World of Warships: Legends ship guide

Jaguar

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 7-km torpedoes for a perfect shot
Key characteristics
Heavy torpedoes2 sigma accuracyHigh HE / fire outputHigh fire chanceStiff AP fuse
Community Data

Jaguar Community Stats

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Playstyle

Overview

Jaguar is a Tier IV French torpedo destroyer reaching 7 km. The torpedoes travel at 68 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best high HP pool in T4 DDs (16,600 HP) and best HE alpha in T4 DDs (2,050).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7 km reach at 68 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 7-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

High HP pool

16600.0 HP, best of T4 DDs.

Heavy HE shells

2050.0 damage per HE shell, best of T4 DDs. Punishes superstructure and modules harder than peers.

High fire chance

9.0% fire chance per HE shell, best of T4 DDs.

Deep-fuse AP

0.03 s AP fuse timer, best of T4 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.

Stiff AP fuse

22.0 mm AP arming threshold, worst of T4 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Slow torp reload

90.0 s torpedo reload, bottom decile of T4 DDs. Long wait between drops.

Acquisition

How to get Jaguar

Jaguar is available in the Ambush Destroyers branch of the France Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

Show France tech-tree branch diagram
France Tech Tree

Jaguar 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.

Open in Build Tool →

Commanders frequently paired with this ship Louis ViolettePhilippe Auboyneau

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Cohort position

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Where Jaguar sits among Tier IV DDs (21 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.

BestHit points16,600 HP (1/21) BestMain battery caliber130 mm (1 of 8 tied) BestFires per minute4.58 (1/21) BestAP fuse timer0.03 s (1 of 4 tied) Top 25%Traverse-to-turn ratio6.31 × (6/21) Top 25%Main battery range10.06 km (6/21) Top 25%HE DPM104,237 (4/21) Top 25%AP shell damage2,450 (5/19) Top 25%Engine power50,000 hp (4/21) Top 25%Torpedo damage14,833 (4/21) Top 25%Torpedo speed68 kt (4/21) Bottom 10%Rudder shift5.3 s (20/21) Bottom 10%Power-to-weight16.26 hp/t (20/21) Bottom 10%Torpedo reload90 s (20/21) WorstAP velocity725 m/s (1 of 4 tied) WorstHE velocity725 m/s (1 of 4 tied) WorstAP arming threshold22 mm (1 of 8 tied) WorstDisplacement3,075 t (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstEnd plates10 mm (1 of 10 tied / 1 of 10 tied)
See 14 mid-pack stats

Not standouts for Jaguar -- 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 speed35.5 kt(16/21) Concealment6.03 km(13/21) Air detection3.02 km(13/21) Main battery reload5.9 s(11/21) AP DPM124,576(6/19) Main dispersion83.6 m(10/21) Acceleration10.65 s(12/21) Turn-speed retention75.8 hp/m(7/21) AA DPS27(15/21) AA range3 km(13/21) AA threat51(15/21) Torpedo range6.99 km(11/21) NormSigma2(20 of 21 tied at this value) NormDeck armor10 mm(10 of 19 tied at this value)

