World of Warships: Legends ship guide

Kléber

Also called: 克莱贝尔 Beta
France · Tier ★ · Destroyer · Premium
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
Heavy AP penReload BoosterEngine BoostTorpedoes on both beamsFast for the classSlow reload
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Community Data

Kléber Community Stats

Across 27,000+ Standard battles from 240+ players, Kléber averages a 67% win rate, 60,200 damage and 1.4 kills per battle, and survives 47% of them.

Community Data

Kléber Community Stats

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

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Playstyle

Overview

Kléber is a Legendary 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 139mm guns reload in 7 s. Standout traits: best AP overmatch threshold in Legendary DDs (9.7 mm, 1st of 14) and best long-range AP brick in Legendary DDs (122.8 mm, 1st of 11). The trade is worst main battery reload in Legendary DDs (7 s, 13th of 14).

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: 11 km of reach against 7.3 km of detection leaves about 3.7 km in which you can shoot before the answer arrives. A 740 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

Torpedoes on both beams

Two launchers on each beam, 6 tubes per side. Each launcher reloads on its own, so she can fire one side, turn and fire the other without waiting, or ambush ships on both sides of an island at once, shared by 2/14 Legendary DDs.

Engine Boost

+20% speed (about +8.8 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 9.7 mm
  • Long-range AP brick · 122.75 mm
  • Close-range AP brick · 244.6 mm
  • Heavy HE shells · 2000 damage
Fast for the class ↗

44 kt, best of Legendary DDs. Lets you rotate flanks or escape disengagements.

MAIN BATTERY DOWNSIDES ↗
  • Slow reload · 7 s
  • Stiff AP fuse · over-pens plate under 23 mm
Acquisition

How to get Kléber

Kléber is the Legendary ship of the Ambush Destroyers branch of the France Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau.

  • Research BureauComplete the Kléber Research Bureau project, which follows the Ambush Destroyers line.

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

Builds

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

Open in Build Tool →

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 Kléber sits among Legendary DDs (13 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.

BestMax speed44 kt (1/14) BestMain battery caliber139 mm (1 of 2 tied) BestHE fire chance10% (1 of 2 tied) LongestAP fuse timer0.025 s (1/11) BestAP pen at 10 km132 mm (1/11) Top 25%HE shell damage2,000 (3/14) Top 25%Engine power96,842 hp (3/13) Top 25%Power / turn radius130.9 hp/m (3/13) Top 25%Power-to-weight23.57 hp/t (3/13) Top 25%Torpedo speed75 kt (3/14) Bottom 25%Stealth profile7.3 km / 3.65 km (12/14 / 12/14) Bottom 25%Smoke fire bloom2.94 km (13/14) Bottom 25%AA range4.5 km (12/14) Bottom 25%Torpedo range6.03 km (13/14) Bottom 25%Torpedo reaction time8.9 s (13/14) WorstMain battery reload7 s (1 of 2 tied) WorstTime to 90% speed18.3 s (13/13) WorstAP arming threshold23 mm (1 of 2 tied)
See 24 mid-pack stats

Not standouts for Kléber -- 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.

