.0 kt torpedo speed, best of T7 DDs. Less reaction time for targets to dodge.

Stiff AP fuse

25.0 mm AP arming threshold, worst of T7 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Visible torps

1.9 km torpedo detect, worst of T7 DDs. Easy to dodge if targets are looking.

Acquisition

How to get Jäger

Jäger is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Campaign. 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

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
Show all 9 containers (6 more)
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
  • "THE DANUBIAN PEARL" CAMPAIGN BREAKDOWN Campaign Start: 2024-01-15 · End: 2024-02-18 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Jäger Ship feature / release Start: 2024-01-17 · 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.
  • June Update: The Ages Betwixt 12,500 Doubloons 2026-05-28 Tier VII default; exact price not in source
Show direct source rows

Builds Beta

Conrad Helfrich is the official recommended commander direction, with a torpedo-focused skill plan. Prioritize torpedo speed/reload, concealment, and movement speed so Jäger can keep pressure up without being forced into fair fights.

Open in Build Tool →

Commanders frequently paired with this ship Conrad Helfrich

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

Cohort position

Hide

Where Jäger sits among Tier VII DDs (30 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.

BestAir detection3 km (1/30) BestMain battery caliber150 mm (1 of 4 tied) BestHE shell damage2,200 (1 of 4 tied) BestAP fuse timer0.03 s (1 of 5 tied) BestTorpedo speed86 kt (1 of 2 tied) Top 10%HE fire chance11% (3/30) Top 25%Max speed39 kt (5/30) Top 25%Rudder shift4.8 s (7/30) Top 25%AP velocity880 m/s (7/28) Top 25%HE velocity880 m/s (7/30) Top 25%Displacement2,629 t (7/30) Top 25%Torpedo range12 km (5/29) Top 25%Torpedo reload85 s (6/29) Bottom 25%Hit points15,900 HP (25/30) Bottom 25%Traverse-to-turn ratio5.83 × (25/30) Bottom 25%AP DPM147,500 (24/28) Bottom 25%Acceleration13 s (27/30) Bottom 25%Power-to-weight16.36 hp/t (27/30) Bottom 25%AA DPS31 (26/30) Bottom 25%AA threat73 (26/30) Bottom 10%Engine power43,000 hp (29/30) Bottom 10%AA range3 km (28/30) WorstMain battery range10.48 km (30/30) WorstAP arming threshold25 mm (1 of 4 tied) WorstTurn-speed retention64.2 hp/m (30/30) WorstTorpedo damage7,533 (29/29)
See 13 mid-pack stats

Not standouts for Jäger -- 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.

Concealment6.9 km(12/30) Main battery reload3.6 s(11/30) Fires per minute5.5(16/30) HE DPM110,000(23/30) Main dispersion93.6 m(15/30) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) Deck armor19 mm(11/25) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value) NormRepair heal rate1 %/s(4 of 6 tied at this value)

