Le Fantasque
Beta- Hold concealment edges on the contested cap at 7 km detection
- Avoid: Burning the 7 km concealment advantage on guns
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.
Le Fantasque Community Stats
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
104.5 mm AP pen at max range, top decile of T7 DDs. Threatens citadels even from range.
244.6 mm AP pen at 1.5 km, top decile of T7 DDs. Citadels broadside cruisers up close.
2200.0 damage per HE shell, best of T7 DDs. Punishes superstructure and modules harder than peers.
0.03 s AP fuse timer, best of T7 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.
42.7 kt, top decile of T7 DDs. Lets you rotate flanks or escape disengagements.
1.8 km torpedo detect, bottom decile of T7 DDs. Easy to dodge if targets are looking.
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
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.
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.7 × 0.6 = 53.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.7 × 0.32 (σ=2) = 28.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.8 × 0.32 (σ=2) = 17.2 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
5 broadside guns x 60 / 6 s base reload = 50.HE shells
ƒ
23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 5 broadside guns = 11,000.ƒ
11,000 HE full-salvo alpha x 60 / 6 s base reload = 110,000.ƒ
11,000 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 122,222.ƒ
5 HE shells x 60 / 6 s reload x 10% fire chance = 5.AP shells
ƒ
floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
2,950 AP damage x 5 broadside guns = 14,750.ƒ
14,750 AP full-salvo alpha x 60 / 6 s base reload = 147,500.ƒ
14,750 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 163,889.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
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Medium 27 + Near 24 = 51
Damage Control Party∞ charges · 40 s reload · 5 s active
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus
See all derived stats
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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.7 × 0.6 = 53.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.7 × 0.32 (σ=2) = 28.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.8 × 0.32 (σ=2) = 17.2 mStandard destroyer dispersion baseline.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.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.23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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.All 5 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.2,200 HE damage x 5 broadside guns = 11,000.2,950 AP damage x 5 broadside guns = 14,750.11,000 HE full-salvo alpha x 60 / 6 s base reload = 110,000.14,750 AP full-salvo alpha x 60 / 6 s base reload = 147,500.11,000 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 122,222.14,750 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 163,889.5 broadside guns x 60 / 6 s base reload = 50.5 broadside guns x 60 / 5.4 s installed Artillery reload = 55.6.5 HE shells x 60 / 6 s reload x 10% fire chance = 5.5 HE shells x 60 / 5.4 s installed reload x 10% fire chance = 5.56.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).3 launchers x 3 tubes.9 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Armor
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. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 20 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 mm | 13,900 (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. |
| Stern | 20 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. |
| Citadel | 20 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). |
| Superstructure | 19 mm | 700 (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 HP | 9,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 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 | 5,600 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.
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.
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.
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.
Skins & permanent camouflages
Every custom exterior Le Fantasque can equip, from in-game data.
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.
