World of Warships: Legends ship guide

L'Adroit

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 5.7 km detection
  • Avoid: Burning the 5.7 km concealment advantage on guns
Key characteristics
Long torps (8 km)Heavy AP pen2 sigma accuracySmokeSlow
Community Data

L'Adroit Community Stats

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Playstyle

Overview

L'Adroit is a Tier IV French stealth-leaning destroyer with strong surface detection (5.7 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 T4 DDs (9) and best AP fuse timer in T4 DDs (0.025 s).

Positioning

Hold concealment edges on the contested cap at 5.7 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 5.7 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

Big-caliber overmatch

9.1 mm overmatch threshold, best of T4 DDs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

62.8 mm AP pen at max range, best of T4 DDs. Threatens citadels even from range.

High fire chance

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

Deep-fuse AP

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

Stiff AP fuse

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

Underpowered engine

31000.0 hp engine, bottom decile of T4 DDs. Less headroom for re-accelerating from a stop and holding speed through turns.

Acquisition

How to get L'Adroit

L'Adroit is available in the French Torpedo 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. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Show France tech-tree branch diagram
France Tech Tree

L'Adroit sits in the French Torpedo Destroyers branch. The highlighted path shows the local branch context inside the full France tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

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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Commanders frequently paired with this ship Louis ViolettePhilippe Auboyneau

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Cohort position

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Where L'Adroit 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.

BestMain battery caliber130 mm (1 of 8 tied) BestHE fire chance9% (1 of 7 tied) BestAP fuse timer0.03 s (1 of 4 tied) Top 25%Stealth profile5.68 km / 2.84 km (4/21 / 4/21) Top 25%Traverse-to-turn ratio7.49 × (4/21) Top 25%Torpedo range8 km (6/21) Bottom 25%AA DPS17 (17/21) Bottom 25%AA threat26 (17/21) Bottom 25%Torpedo reload80 s (17/21) Bottom 10%Turn-speed retention55.4 hp/m (20/21) WorstMax speed33 kt (1 of 2 tied) WorstAP velocity725 m/s (1 of 4 tied) WorstHE velocity725 m/s (1 of 4 tied) WorstAP arming threshold22 mm (1 of 8 tied) WorstEngine power31,000 hp (21/21) WorstPower-to-weight15.5 hp/t (21/21) WorstTorpedo speed40 kt (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstEnd plates10 mm (1 of 10 tied / 1 of 10 tied)
See 16 mid-pack stats