Hit points21,900 HP(6/14) Rudder shift4.8 s(10/14) Turning circle740 m(11/14) Main battery range11.04 km(8/14) Fires per minute6.86(7/14) HE DPM137,143(8/14) AP shell damage2,700(4/11) AP DPM185,143(9/11) Main dispersion97.8 m(8/14) AP velocity840 m/s(4/11) HE velocity840 m/s(5/14) Acceleration (0-12 kt)4.8 s(5/13) Displacement4,108 t(9/14) Effective HE DPM (incl. fire)193,376(8/14) AA DPS200(11/14) AA threat900(8/14) Torpedo damage≈16,000(8/14) Torpedo reload85 s(5/14) NormSigma2(13 of 14 tied at this value) NormAP ricochet start45°(7 of 11 tied at this value) NormAP auto-bounce angle60°(7 of 11 tied at this value) NormTurn speed retained81%(11 of 14 tied at this value) NormMax armor20 mm(12 of 14 tied at this value) NormCitadel belt20 mm(12 of 14 tied at this value)
Survivability
Hit Points21,900
Displacement4,108 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.
141 x 13.2 m
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
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 × 21,900 HP = 1,971 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 × 21,900 HP = 2,190 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.
11,000
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.
6,600
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 × 2,550 = 5,100), 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.
2,550
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 × 16,400 = 32,800), 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.
16,400
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 × 800 = 1,600), 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.
800
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 × 1,800 = 3,600), 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.
1,800
Main Battery
ModuleArtillery: 139 mm/50 Mle 1929
Mounts / barrels4 mounts / 8 barrels
Reload time7 s
Firing range11 km
Turret traverse10 °/s
Turret armor10 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.
4x ±156°
Guns to bear
ƒ180° − 156° (the most restricted aft-facing mount's arc) = 24° off bow; 180° − 156° (the most restricted forward-facing mount's arc) = 24° 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.
24° off bow / 24° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (11.0 km) shells land in an ellipse about 98 m wide and 59 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 =(1104530·8−0.51000+0.5)·30=97.8m
97.8 m at 11 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.8·0.6=58.7m
58.7 m at 11 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.8·0.62=29.4m
29.4 m at 11 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.7·0.62=17.6m
17.6 m at 11 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 7 s base reload = 68.6. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 6.429 s (6.3 s = 45 ticks) all-upgrades reload (7 s × 0.9 Main Battery Mod. 3 = 6.3 s) = 74.7.
Initial: 68.6 → 74.7
HE shells
HE alpha2,000
HE Velocity840 m/s
Fire Chance10%
HE fire DPM vs T8 BB56209
Effective HE DPM vs T8 BB193352
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,000 HE damage x 8 broadside guns = 16,000.
16,000
HE DPM
ƒZero upgrades: 16,000 HE full-salvo alpha x 60 / 7 s base reload = 137,143. All upgrades (Main Battery Mod. 3 = -10% reload): 16,000 HE full-salvo alpha x 60 / 6.429 s (6.3 s = 45 ticks) all-upgrades reload (7 s × 0.9 Main Battery Mod. 3 = 6.3 s) = 149,333.
Initial: 137,143 → 149,333
Fires/min
ƒZero upgrades: 68.6 shells/min × 0.1 (10% fire chance) = 6.86. All upgrades (Main Battery Mod. 3 = -10% reload): 74.7 shells/min × 0.1 (10% fire chance) = 7.47.
Initial: 6.86 → 7.47
AP shells
AP alpha2,700
AP Velocity840 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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2400·39.90.69·0.139−1.07·8401.38=273.8mm.
273.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11 km), where the shell has slowed to 469.8 m/s: P=10−7·2400·39.90.69·0.139−1.07·469.81.38=122.8mm.
122.8 mm at 11 km
AP full-salvo alpha
ƒ2,700 AP damage x 8 broadside guns = 21,600.
21,600
AP DPM
ƒZero upgrades: 21,600 AP full-salvo alpha x 60 / 7 s base reload = 185,143. All upgrades (Main Battery Mod. 3 = -10% reload): 21,600 AP full-salvo alpha x 60 / 6.429 s (6.3 s = 45 ticks) all-upgrades reload (7 s × 0.9 Main Battery Mod. 3 = 6.3 s) = 201,600.
Initial: 185,143 → 201,600
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 / tubes4 launchers × 3 tubes = 12 tubes
Reload time85 s
Projectile speed75.0 kt
Range6.03 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=48,000·0.333=16,000. 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.
≈ 16,000
Maximum damage (ammunition)
ƒ48,000 warhead alpha / 3 + 1,200 blast = 17,200. 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.
17,200
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.
1,200
Torpedo detectability1.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.8 km75 kt×2.6855=8.9 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.9 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.11 per hit, shown as 3.11×100=311%. 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.
311%
Torpedo launcher traverse25 °/s
Launch arcswing 156°, 161°, 162° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming231 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 16,000 = 96,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
96,000
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
4.5 km
57 mm/60 ACAD Mle 19514×2 57mm
Medium aura
Guns57 mm/60 ACAD Mle 1951
Continuous DPS
ƒEffective DPS: 57 raw aura damage × 3.5 × 1 hit probability = 200 - the same in-game units as the Close-range AA DPS headline.
200
Range4.5 km
Maneuverability
Engine power96,842 hp
Maximum speed44.0 kt
Turning circle radius740 m
Rudder shift time4.8 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 = 44 / 4 + 4.9 = 15.9 kt. Base value; speed modifiers scale it.
15.9 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.
17 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
13.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (39.6 kt of 44.0 kt).
18.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (43.6 kt of 44.0 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.
30.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.0 = +2.0°/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 (+2.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.3 km x 0.955 = 6.97 km. Camouflage does not change detectability by air.
7.3 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.3 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.97 km.
6.97 km
Detectability by air3.65 km
Smoke firing penalty2.94 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.3 km) = 11.04 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.04 km
Detect when firing (air)
ƒAir detectability 3.65 km + gun-firing bloom 2.78 km = 6.43 km. The bloom tracks main-battery caliber 139 mm × 0.020 = 2.78 km.
6.43 km
Detect when on fire (sea)
ƒSea detectability 7.3 km + 2.0 km while burning = 9.3 km.
9.3 km
Detect when on fire (air)
ƒAir detectability 3.65 km + 3.0 km while burning = 6.65 km.
6.65 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus

