World of Warships: Legends ship guide

Kléber

Beta
France · Tier ★ · Destroyer · Premium
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 7.3 km detection
  • Avoid: Burning the 7.3 km concealment advantage on guns
Key characteristics
Heavy AP pen2 sigma accuracyEngine BoostHigh fire chanceSlow reload
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Community Data

Kléber Community Stats

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Playstyle

Overview

Kléber is a Legendary French stealth-leaning destroyer with strong surface detection (7.3 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best HE fire chance in Legendary DDs (10) and best AP fuse timer in Legendary DDs (0.025 s).

Positioning

Hold concealment edges on the contested cap at 7.3 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 7.3 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Engine Boost

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

Big-caliber overmatch

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

Long-range AP brick

103.8 mm AP pen at max range, best of Legendary DDs. Threatens citadels even from range.

High fire chance

10.0% fire chance per HE shell, best of Legendary DDs.

Deep-fuse AP

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

Slow reload

6.3 s reload, worst of Legendary DDs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Kléber

Kléber is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Build for speed, gun reload, concealment management, and survivability. Reload Booster value is central; Smoke can add flexibility, but the ship still wins through timing and exit discipline.

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Cohort position

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Where Kléber sits among Legendary DDs (12 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 (1/12) BestMain battery caliber139 mm (1 of 2 tied) BestHE fire chance10% (1 of 2 tied) BestAP fuse timer0.03 s (1/10) Top 10%Torpedo reload85 s (2/12) Top 25%HE shell damage2,000 (3/12) Top 25%AP velocity840 m/s (3/10) Top 25%Engine power96,842 hp (3/11) Top 25%Turn-speed retention130.9 hp/m (3/11) Top 25%Power-to-weight23.57 hp/t (3/11) Top 25%Torpedo speed75 kt (3/12) Bottom 25%Stealth profile7.3 km / 3.65 km (10/12 / 10/12) Bottom 25%Traverse-to-turn ratio5.71 × (11/12) Bottom 25%AP DPM205,714 (9/10) Bottom 25%Acceleration19.3 s (11/12) Bottom 25%AA DPS200 (10/12) Bottom 25%AA range4.5 km (10/12) Bottom 25%Torpedo range6.03 km (11/12) WorstMain battery reload6.3 s (1 of 2 tied) WorstAP arming threshold23 mm (1 of 2 tied)
See 17 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(5/12) Rudder shift4.8 s(9/12) Main battery range11.04 km(8/12) Fires per minute7.62(6/12) HE DPM152,381(7/12) AP shell damage2,700(4/10) Main dispersion97.8 m(5/12) HE velocity840 m/s(5/12) Displacement4,108 t(8/12) AA threat898(7/12) Torpedo damage≈16,000(6/12) NormSigma2(11 of 12 tied at this value) NormAP ricochet start45°(7 of 10 tied at this value) NormAP auto-bounce angle60°(7 of 10 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(8 of 10 tied at this value) NormDeck armor19 mm(6 of 8 tied at this value)
Survivability
Hit Points21,900
Displacement4,108 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistance40%
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.
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
Main Battery
ModuleArtillery: 139 mm/50 Mle 1929
Mounts / barrels4 mounts / 8 barrels
Reload time7 s
Firing range11 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, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1104530·80.51000+0.5)·30=97.8m
97.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.8·0.6=58.7m
58.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =97.8·0.32(σ=2)=31.3m
31.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =58.7·0.32(σ=2)=18.8m
18.8 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ8 broadside guns x 60 / 7 s base reload = 68.6.
68.6
HE shells
HE Damage2,000
HE Velocity840 m/s
Fire Chance10%
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
Base HE DPM
ƒ16,000 HE full-salvo alpha x 60 / 7 s base reload = 137,143.
137,143
Installed HE DPM
ƒ16,000 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 152,381.
152,381
Base fires/min
ƒ8 HE shells x 60 / 7 s reload x 10% fire chance = 6.86.
6.86
AP shells
AP Damage2,700
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·39.90.69·0.1391.07·8401.38=273.8mm. Matches the in-game spec card.
273.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.8 km), where the shell has slowed to 416.1 m/s: P=107·2400·39.90.69·0.1391.07·416.11.38=103.8mm.
103.8 mm
AP full-salvo alpha
ƒ2,700 AP damage x 8 broadside guns = 21,600.
21,600
Base AP DPM
ƒ21,600 AP full-salvo alpha x 60 / 7 s base reload = 185,143.
185,143
Installed AP DPM
ƒ21,600 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 205,714.
205,714
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 kt
Range6.03 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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.
≈ 16,000
Torpedo detectability1.8 km
Flooding chance311%
Torpedo launcher traverse25 °/s
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 = 12 x 16,000 = 192,000.
192,000
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: (57×3.5×1) = 200. 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.
200
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
57 mm/60 ACAD Mle 19514×2 57mm
Medium aura
DPS57
Range4.5 km
Maneuverability
Engine moduleEngine: 96,842 hp
Engine power96,842 hp
Maximum speed44 kt
Turning circle radius740 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (39.6 kt of 44). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(96,8424,108)0.42=3.7707; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=19.3s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
19.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (43.6 kt of 44). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=33s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
33 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·44.0·0.5144740=1.75°/s, so ratio=ωturretωhull=101.75=5.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.7× slow
Concealment
Detectability by sea7.3 km
Detectability by air3.65 km
Smoke firing penalty2.94 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.3 km
Detect Fire Sea9.3 km
Detect Fire Air6.65 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

