World of Warships: Legends ship guide

Jaguar

Also called: 美洲豹 Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Heavy, fast torpedoesHeavy HE shellsHigh HE / fire outputHigh fire chanceEngine BoostStiff AP fuse
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Community Data

Jaguar Community Stats

Across 4,200+ Standard battles from 290+ players, Jaguar averages a 60% win rate, 29,200 damage and 1.1 kills per battle, and survives 35% of them.

Community Data

Jaguar Community Stats

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

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Playstyle

Overview

Jaguar is a Tier IV French gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. With no smoke to reset a bad trade, her positioning has to do the work the consumable would. Her 130mm guns reload in 6.6 s. Standout traits: best high HP pool in T4 DDs (16,600 HP, 1st of 21) and best HE alpha in T4 DDs (2,050, 1st of 21). The trade is torpedo reload in T4 DDs (90 s, 20th of 21).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.1 km of reach against 6 km of detection leaves about 4 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Both phases of a turn are slow (4.1 s on the rudder, a 660 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. With no smoke to break the trade you cannot choose when it ends, and 16,600 HP is the whole budget.

Signature Traits

Engine Boost

+20% speed (about +7.1 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

High HP pool ↗

16600 HP, best of T4 DDs.

ELITE MAIN BATTERY ↗
  • Heavy HE shells · 2050 damage
  • Big-caliber AP overmatch · 9 mm
  • High fire chance · 9%
  • HE DPM machine · 91596 HE
  • High fire pressure · 4.02 fires/min
Stiff AP fuse ↗

22 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 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. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

History: Early Access Jul 2020 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show France tech-tree branch diagram
Official WG availability sources
  • Update: July 2020 Early Access Start: 2020-07-23
    • Tier IV Jaguar
    • During the Anniversary Update, these ships are available in crates only, with better chances of receiving ships from the Big version of the French Destroyer crate.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Charles BléryLouis ViolettePhilippe Auboyneau

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Jaguar sits among Tier IV 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.

BestHit points16,600 HP (1/21) BestMain battery caliber130 mm (1 of 8 tied) LongestAP fuse timer0.025 s (1 of 4 tied) Top 10%Fires per minute4.02 (2/21) Top 25%Main battery range10.06 km (6/21) Top 25%HE DPM91,596 (4/21) Top 25%AP shell damage2,450 (5/19) Top 25%Engine power50,000 hp (4/21) Top 25%Effective HE DPM (incl. fire)120,684 (5/21) Top 25%Torpedo damage≈13,733 (4/21) Top 25%Torpedo speed68 kt (5/21) Bottom 25%Smoke fire bloom2.33 km (17/21) Bottom 25%Turning circle660 m (19/21) Bottom 25%Acceleration (0-12 kt)5.3 s (19/21) Bottom 10%Rudder shift4.1 s (20/21) Bottom 10%Time to 90% speed17.1 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) WorstAP pen at 10 km54 mm (1 of 3 tied) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (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 reload6.6 s(12/21) AP DPM109,468(6/19) Main dispersion90.5 m(16/21) Power / turn radius75.8 hp/m(7/21) AA DPS28(15/21) AA range3 km(13/21) AA threat53(15/21) Torpedo range6.99 km(11/21) Torpedo reaction time7.7 s(15/21) NormSigma2(20 of 21 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit PointsInitial: 12,800 → 16,600
Displacement3,075 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
126.8 x 11.43 m
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries24
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 13.3% → 16.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 16,600 HP = 1,494 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 16,600 HP = 1,660 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,400 = 2,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,400
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 12,500 = 25,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
12,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 400 = 800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 700 = 1,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
700
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
Turret armor3 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
5x ±130°
Guns to bear
ƒ180° − 130° (the most restricted aft-facing mount's arc) = 50° off bow; 180° − 130° (the most restricted forward-facing mount's arc) = 50° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
50° off bow / 50° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.1 km) shells land in an ellipse about 90 m wide and 54 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(10062.830·8−0.51000+0.5)·30=90.5m
90.5 m at 10.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.5·0.6=54.3m
54.3 m at 10.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =90.5·0.62=27.1m
27.1 m at 10.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =54.3·0.62=16.3m
16.3 m at 10.1 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ5 broadside guns x 60 / 6.714 s (6.6 s = 47 ticks) base reload = 44.7.
44.7
HE shells
HE alpha2,050
HE Velocity725 m/s
Fire Chance9%
HE fire DPM vs T4 BB29097
Effective HE DPM vs T4 BB120693
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
HE DPM
ƒ10,250 HE full-salvo alpha x 60 / 6.714 s (6.6 s = 47 ticks) base reload = 91,596.
91,596
Fires/min
ƒ44.7 shells/min × 0.09 (9% fire chance) = 4.02.
4.02
AP shells
AP alpha2,450
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1803·32.050.69·0.13−1.07·7251.38=155mm.
155 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.1 km), where the shell has slowed to 334.5 m/s: P=10−7·1803·32.050.69·0.13−1.07·334.51.38=53.3mm.
53.3 mm at 10.1 km
AP full-salvo alpha
ƒ2,450 AP damage x 5 broadside guns = 12,250.
12,250
AP DPM
ƒ12,250 AP full-salvo alpha x 60 / 6.714 s (6.6 s = 47 ticks) base reload = 109,468.
109,468
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 time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 95 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 90×0.85=76.5 s.
Initial: 95 s → 90 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 68.0 kt); the stock torpedo module runs 66.0 kt.
Initial: 66 kt → 68 kt
Range6.99 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=41,200·0.333=13,733. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 13,733
Maximum damage (ammunition)
ƒ41,200 warhead alpha / 3 + 1,100 blast = 14,833. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
14,833
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km68 kt×2.6855=7.7 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.7 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.46 per hit, shown as 2.46×100=246%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
246%
Torpedo launcher traverse25 °/s
Launch arcscentreline 250°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming213 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
82,398
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
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
Guns37 mm/50 Mle 1933
Continuous DPS
ƒInitial: 2 × 3.5 × 1 = 7 → 3 × 3.5 × 1 = 10. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 7 → 10
Range3 km
Near aura
Guns13.2 mm/76 CAD Mle 1929
Continuous DPS
ƒInitial: 3 × 3.5 × 0.95 = 10 → 5 × 3.5 × 0.95 = 17. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 10 → 17
Range1.2 km
Total DPS in Aura
ƒMedium 10 + Near 17 = 27
27
Maneuverability
Engine power50,000 hp
Maximum speed35.5 kt
Turning circle radius660 m
Rudder shift timeInitial: 5.7 s → 4.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35.5 / 4 + 4.9 = 13.8 kt. Base value; speed modifiers scale it.
13.8 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
16.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt).
17.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
28.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.0 = +3.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+3.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.03 km x 0.955 = 5.76 km. Camouflage does not change detectability by air.
6.03 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.03 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.76 km.
5.76 km
Detectability by air3.02 km
Smoke firing penalty2.33 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.03 km) = 10.06 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.06 km
Detect when firing (air)
ƒAir detectability 3.02 km + gun-firing bloom 2.6 km = 5.62 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.
5.62 km
Detect when on fire (sea)
ƒSea detectability 6.03 km + 2.0 km while burning = 8.03 km.
8.03 km
Detect when on fire (air)
ƒAir detectability 3.02 km + 3.0 km while burning = 6.02 km.
6.02 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 shift5.7 → 4.1 s
  • Close-range AA DPS5 → 8
Fire controlUpgrade
  • Main battery range9,148 → 10062.8 m
TorpedoesUpgrade
  • Reload95 → 90 s
  • Speed66 → 68 kt

