L'Adroit
Also called: 机敏 · L’Adroit Beta- 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
On this page
L'Adroit Community Stats
Across 1,000+ Standard battles from 170+ players, L'Adroit averages a 62% win rate, 35,300 damage and 1.1 kills per battle, and survives 43% of them.
L'Adroit Community Stats
Log in to GamingDiver and upload your data to see Community Data for L'Adroit: community win rate, damage, survival, spotting, and your own comparison.
L'Adroit Community Stats
Record History
Playstyle
Overview
L'Adroit is a Tier IV French destroyer whose standout is concealment: 5.68 km is fourth-best in her cohort, and it is what lets her pick which fights happen. Her 130mm guns and her torpedoes both sit mid-cohort for damage, so neither is a trump card. What is distinctive is the line's accelerating torpedoes, which leave the tubes at 55 kn, build to 90 kn across the run, and grow more likely to start fires the farther they travel, so targets get far less warning than the card's 40 kn suggests. Standout traits: best long-range AP brick in T4 DDs (73.1 mm) and best HE fire chance in T4 DDs (9).
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. 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.
Potato Avoidance
Trading guns in open water against peer DDs
Her HE DPM at 65,143 sits 15th of 21 and her AP DPM at 78,857 sits 13th of 19, both below the cohort median, so a straight gun duel is a coin flip she has no edge in; the 5.68 km concealment is the advantage, and it is only an advantage while she is unspotted.
Signature Traits
+20% speed (about +6.6 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
- Big-caliber AP overmatch · 9 mm
- Long-range AP brick · 73.1 mm
- Deep-fuse AP · 0.03 s
- Accelerating torpedoes
- Short torpedo warning · 4.1 s
4 Smoke Generator charges, top decile of T4 DDs.
33 kt, bottom decile of T4 DDs. Hard to rotate flanks or disengage; commit positioning early.
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.
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.
History: Early Access Oct 2025 (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
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
-
Anniversary '26 French crate
10%
IV L'Adroit
Event · Anniversary '26 French crate
-
French Alt. Destroyer Big Crate
9.5%
IV L'Adroit
Early access · French Alt. Destroyer Big Crate
-
French Alt. Destroyer crate
6%
IV L'Adroit
Early access · French Alt. Destroyer crate
Official WG availability sources
-
Bon Voyage: French Alternate Destroyers Are Arriving!
Early Access
Start: 2025-10-31
- It comprises five ships: Tier IV L'Adroit, Tier V Duchaffault, Tier VI Le Hardi, Tier VII L'Aventurier, and Tier VIII Orage.
- From November 3 to December 1, you can obtain Tier IV–VII ships from special Early Access crates, while Tier VIII Orage will become available in the Tech Tree a bit later with the Christmas update.
Show direct source rows
- Anniversary '26 French crate 10% · IV L'Adroit
- French Alt. Destroyer Big Crate 9.5% · IV L'Adroit
- French Alt. Destroyer crate 6% · IV L'Adroit
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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
Hide
▾
Where L'Adroit 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.
See 19 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.
