Jaguar
Beta- 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
Jaguar Community Stats
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Jaguar Community Stats
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
16600.0 HP, best of T4 DDs.
2050.0 damage per HE shell, best of T4 DDs. Punishes superstructure and modules harder than peers.
9.0% fire chance per HE shell, best of T4 DDs.
0.03 s AP fuse timer, best of T4 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.
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.
90.0 s torpedo reload, bottom decile of T4 DDs. Long wait between drops.
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
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.
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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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.6 × 0.6 = 50.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.6 × 0.319 (σ=2) = 26.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.2 × 0.319 (σ=2) = 16 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
5 broadside guns x 60 / 6.6 s base reload = 45.5.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
2,050 HE damage x 5 broadside guns = 10,250.ƒ
10,250 HE full-salvo alpha x 60 / 6.6 s base reload = 93,182.ƒ
5 HE shells x 60 / 6.6 s reload x 9% fire chance = 4.09.AP shells
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floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
2,450 AP damage x 5 broadside guns = 12,250.ƒ
12,250 AP full-salvo alpha x 60 / 6.6 s base reload = 111,364.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Medium 3 + Near 5 = 8
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus
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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.6 × 0.6 = 50.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.6 × 0.319 (σ=2) = 26.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.2 × 0.319 (σ=2) = 16 mStandard destroyer dispersion baseline.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.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.22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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.All 5 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.2,050 HE damage x 5 broadside guns = 10,250.2,450 AP damage x 5 broadside guns = 12,250.10,250 HE full-salvo alpha x 60 / 6.6 s base reload = 93,182.12,250 AP full-salvo alpha x 60 / 6.6 s base reload = 111,364.5 broadside guns x 60 / 6.6 s base reload = 45.5.5 HE shells x 60 / 6.6 s reload x 9% fire chance = 4.09.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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 12,800 → 16,600 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 |
|---|---|---|---|---|
| Bow | 10 mm | 1,400 (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. |
| Stern | 10 mm | 700 (4% of HP) | Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 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). |
| Superstructure | 10 mm | 400 (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 HP | 8,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 5,000 module HP | Incapacitated at 0 HP | When 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.
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.
Skins & permanent camouflages
Every custom exterior Jaguar can equip, from in-game data.
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.
