World of Warships: Legends ship guide

Le Fantasque

Also called: 空想 Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
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 penHeavy HE shellsReload BoosterEngine BoostTorpedoes on both beamsVisible torps
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Community Data

Le Fantasque Community Stats

Across 10,000+ Standard battles from 170+ players, Le Fantasque averages a 65% win rate, 48,500 damage and 1.2 kills per battle, and survives 44% of them.

Community Data

Le Fantasque Community Stats

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Playstyle

Overview

Le Fantasque is a Tier VII 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 6 s. Standout traits: best HE alpha in T7 DDs (2,200, 3rd of 35) and top speed in T7 DDs (42.7 kt, 3rd of 42). The trade is torpedo detection in T7 DDs (1.8 km, 34th of 38).

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 km of detection leaves about 4 km in which you can shoot before the answer arrives. A 690 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

One launcher on each beam plus a centreline launcher, 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 9/42 T7 DDs.

Engine Boost

+20% speed (about +8.5 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 ↗
  • Heavy HE shells · 2200 damage
  • Close-range AP brick · 244.6 mm
  • Long-range AP brick · 123.47 mm
  • Fast HE shells · 5.7 s
Fast for the class ↗

42.7 kt, top decile of T7 DDs. Lets you rotate flanks or escape disengagements.

Many torpedo launchers ↗

3 launchers, top decile of T7 DDs. Each fires its own spread: aim them at different escape routes, or stack them on one line for more hits.

Visible torps ↗

1.8 km torpedo detect, bottom decile of T7 DDs. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get Le Fantasque

Le Fantasque is available in the Ambush Destroyers branch of the France Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

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

Show France tech-tree branch diagram
France Tech Tree

Le Fantasque sits in the Ambush Destroyers branch. The highlighted path shows the local branch context inside the full France tree.

Official WG availability sources
  • Update: July 2020 Tech tree line Start: 2020-07-23
    • Tier II Fusilier and Tier VII Le Fantasque are
    • will become available to research in the next one.

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 Le Fantasque sits among Tier VII DDs (41 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.

BestHE shell damage2,200 (1 of 5 tied) LongestAP fuse timer0.025 s (1 of 8 tied) Top 10%Max speed42.7 kt (3/42) Top 10%AP pen at 10 km132 mm (3/34) Top 25%Main battery caliber139 mm (9/37) Top 25%HE fire chance10% (7/35) Top 25%Acceleration (0-12 kt)4.9 s (11/42) Top 25%Engine power74,000 hp (7/42) Top 25%Power / turn radius107.2 hp/m (9/42) Top 25%Power-to-weight21.89 hp/t (9/42) Top 25%Torpedo speed72 kt (10/38) Bottom 25%Turning circle690 m (36/42) Bottom 25%Main battery reload6 s (29/37) Bottom 25%AP DPM147,500 (26/33) Bottom 25%Time to 90% speed18.3 s (35/42) Bottom 25%AP arming threshold23 mm (26/33) Bottom 25%Torpedo reaction time9.3 s (34/38) WorstNo secondaries (35 of 42 in cohort)
See 26 mid-pack stats

