World of Warships: Legends ship guide

Le Fantasque

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 7 km detection
  • Avoid: Burning the 7 km concealment advantage on guns
Key characteristics
Heavy AP pen2 sigma accuracyEngine BoostHigh fire chanceVisible torps
Community Data

Le Fantasque Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Le Fantasque is a Tier VII French stealth-leaning destroyer with strong surface detection (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 alpha in T7 DDs (2,200) and best AP fuse timer in T7 DDs (0.025 s).

Positioning

Hold concealment edges on the contested cap at 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 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

Long-range AP brick

104.5 mm AP pen at max range, top decile of T7 DDs. Threatens citadels even from range.

Close-range AP brick

244.6 mm AP pen at 1.5 km, top decile of T7 DDs. Citadels broadside cruisers up close.

Heavy HE shells

2200.0 damage per HE shell, best of T7 DDs. Punishes superstructure and modules harder than peers.

Deep-fuse AP

0.03 s AP fuse timer, best of T7 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.

Fast for the class

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

Visible torps

1.8 km torpedo detect, bottom decile of T7 DDs. Easy to dodge if targets are looking.

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.

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.

Builds Beta

Build for speed, gun reload/range, survivability, rudder, and torpedo utility.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Le Fantasque sits among Tier VII DDs (30 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 4 tied) BestAP fuse timer0.03 s (1 of 5 tied) Top 10%Max speed42.7 kt (2/30) Top 25%Main battery caliber139 mm (7/30) Top 25%HE fire chance10% (5/30) Top 25%AP shell damage2,950 (8/28) Top 25%Engine power74,000 hp (7/30) Top 25%Power-to-weight21.89 hp/t (7/30) Top 25%Torpedo speed72 kt (6/29) Bottom 25%Rudder shift5.6 s (24/30) Bottom 25%Traverse-to-turn ratio5.48 × (27/30) Bottom 25%Acceleration12.81 s (25/30) Bottom 25%AP arming threshold23 mm (23/28) Bottom 25%Torpedo range8.01 km (23/29)
See 25 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(11/30) Concealment6.95 km(15/30) Air detection3.48 km(16/30) Main battery range10.95 km(13/30) Main battery reload5.4 s(23/30) Fires per minute5.56(15/30) HE DPM122,222(19/30) AP DPM163,889(21/28) Main dispersion89.7 m(9/30) AP velocity840 m/s(13/28) HE velocity840 m/s(14/30) Turn-speed retention107.2 hp/m(9/30) Displacement3,380 t(23/30) AA DPS174(15/30) AA range3.5 km(19/30) AA threat490(16/30) Torpedo damage16,667(15/29) Torpedo reload90 s(9/29) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) Deck armor19 mm(11/25) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value)