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

Engine Boost
Survivability
Hit PointsInitial: 12,800 → 16,600
Displacement3,075 t
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries24
Fire resistanceInitial: 13.3% → 16.6%
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.
8,300
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.
5,000
Main Battery
ModuleArtillery: 130 mm/40 Mle 1919
Mounts / barrels5 mounts / 5 barrels
Reload time6.6 s
Firing range (base)9.1 km
Firing range (top fire control)10.1 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 = (9148/30·(8−0.5)/1000 + 0.5)·30 = 83.6 m
83.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.6 × 0.6 = 50.2 m
50.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.6 × 0.319 (σ=2) = 26.7 m
26.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.2 × 0.319 (σ=2) = 16 m
16 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ5 broadside guns x 60 / 6.6 s base reload = 45.5.
45.5
HE shells
HE Damage2,050
HE Velocity725 m/s
Fire Chance9%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ2,050 HE damage x 5 broadside guns = 10,250.
10,250
Base HE DPM
ƒ10,250 HE full-salvo alpha x 60 / 6.6 s base reload = 93,182.
93,182
Base fires/min
ƒ5 HE shells x 60 / 6.6 s reload x 9% fire chance = 4.09.
4.09
AP shells
AP Damage2,450
AP Velocity725 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 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 × 1803 × 32.05^0.69 × 0.13^-1.07 × 725^1.38 = 155 mm. Matches the in-game spec card.
155 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.6 km), where the shell has slowed to 294.5 m/s: 1e-7 × 1803 × 32.05^0.69 × 0.13^-1.07 × 294.5^1.38 = 44.7 mm.
44.7 mm
AP full-salvo alpha
ƒ2,450 AP damage x 5 broadside guns = 12,250.
12,250
Base AP DPM
ƒ12,250 AP full-salvo alpha x 60 / 6.6 s base reload = 111,364.
111,364
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.
10
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 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 points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (5×3.5×0.95) = 27. 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.
27
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
13.2 mm/76 CAD Mle 1929Initial: 13.2 mm/76 Mle 1929 (2×1) → 13.2 mm/76 CAD Mle 1929 (2×2)
37 mm/50 Mle 1933 (upgraded hull only)2×2 37mm
75 mm/50 Mle 1922 (stock hull only)2×1 75mm
Medium aura
DPSInitial: 2 → 3
Range3 km
Near aura
DPSInitial: 3 → 5
Range1.2 km
Total DPS in Aura
ƒMedium 3 + Near 5 = 8
8
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed35.5 kt
Turning circle radius660 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.3× slow
Concealment
Detectability by sea6.03 km
Detectability by air3.02 km
Smoke firing penalty2.33 km
Detect after firing main guns6.03 km
Detect Fire Sea8.03 km
Detect Fire Air6.02 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 (3)

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

HullUpgrade
  • Hit points12,800 → 16,600
  • Rudder shift7.4 → 5.3 s
  • Close-range AA DPS5 → 8
Fire controlUpgrade
  • Main battery range9,148 → 10062.8 m
TorpedoesUpgrade
  • Reload95 → 90 s
  • Speed66 → 68 kt

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 Disp83.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9148/30·(8−0.5)/1000 + 0.5)·30 = 83.6 m
Max Vert Disp50.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.6 × 0.6 = 50.2 m
Med Horiz Disp26.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.6 × 0.319 (σ=2) = 26.7 m
Med Vert Disp16 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.2 × 0.319 (σ=2) = 16 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close155 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 × 1803 × 32.05^0.69 × 0.13^-1.07 × 725^1.38 = 155 mm. Matches the in-game spec card.
AP Pen Far44.7 mm
Same formula at the ship's max firing range (12.6 km), where the shell has slowed to 294.5 m/s: 1e-7 × 1803 × 32.05^0.69 × 0.13^-1.07 × 294.5^1.38 = 44.7 mm.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha10,250
2,050 HE damage x 5 broadside guns = 10,250.
AP full-salvo alpha12,250
2,450 AP damage x 5 broadside guns = 12,250.
Base HE DPM93,182
10,250 HE full-salvo alpha x 60 / 6.6 s base reload = 93,182.
Base AP DPM111,364
12,250 AP full-salvo alpha x 60 / 6.6 s base reload = 111,364.
Base shells/min45.5
5 broadside guns x 60 / 6.6 s base reload = 45.5.
Base fires/min4.09
5 HE shells x 60 / 6.6 s reload x 9% fire chance = 4.09.

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 DPS27
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (5×3.5×0.95) = 27. 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 index51
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

Armor

Hull HP 12,80016,600 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
Bow10 mm1,400 (8% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 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.
Stern10 mm700 (4% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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).
Superstructure10 mm400 (2% 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 HP8,300 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 HP5,000 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.

Balance History

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

Nerf ×2Buff ×6Main Battery ×3Torpedo ×6Concealment ×1
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Main battery armament.
  • HE shell damage increased from 1,900 to 2,050.
  • AP shell damage increased from 2,300 to 2,450.
  • Torpedo armament.
  • Stock torpedo reload speed reduced from 90 to 95 s.
  • Stock torpedo speed increased from 57 to 66 kts.
  • Upgraded torpedo reload speed reduced from 88 to 90 s.
  • Upgraded torpedo speed increased from 59 to 68 kts.
  • Torpedo detectability range increased from 1.2 to 1.4 km.
  • Torpedo damage decreased from 18,400 to 14,833.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Jaguar 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.