Not standouts for Le Fantasque -- 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 points18,500 HP(19/42) Concealment6.95 km(23/42) Smoke fire bloom2.8 km(29/42) Air detection3.48 km(23/42) Rudder shift4.3 s(31/42) Main battery range10.95 km(14/37) Fires per minute5(17/35) HE DPM110,000(21/35) Main dispersion97.2 m(27/37) AP velocity840 m/s(19/33) HE velocity840 m/s(19/35) Displacement3,380 t(27/42) Effective HE DPM (incl. fire)147,089(20/35) AA DPS175(19/42) AA range3.5 km(25/42) AA threat492(21/42) Torpedo range8.01 km(29/38) Torpedo damage≈15,467(21/38) Torpedo reload90 s(17/38) Max armor20 mm(27/42) Citadel belt20 mm(25/42) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormAP ricochet start45°(25 of 33 tied at this value) NormAP auto-bounce angle60°(25 of 33 tied at this value) NormTurn speed retained81%(40 of 42 tied at this value)
Survivability
Hit PointsInitial: 15,400 → 18,500
Displacement3,380 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.
132.4 x 12.5 m
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
Initial: 33.3% → 36.6%
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 × 18,500 HP = 1,665 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 × 18,500 HP = 1,850 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.
9,300
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.
5,600
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 × 1,500 = 3,000), 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.
1,500
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 × 13,900 = 27,800), 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.
13,900
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 × 700 = 1,400), 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.
700
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 × 1,000 = 2,000), 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.
1,000
Main Battery
ModuleArtillery: 139 mm/50 Mle 1929
Mounts / barrels5 mounts / 5 barrels
Reload time6 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverse10 °/s
Turret armor6 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.
±140°, ±146°, ±138°, ±134°, ±143°
Guns to bear
ƒ180° − 134° (the most restricted aft-facing mount's arc) = 46° off bow; 180° − 138° (the most restricted forward-facing mount's arc) = 42° 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.
46° off bow / 42° 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 97 m wide and 58 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 =(10954.930·8−0.51000+0.5)·30=97.2m
97.2 m at 11 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.2·0.6=58.3m
58.3 m at 11 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.2·0.62=29.1m
29.1 m at 11 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.3·0.62=17.5m
17.5 m at 11 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 5 broadside guns x 60 / 6 s base reload = 50. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 55.3.
Initial: 50 → 55.3
HE shells
HE alpha2,200
HE Velocity840 m/s
Fire Chance10%
HE fire DPM vs T7 BB37089
Effective HE DPM vs T7 BB147089
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,200 HE damage x 5 broadside guns = 11,000.
11,000
HE DPM
ƒZero upgrades: 11,000 HE full-salvo alpha x 60 / 6 s base reload = 110,000. All upgrades (Main Battery Mod. 3 = -10% reload): 11,000 HE full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 121,579.
Initial: 110,000 → 121,579
Fires/min
ƒZero upgrades: 50 shells/min × 0.1 (10% fire chance) = 5. All upgrades (Main Battery Mod. 3 = -10% reload): 55.3 shells/min × 0.1 (10% fire chance) = 5.53.
Initial: 5 → 5.53
AP shells
AP alpha2,950
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 471.8 m/s: P=10−7·2400·39.90.69·0.139−1.07·471.81.38=123.5mm.
123.5 mm at 11 km
AP full-salvo alpha
ƒ2,950 AP damage x 5 broadside guns = 14,750.
14,750
AP DPM
ƒZero upgrades: 14,750 AP full-salvo alpha x 60 / 6 s base reload = 147,500. All upgrades (Main Battery Mod. 3 = -10% reload): 14,750 AP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 163,026.
Initial: 147,500 → 163,026
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 / tubes3 launchers × 3 tubes = 9 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 95 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 90×0.85=76.5 s.
Initial: 95 s → 90 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 72.0 kt); the stock torpedo module runs 69.0 kt.
Initial: 69 kt → 72 kt
Range8.01 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=46,400·0.333=15,467. 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.
≈ 15,467
Maximum damage (ammunition)
ƒ46,400 warhead alpha / 3 + 1,200 blast = 16,667. 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.
16,667
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 km72 kt×2.6855=9.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
9.3 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 traverse26 °/s
Launch arcscentreline 254°; wing 128°, 159° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°26°/s=6.9s.
6.9 s
Torp Arming223 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 15,467 = 92,802. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
92,802
AA Defense
AA mount points11
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
3.5 km
40 mm/56 Bofors Mk2 (upgraded hull only)1×4 40mm
40 mm/56 Bofors Mk1 (upgraded hull only)2×2 40mm
20 mm/70 Mk48×1 20mm
40 mm/56 Bofors Mk3 (stock hull only)3×1 40mm
Medium aura
Guns40 mm/56 Bofors Mk1 + 40 mm/56 Bofors Mk2
Continuous DPS
ƒInitial: 17 × 3.5 × 1 = 60 → 27 × 3.5 × 1 = 94. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 60 → 94
Range3.5 km
Near aura
Guns20 mm/70 Mk4
Continuous DPS
ƒInitial: 26 × 3.5 × 0.95 = 86 → 24 × 3.5 × 0.95 = 80. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 86 → 80
Range2 km
Total DPS in Aura
ƒMedium 94 + Near 80 = 174
174
Maneuverability
Engine power74,000 hp
Maximum speed42.7 kt
Turning circle radius690 m
Rudder shift timeInitial: 6 s → 4.3 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 = 42.7 / 4 + 4.9 = 15.6 kt. Base value; speed modifiers scale it.
15.6 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.
12.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (38.4 kt of 42.7 kt).
18.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (42.3 kt of 42.7 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 8.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.1 = +1.9°/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 (+1.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.95 km x 0.955 = 6.64 km. Camouflage does not change detectability by air.
6.95 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.95 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.64 km.
6.64 km
Detectability by air3.48 km
Smoke firing penalty2.8 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.95 km) = 10.95 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.95 km
Detect when firing (air)
ƒAir detectability 3.48 km + gun-firing bloom 2.78 km = 6.26 km. The bloom tracks main-battery caliber 139 mm × 0.020 = 2.78 km.
6.26 km
Detect when on fire (sea)
ƒSea detectability 6.95 km + 2.0 km while burning = 8.95 km.
8.95 km
Detect when on fire (air)
ƒAir detectability 3.48 km + 3.0 km while burning = 6.48 km.
6.48 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
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points15,400 → 18,500
  • Rudder shift6 → 4.3 s
  • Close-range AA DPS43 → 51
Fire controlUpgrade
  • Main battery range9,959 → 10954.9 m
TorpedoesUpgrade
  • Reload95 → 90 s
  • Speed69 → 72 kt