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 122° (the most restricted aft-facing mount's arc) = 58° 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.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (10.0 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 13 deg/s traverse speed = 13.8 s.ƒ
4 broadside guns x 60 / 7 s base reload = 34.3.HE shells
ƒ
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 4 broadside guns = 7,600.ƒ
7,600 HE full-salvo alpha x 60 / 7 s base reload = 65,143.ƒ
34.3 shells/min × 0.09 (9% fire chance) = 3.09.AP shells
ƒ
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (10 km), where the shell has slowed to 420.5 m/s: .ƒ
2,300 AP damage x 4 broadside guns = 9,200.ƒ
9,200 AP full-salvo alpha x 60 / 7 s base reload = 78,857.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
Base reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 85 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: s.ƒ
Initial: 28,000 × 0.333 = 9,333 → 34,000 × 0.333 = 11,333 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most 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: . 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.ƒ
34,000 warhead alpha / 3 + 1,000 blast = 12,333. 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.ƒ
Per-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.ƒ
1000 m / (90.0 kt × 2.6855) = 4.1 s; / (55.0 kt × 2.6855) = 6.8 s. How long a target has to dodge after your torpedo is spotted at its 1 km detectability range. These torpedoes accelerate, so the warning depends on where in the run they are spotted: they leave the tubes at 55.0 kt (6.8 s of warning if spotted immediately) and build to 90.0 kt over the first 6 km, so fish spotted later in the run, including every max-range shot, give only 4.1 s. Uses the 2.6855 m/s-per-knot game-speed factor. Base values; commander torpedo-concealment skills lower them further.ƒ
This torpedo carries a flooding-chance value of 0.65 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,333 = 67,998. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.ƒ
Initial: 2 × 3.5 × 1 = 7 → 1 × 3.5 × 1 = 4. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 4 + Near 13 = 17ƒ
top speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.7 kt of 33.0 kt).ƒ
Time to reach 99% of top speed (32.7 kt of 33.0 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.ƒ
With the rudder hard over the hull turns 7.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 13 − 7.6 = +5.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.68 km x 0.955 = 5.42 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 5.68 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.42 km.ƒ
max(main battery range, sea detectability 5.68 km) = 10.02 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 2.84 km + gun-firing bloom 2.6 km = 5.44 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.ƒ
Sea detectability 5.68 km + 2.0 km while burning = 7.68 km.ƒ
Air detectability 2.84 km + 3.0 km while burning = 5.84 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 90 s reload · 15 s emit / 70 s cloud active · 600 m radius
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
The standard destroyer dispersion curve.(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.(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.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: at 0 m, at m, and at 10021 m. Below the kink: , so .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: at 0 m, at m, and at 10021 m. Above the kink: , so .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 , where 547 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 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 , where 421.1 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.4 mounts × 1 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1000 m / (90.0 kt × 2.6855) = 4.1 s; 1000 m / (55.0 kt × 2.6855) = 6.8 s. A range because these torpedoes accelerate: spotted right at launch they are still at launch speed (the high end, most warning); spotted past the short front-loaded ramp, including at max range, they are at terminal speed (the low end). detectability / (speed kt x 2.6855 game-speed factor), evaluated at both speeds.These torpedoes leave the tubes at 55.0 kt and gain 35.0 kt over the first 6 km of the run: 55.0 kt + 35.0 kt = 90.0 kt.Ramp model on the speed curve: 55 to 90.0 kt over the first 6 km, then terminal speed for the rest, at 2.6855 m/s per knot: ≈ 39.1 s to max range.2 launchers × 3 tubes.2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 11,333 = 67,998. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 37 50 Mle 1925 2x1 -> 4 DPS @ 3 km; 13 2 76 Hotchkiss CAQ Mle 1929 twin 2x2 -> 13 DPS @ 1.2 km.@ 3 km: 4 from one family; @ 1.2 km: 4 + 13 = 17. 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.4 + 13 = 17 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).4 × 3 + 13 × 1.2 = 28. 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.Ship Charts
Background
One of 14 French destroyers of the 1920s that was the successor of the Bourrasque class. These ships were built to address the shortage of modern destroyers in the French Navy. They featured new 5.1-inch (130 mm) guns and slightly larger dimensions. During World War II, the lead ship, L'Adroit, performed patrol and escort duties, but she was lost in May 1940 while covering the Allied evacuation from Dunkirk.
Armor Beta
Hull HP 9,800 → 12,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 10 mm | 2,100 (17% 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. |
| Stern | 10 mm | 1,100 (9% of HP) | Overmatched by 150mm+ AP (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: 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. |
| Superstructure | 10 mm | 600 (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 HP | 6,200 magazine HP | Turret knocked out | Per-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 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 | 3,700 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.
Skins & permanent camouflages
Every custom exterior L'Adroit can equip.
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.