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

Repair 2TRBEngine Boost
Survivability
Hit Points15,900
Displacement2,629 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries18
Fire resistance36.6%
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.
8,000
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.
4,800
Main Battery
ModuleArtillery: 150 mm/50 K10 Škoda
Mounts / barrels3 mounts / 3 barrels
Reload time4 s
Firing range10.5 km
Turret traverse10 °/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 = (10485/30·(8−0.5)/1000 + 0.5)·30 = 93.6 m
93.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 93.6 × 0.6 = 56.2 m
56.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 93.6 × 0.319 (σ=2) = 29.9 m
29.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.2 × 0.32 (σ=2) = 18 m
18 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ3 broadside guns x 60 / 4 s base reload = 45.
45
HE shells
HE Damage2,200
HE Velocity880 m/s
Fire Chance11%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 3 broadside guns = 6,600.
6,600
Base HE DPM
ƒ6,600 HE full-salvo alpha x 60 / 4 s base reload = 99,000.
99,000
Installed HE DPM
ƒ6,600 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 110,000.
110,000
Base fires/min
ƒ3 HE shells x 60 / 4 s reload x 11% fire chance = 4.95.
4.95
AP shells
AP Damage2,950
AP Velocity880 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2200 × 45.5^0.69 × 0.15^-1.07 × 880^1.38 = 270 mm. Matches the in-game spec card.
270 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.1 km), where the shell has slowed to 319.2 m/s: 1e-7 × 2200 × 45.5^0.69 × 0.15^-1.07 × 319.2^1.38 = 66.6 mm.
66.6 mm
AP full-salvo alpha
ƒ2,950 AP damage x 3 broadside guns = 8,850.
8,850
Base AP DPM
ƒ8,850 AP full-salvo alpha x 60 / 4 s base reload = 132,750.
132,750
Installed AP DPM
ƒ8,850 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 147,500.
147,500
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.
30
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time85 s
Projectile speed86 kt
Range12 km
Maximum simulated damage6,833 (est.)
Alpha damage20,500
Torpedo detectability1.9 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming265 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
81,996
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×1) + (3×3.5×0.95) = 31. 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.
31
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
70 mm Škoda K104×1 70mm
7.92 mm Schwarzlose2×1 8mm
Medium aura
DPS6
Range3 km
Near aura
DPS3
Range1 km
Total DPS in Aura
ƒMedium 6 + Near 3 = 9
9
Maneuverability
Engine moduleEngine: 43,000 hp
Engine power43,000 hp
Maximum speed39 kt
Turning circle radius670 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.8× slow
Concealment
Detectability by sea6.9 km
Detectability by air3 km
Smoke firing penalty2.93 km
Detect after firing main guns6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Repair Party2 charges · 120 s reload · 14 s active · 1% heal per second · 14% of max HP total heal
Torpedo Reload Booster2 charges · 240 s reload · 5 s active · Rapid torpedo reload

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 Disp93.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10485/30·(8−0.5)/1000 + 0.5)·30 = 93.6 m
Max Vert Disp56.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 93.6 × 0.6 = 56.2 m
Med Horiz Disp29.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 93.6 × 0.319 (σ=2) = 29.9 m
Med Vert Disp18 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.2 × 0.32 (σ=2) = 18 m
AP Pen Close270 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 × 2200 × 45.5^0.69 × 0.15^-1.07 × 880^1.38 = 270 mm. Matches the in-game spec card.
AP Pen Far66.6 mm
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 319.2 m/s: 1e-7 × 2200 × 45.5^0.69 × 0.15^-1.07 × 319.2^1.38 = 66.6 mm.
HE penetration25 mm
25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,600
2,200 HE damage x 3 broadside guns = 6,600.
AP full-salvo alpha8,850
2,950 AP damage x 3 broadside guns = 8,850.
Base HE DPM99,000
6,600 HE full-salvo alpha x 60 / 4 s base reload = 99,000.
Base AP DPM132,750
8,850 AP full-salvo alpha x 60 / 4 s base reload = 132,750.
Installed HE DPM110,000
6,600 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 110,000.
Installed AP DPM147,500
8,850 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 147,500.
Base shells/min45
3 broadside guns x 60 / 4 s base reload = 45.
Installed shells/min50
3 broadside guns x 60 / 3.6 s installed Artillery reload = 50.
Base fires/min4.95
3 HE shells x 60 / 4 s reload x 11% fire chance = 4.95.
Installed fires/min5.5
3 HE shells x 60 / 3.6 s installed reload x 11% fire chance = 5.5.

Torpedoes

Torpedo detectability1.9 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed86 kt
Travel time to max range53.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage81,996
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage81,996
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS31
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×1) + (3×3.5×0.95) = 31. 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 index73
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 km

Armor

Hull HP 15,900, 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
Bow20 mm primary (range 19–20 mm)2,600 (16% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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.
Hull (midship)19 mm11,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 6–20 mm)1,800 (11% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,000 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 (70 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 HP4,800 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 Jäger can equip, from in-game data.

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.