See all derived stats

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

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 Disp97.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11045}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 97.8\,\text{m}$
Max Vert Disp58.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 97.8 \cdot 0.6 = 58.7\,\text{m}$
Med Horiz Disp31.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 97.8 \cdot 0.32\;(\sigma = 2) = 31.3\,\text{m}$
Med Vert Disp18.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 58.7 \cdot 0.32\;(\sigma = 2) = 18.8\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close273.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 39.9^{0.69} \cdot 0.139^{-1.07} \cdot 840^{1.38} = 273.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far103.8 mm
Same formula at the ship's max firing range (13.8 km), where the shell has slowed to 416.1 m/s: $P = 10^{-7}\cdot 2400 \cdot 39.9^{0.69} \cdot 0.139^{-1.07} \cdot 416.1^{1.38} = 103.8\,\text{mm}$.
HE penetration23 mm
23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha16,000
2,000 HE damage x 8 broadside guns = 16,000.
AP full-salvo alpha21,600
2,700 AP damage x 8 broadside guns = 21,600.
Base HE DPM137,143
16,000 HE full-salvo alpha x 60 / 7 s base reload = 137,143.
Base AP DPM185,143
21,600 AP full-salvo alpha x 60 / 7 s base reload = 185,143.
Installed HE DPM152,381
16,000 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 152,381.
Installed AP DPM205,714
21,600 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 205,714.
Base shells/min68.6
8 broadside guns x 60 / 7 s base reload = 68.6.
Installed shells/min76.2
8 broadside guns x 60 / 6.3 s installed Artillery reload = 76.2.
Base fires/min6.86
8 HE shells x 60 / 7 s reload x 10% fire chance = 6.86.
Installed fires/min7.62
8 HE shells x 60 / 6.3 s installed reload x 10% fire chance = 7.62.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time9.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed75 kt
Travel time to max range30.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage192,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 16,000 = 192,000.
Per-side salvo damage192,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 16,000 = 192,000.

AA defense

Close-range AA DPS200
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (57×3.5×1) = 200. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index898
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 Beta

Hull HP 21,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern19 mm

Overmatched by 29+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,550 (12% of HP)
Overmatch not possible at T 12Angle 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)
Overmatch not possible at T 12Angle 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)
Overmatch not possible at T 12Angle 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 ×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).
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 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 (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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Nerf ×3Buff ×4Rework ×1Main Battery ×5Torpedo ×4
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.
  • Tier IV Premium Siroco, Royal Navy Tier VII Premium Caprice, and German Tier VII Premium ZF-6 have also received the following changes to their Main Battery Reload booster:
  • • Main Battery Reload Booster cooldown time decreased from 150 to 120 s.
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.
  • The Evasive Maneuver (Tier VII aircraft carriers) consumable was changed. Instead of granting invulnerability, it now decreases incoming damage to planes by 50%.
  • HUD now has "yellow" state to indicate reduced incoming damage while the Evasive Maneuver consumable is active.
Read the full official post
Exteriors

Skins & permanent camouflages

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

Primary official WG sources

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