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter height @ 5 km26.2 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10062.8=5031 m, and radiusOnMax=0.6 at 10062.8 m. Below the kink: k=0.2+(0.5−0.2)·50005031=0.4981, so σV=σH·k=52.5·0.4981=26.2m.
Shell scatter height @ 10 km53.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10062.8=5031 m, and radiusOnMax=0.6 at 10062.8 m. Above the kink: k=0.5+(0.6−0.5)·10000−503110062.8−5031=0.5988, so σV=σH·k=90·0.5988=53.9m.
AP pen 5 km89 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1803·32.050.69·0.13−1.07·4831.38=89mm, where 483 m/s is the shell's speed when it arrives at 5 km (from 725 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km54 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1803·32.050.69·0.13−1.07·336.11.38=54mm, where 336.1 m/s is the shell's speed when it arrives at 10 km (from 725 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km7.72 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3225·0.1328·32.05=6.68×10−5. That runs from a 725 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km7.44 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3225·0.1328·34.85=6.14×10−5. That runs from a 725 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)5
5 mounts × 1 barrels = 5; all 5 bear on the broadside.

Model inputs

Krupp (AP)1,803
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass32.05 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3225
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity725 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity725 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.7 s
1400 m / (68.0 kt × 2.6855) = 7.7 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed68.0 kt
Travel time to max range38.3 s
6990 m / (68.0 kt × 2.6855) = 38.3 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage82,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range11
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 37 50 CAD Mle 1933 2x2 -> 11 DPS @ 3 km; 13 2 76 Hotchkiss CAQ Mle 1929 twin 2x2 -> 17 DPS @ 1.2 km.
AA DPS layered by range11 DPS @ 3 km, 28 DPS @ 1.2 km
@ 3 km: 11 from one family; @ 1.2 km: 11 + 17 = 28. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank28
11 + 17 = 28 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index53
11 × 3 + 17 × 1.2 = 53. 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
Open in Charting Tool

Ship Charts

Background

An ancestor of a sub-type of large destroyers (French "contre-torpilleurs") that were fast-moving ships, their speed being typical of the French Navy. In contrast to destroyers of that time, these ships had large dimensions and powerful artillery armament.

Armor Beta

Hull HP 12,800 → 16,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,400 (8% of HP)
Overmatched by 150mm+ AP (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+ AP (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: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

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.
  • Torpedoes are less likely to disable modules.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Jaguar can equip.

  • 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.