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

MBRBEngine Boost
Survivability
Hit PointsInitial: 15,400 → 18,500
Displacement3,380 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistanceInitial: 33.3% → 36.6%
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.
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
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
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 = (9959/30·(8−0.5)/1000 + 0.5)·30 = 89.7 m
89.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.7 × 0.6 = 53.8 m
53.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.7 × 0.32 (σ=2) = 28.7 m
28.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.8 × 0.32 (σ=2) = 17.2 m
17.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ5 broadside guns x 60 / 6 s base reload = 50.
50
HE shells
HE Damage2,200
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,200 HE damage x 5 broadside guns = 11,000.
11,000
Base HE DPM
ƒ11,000 HE full-salvo alpha x 60 / 6 s base reload = 110,000.
110,000
Installed HE DPM
ƒ11,000 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 122,222.
122,222
Base fires/min
ƒ5 HE shells x 60 / 6 s reload x 10% fire chance = 5.
5
AP shells
AP Damage2,950
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
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 × 2400 × 39.9^0.69 × 0.139^-1.07 × 840^1.38 = 273.8 mm. Matches the in-game spec card.
273.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 418 m/s: 1e-7 × 2400 × 39.9^0.69 × 0.139^-1.07 × 418^1.38 = 104.5 mm.
104.5 mm
AP full-salvo alpha
ƒ2,950 AP damage x 5 broadside guns = 14,750.
14,750
Base AP DPM
ƒ14,750 AP full-salvo alpha x 60 / 6 s base reload = 147,500.
147,500
Installed AP DPM
ƒ14,750 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 163,889.
163,889
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 time90 s
Projectile speed72 kt
Range8.01 km
Maximum simulated damage15,467 (est.)
Alpha damage46,400
Torpedo detectability1.8 km
Torpedo launcher traverse26 °/s
Torp Turn6.9 s
Torp Arming222 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
139,203
AA Defense
AA mount points11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) + (24×3.5×0.95) = 174. 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.
174
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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
DPSInitial: 17 → 27
Range3.5 km
Near aura
DPSInitial: 26 → 24
Range2 km
Total DPS in Aura
ƒMedium 27 + Near 24 = 51
51
Maneuverability
Engine moduleEngine: 74,000 hp
Engine power74,000 hp
Maximum speed42.7 kt
Turning circle radius690 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.5× slow
Concealment
Detectability by sea6.95 km
Detectability by air3.48 km
Smoke firing penalty2.8 km
Detect after firing main guns6.95 km
Detect Fire Sea8.95 km
Detect Fire Air6.48 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 shift7.8 → 5.6 s
  • Close-range AA DPS43 → 51
Fire controlUpgrade
  • Main battery range9,959 → 10954.9 m
TorpedoesUpgrade
  • Reload95 → 90 s
  • Speed69 → 72 kt

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 Disp89.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9959/30·(8−0.5)/1000 + 0.5)·30 = 89.7 m
Max Vert Disp53.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.7 × 0.6 = 53.8 m
Med Horiz Disp28.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.7 × 0.32 (σ=2) = 28.7 m
Med Vert Disp17.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.8 × 0.32 (σ=2) = 17.2 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close273.8 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 × 2400 × 39.9^0.69 × 0.139^-1.07 × 840^1.38 = 273.8 mm. Matches the in-game spec card.
AP Pen Far104.5 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 418 m/s: 1e-7 × 2400 × 39.9^0.69 × 0.139^-1.07 × 418^1.38 = 104.5 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 alpha5
All 5 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha11,000
2,200 HE damage x 5 broadside guns = 11,000.
AP full-salvo alpha14,750
2,950 AP damage x 5 broadside guns = 14,750.
Base HE DPM110,000
11,000 HE full-salvo alpha x 60 / 6 s base reload = 110,000.
Base AP DPM147,500
14,750 AP full-salvo alpha x 60 / 6 s base reload = 147,500.
Installed HE DPM122,222
11,000 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 122,222.
Installed AP DPM163,889
14,750 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 163,889.
Base shells/min50
5 broadside guns x 60 / 6 s base reload = 50.
Installed shells/min55.6
5 broadside guns x 60 / 5.4 s installed Artillery reload = 55.6.
Base fires/min5
5 HE shells x 60 / 6 s reload x 10% fire chance = 5.
Installed fires/min5.56
5 HE shells x 60 / 5.4 s installed reload x 10% fire chance = 5.56.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time9.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed72 kt
Travel time to max range42.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage139,203
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage139,203
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS174
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) + (24×3.5×0.95) = 174. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index490
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

Armor

Hull HP 15,40018,500 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
Bow20 mm primary (range 19–20 mm)1,500 (8% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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+ (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.
Stern20 mm primary (range 19–20 mm)1,000 (5% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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 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 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 (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.

Shell ballistics chart

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

Balance History

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

Nerf ×4Buff ×8Main Battery ×5Torpedo ×4Concealment ×2
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.
  • 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.
  • Reload speed reduced from 86 to 90 s.
  • +2 more official change lines in the source post.
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, from in-game data.

  • 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.