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 km24.9 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=0.5·10954.9=5477 m, and radiusOnMax=0.6 at 10954.9 m. Below the kink: k=0.2+(0.5−0.2)·50005477=0.4739, so σV=σH·k=52.5·0.4739=24.9m.
Shell scatter height @ 10 km52.4 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=0.5·10954.9=5477 m, and radiusOnMax=0.6 at 10954.9 m. Above the kink: k=0.5+(0.6−0.5)·10000−547710954.9−5477=0.5826, so σV=σH·k=90·0.5826=52.4m.
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)5
5 mounts × 1 barrels = 5; all 5 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 time9.3 s
1800 m / (72.0 kt × 2.6855) = 9.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed72.0 kt
Travel time to max range41.4 s
8010 m / (72.0 kt × 2.6855) = 41.4 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count9
3 launchers × 3 tubes.
Per-side salvo6 torpedoes
3 centreline + (6 wing tubes / 2) = 6: centreline launchers train to either side; wing 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 damage139,203
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 15,467 = 139,203. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range95
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 1x4 -> 32 DPS @ 3.5 km; 40mm Bofors Mk1 2x2 -> 63 DPS @ 3.5 km; 20mm Oerlikon MK4 8x1 -> 80 DPS @ 2 km.
AA DPS layered by range95 DPS @ 3.5 km, 175 DPS @ 2 km
@ 3.5 km: 32 + 63 = 95; @ 2 km: 32 + 63 + 80 = 175. 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-blank175
32 + 63 + 80 = 175 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index492
32 × 3.5 + 63 × 3.5 + 80 × 2 = 492. 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 range2 km
Open in Charting Tool

Ship Charts

Background

Large and extremely fast ships. They carried a main battery that consisted of new 139 mm guns with improved shell ballistics and an extended firing range.

Armor Beta

Hull HP 15,400 → 18,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ 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 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)1,500 (8% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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 mm13,900 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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)1,000 (5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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 mm700 (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 HP9,300 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 (40 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 HP5,600 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 Le Fantasque. Cards are condensed; use each source link for full context.

Nerf ×4Buff ×8Rework ×1Main Battery ×6Torpedo ×4
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Main battery armament:
  • HE shell damage increased from 2,000 to 2,200.
  • AP shell damage increased from 2,700 to 2,950.
  • Main Battery Reload Booster charges increased from 1 to 2.
  • Main Battery Reload Booster duration increased from 15 to 20 s.
  • Torpedo armament:
  • Stock torpedoes:
  • Reload speed reduced from 90 to 95 s.
  • Torpedo detectability range decreased from 1.9 to 1.8 km.
  • Torpedo damage decreased from 18,400 to 16,667.
  • Upgraded torpedoes:
  • Reload speed reduced from 86 to 90 s.
  • Speed increased from 70 to 72 knots.
  • Torpedo detectability range decreased from 1.9 to 1.8 km.
  • Torpedo damage decreased from 18,400 to 16,667.
  • Torpedo range decreased from 8.3 to 8.0 km.
Read the full official post
2023-01-12

January Update: Fighting Spirit

  • French destroyer rework: As many as eight ships have been significantly revamped, including Le Fantasque and Kléber, with British Caprice and German ZF-6 receiving slight changes alongside them. The changes heavily revolve around these ships receiving an additional Main Battery Reload Booster consumable.
Read the full official post
2021-05-13

May Update: Things Are Heating Up!

  • Default torpedo speed decreased from 75 kts to 69 kts; upgraded torpedoes - from 76 kts to 70 kts.
  • Default and upgraded torpedo detectability range by sea increased from 1.8 km to 1.9 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Le Fantasque can equip.

  • Le Fantasque 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.