Not standouts for L'Adroit -- 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 points12,300 HP(9/21) Rudder shift4 s(15/21) Main battery range10.02 km(7/21) Main battery reload6.3 s(13/21) HE shell damage1,900(8/21) Fires per minute3.43(11/21) HE DPM72,381(13/21) AP shell damage2,300(7/19) AP DPM87,619(13/19) Main dispersion83.3 m(9/21) Acceleration11.5 s(15/21) Displacement2,000 t(13/21) AA range3 km(13/21) Torpedo damage12,333(13/21) NormSigma2(20 of 21 tied at this value) NormDeck armor10 mm(10 of 19 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 9,800 → 12,300
Displacement2,000 t
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries22
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
6,200
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.
3,700
Main Battery
ModuleArtillery: 130 mm/40 Mle 1924
Mounts / barrels4 mounts / 4 barrels
Reload time7 s
Firing range (base)9.1 km
Firing range (top fire control)10 km
Turret traverse13 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9110/30·(8−0.5)/1000 + 0.5)·30 = 83.3 m
83.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.3 × 0.6 = 50 m
50 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.3 × 0.319 (σ=2) = 26.6 m
26.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50 × 0.32 (σ=2) = 16 m
16 m
Turret turn time
ƒ180 degrees / 13 deg/s traverse speed = 13.8 s.
13.8 s
Base shells/min
ƒ4 broadside guns x 60 / 7 s base reload = 34.3.
34.3
HE shells
HE Damage1,900
HE Velocity725 m/s
Fire Chance9%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
Base HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 7 s base reload = 65,143.
65,143
Base fires/min
ƒ4 HE shells x 60 / 7 s reload x 9% fire chance = 3.09.
3.09
AP shells
AP Damage2,300
AP Velocity725 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1803 × 32.05^0.69 × 0.13^-1.07 × 725^1.38 = 155 mm. Matches the in-game spec card.
155 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.5 km), where the shell has slowed to 376.5 m/s: 1e-7 × 1803 × 32.05^0.69 × 0.13^-1.07 × 376.5^1.38 = 62.8 mm.
62.8 mm
AP full-salvo alpha
ƒ2,300 AP damage x 4 broadside guns = 9,200.
9,200
Base AP DPM
ƒ9,200 AP full-salvo alpha x 60 / 7 s base reload = 78,857.
78,857
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 time80 s
Projectile speed40 kt
Range8 km
Maximum simulated damage11,333 (est.)
Alpha damage34,000
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming123 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
67,998
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: (1×3.5×1) + (4×3.5×0.95) = 17. 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.
17
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
37 mm/50 CA Mle 19252×1 37mm
13.2 mm/76 CAD Mle 1929 (upgraded hull only)2×2 13mm
8 mm Mle 1914 (stock hull only)2×1 8mm
Medium aura
DPSInitial: 2 → 1
Range3 km
Near aura
DPS4
Range1.2 km
Total DPS in Aura
ƒMedium 1 + Near 4 = 5
5
Maneuverability
Engine moduleEngine: 31,000 hp
Engine power31,000 hp
Maximum speed33 kt
Turning circle radius560 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.5× ok
Concealment
Detectability by sea5.68 km
Detectability by air2.84 km
Smoke firing penalty2.23 km
Detect after firing main guns5.68 km
Detect Fire Sea7.68 km
Detect Fire Air5.84 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 90 s reload · 20 s emit / 70 s cloud 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.

HullTrade-off
  • Hit points9,800 → 12,300
  • Rudder shift5.6 → 4 s
  • Close-range AA DPS4 → 5
  • Turret traverse13 → 10 °/s
Fire controlUpgrade
  • Main battery range9,110 → 10,021 m
TorpedoesUpgrade
  • Reload85 → 80 s
  • Alpha damage28,000 → 34,000
  • Display damage9,333 → 11,333

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp83.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9110/30·(8−0.5)/1000 + 0.5)·30 = 83.3 m
Max Vert Disp50 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.3 × 0.6 = 50 m
Med Horiz Disp26.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.3 × 0.319 (σ=2) = 26.6 m
Med Vert Disp16 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50 × 0.32 (σ=2) = 16 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close155 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1803 × 32.05^0.69 × 0.13^-1.07 × 725^1.38 = 155 mm. Matches the in-game spec card.
AP Pen Far62.8 mm
Same formula at the ship's max firing range (12.5 km), where the shell has slowed to 376.5 m/s: 1e-7 × 1803 × 32.05^0.69 × 0.13^-1.07 × 376.5^1.38 = 62.8 mm.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time13.8 s
180 degrees / 13 deg/s traverse speed = 13.8 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
AP full-salvo alpha9,200
2,300 AP damage x 4 broadside guns = 9,200.
Base HE DPM65,143
7,600 HE full-salvo alpha x 60 / 7 s base reload = 65,143.
Base AP DPM78,857
9,200 AP full-salvo alpha x 60 / 7 s base reload = 78,857.
Base shells/min34.3
4 broadside guns x 60 / 7 s base reload = 34.3.
Base fires/min3.09
4 HE shells x 60 / 7 s reload x 9% fire chance = 3.09.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time9.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed40 kt
Travel time to max range76.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage67,998
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage67,998
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS17
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (4×3.5×0.95) = 17. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index26
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Armor

Hull HP 9,80012,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow10 mm2,100 (17% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Stern10 mm1,100 (9% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure10 mm600 (5% 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 HP6,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP3,700 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior L'Adroit can equip, from in-game data.

  • L'Adroit 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.