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 km24.8 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=0.5·11045=5522 m, and radiusOnMax=0.6 at 11045 m. Below the kink: k=0.2+(0.5−0.2)·50005522=0.4716, so σV=σH·k=52.5·0.4716=24.8m.
Shell scatter height @ 10 km52.3 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=0.5·11045=5522 m, and radiusOnMax=0.6 at 11045 m. Above the kink: k=0.5+(0.6−0.5)·10000−552211045−5522=0.5811, so σV=σH·k=90·0.5811=52.3m.
AP pen 5 km188 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 =10−7·2400·39.90.69·0.139−1.07·640.31.38=188mm, where 640.3 m/s is the shell's speed when it arrives at 5 km (from 840 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 km132 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 =10−7·2400·39.90.69·0.139−1.07·493.91.38=132mm, where 493.9 m/s is the shell's speed when it arrives at 10 km (from 840 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.7 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·0.234·0.13928·40.2=4.42×10−5. That runs from a 840 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.
AP flight time @ 10 km5.72 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·0.234·0.13928·39.9=4.45×10−5. That runs from a 840 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,400
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 mass39.9 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 coefficient0.234
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity840 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity840 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 time8.9 s
1800 m / (75.0 kt × 2.6855) = 8.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed75.0 kt
Travel time to max range29.9 s
6030 m / (75.0 kt × 2.6855) = 29.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo6 torpedoes
12 wing tubes / 2 = 6: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage192,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 16,000 = 192,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range200
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 57mm 60 2 25 1951 4x2 -> 200 DPS @ 4.5 km.
AA DPS layered by range200 DPS @ 4.5 km
@ 4.5 km: 200 from one family. 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-blank200
200 = 200 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (4.5 km).
AA threat index900
200 × 4.5 = 900. 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.
Open in Charting Tool

Ship Charts

Background

Developed in the early days of World War II, this large destroyer design constituted a further development of the Mogador class. The main distinctive features of these new ships were the different combination of artillery guns and more powerful AA defenses.

Armor Beta

Hull HP 21,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,550 (12% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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 mm16,400 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)1,800 (8% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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: 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.
Superstructure19 mm800 (4% 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 HP11,000 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 (57 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 HP6,600 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 Kléber. Cards are condensed; use each source link for full context.

Nerf ×5Buff ×3Main Battery ×3Torpedo ×4Concealment ×3
2025-11-27

Holiday Update: Christmas on the Waves

  • Detectability by sea increased from 6.95 to 7.3 km.
  • Detectability by air increased from 3.48 to 3.65 km.
  • Detectability after firing in smoke increased from 2.8 to 2.94 km.
Read the full official post
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Main battery armament:
  • Main Battery Reload Booster charges increased from 1 to 2.
  • Main Battery Reload Booster duration increased from 15 to 20 s.
  • Torpedo armament:
  • Torpedo reload speed reduced from 77 to 85 s.
  • Torpedo damage decreased from 18,400 to 17,200.
Read the full official post
2021-11-04

November update: Fury on the wings of wisdom

  • The maximum torpedo range for Legendary Tier Kléber was decreased from 8 to 6 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Kléber can equip.

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.