World of Warships: Legends ship guide

Le Hardi

Also called: 斗胆 Beta
France · Tier VI · Destroyer · Tech Tree
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Push deep into caps with 6.8 km detection - closer than peer DDs can match
  • Avoid: Burning the 6.8 km concealment advantage on guns
Key characteristics
Long torps (10 km)High fire chanceSmokeEngine Boost
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Community Data

Le Hardi Community Stats

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Playstyle

Overview

Le Hardi is a Tier VI French stealth destroyer with cohort-best surface detection (6.8 km). The kit opens detection windows other DDs cannot, so her value is contesting caps her peer DDs cannot reach unspotted. Standout traits: best smoke duration in T6 DDs (20 s).

Positioning

Push deep into caps with 6.8 km detection - closer than peer DDs can match. The advantage opens windows for free torpedo drops and unspotted reposition; treat the cap as yours to take rather than yours to contest.

Potato Avoidance

Burning the 6.8 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

Engine Boost

+20% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • High fire chance · 9.0%
  • Overmatch specialist
Stealthy torps

1.0 km torpedo detect, top decile of T6 DDs. Harder to dodge.

Acquisition

How to get Le Hardi

Le Hardi is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. 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.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

Build for speed, concealment, torpedo damage/reload, gun utility, and survivability. The build should support sudden pressure and quick exits.

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Cohort position

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Where Le Hardi sits among Tier VI 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.

Top 25%Stealth profile6.75 km / 3.36 km (8/41 / 7/41) Top 25%Main battery caliber130 mm (9/41) Top 25%Main battery range10.76 km (11/41) Top 25%HE fire chance9% (9/41) Top 25%Power-to-weight22.51 hp/t (7/41) Top 25%Torpedo range10 km (7/41) Bottom 25%Main battery reload7 s (35/41) Bottom 25%HE DPM100,286 (33/41) Bottom 25%AP DPM123,429 (30/37) Bottom 25%AP velocity800 m/s (29/37) Bottom 25%AP arming threshold22 mm (31/37) Bottom 25%Effective HE DPM (incl. fire)134,910 (32/41) Bottom 25%AA DPS118 (34/41) Bottom 25%AA threat289 (33/41) WorstNo secondaries (37 of 41 in cohort) WorstTorpedo speed40 kt (1 of 2 tied)
See 25 mid-pack stats

Not standouts for Le Hardi -- 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 points15,600 HP(19/41) Max speed37 kt(19/41) Rudder shift3.7 s(25/41) Traverse-to-turn ratio5.59 ×(20/41) Fires per minute4.63(26/41) AP shell damage2,400(14/37) Main dispersion88.3 m(13/41) HE velocity840 m/s(19/41) Acceleration16.9 s(14/41) Engine power58,000 hp(15/41) Turn-speed retention95.1 hp/m(16/41) Displacement2,577 t(17/41) AP pen at 10 km52 mm(16/35) AA range3.5 km(23/41) Torpedo damage≈12,000(28/41) Torpedo reload82 s(17/41) Deck armor16 mm(14/27) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(28 of 39 tied at this value) NormBow armor16 mm(32 of 39 tied at this value) NormStern armor16 mm(32 of 39 tied at this value)
Survivability
Hit PointsInitial: 14,400 → 15,600
Displacement2,577 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries23
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/45 Mle 1935
Mounts / barrels3 mounts / 6 barrels
Reload time7 s
Firing range (base)9.8 km
Firing range (top fire control)10.8 km
Turret traverse10 °/s
HE fire DPM vs T6 BB34613
Effective HE DPM vs T6 BB134899
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(978030·80.51000+0.5)·30=88.3m
88.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.3·0.6=53m
53 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =88.3·0.319(σ=2)=28.2m
28.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53·0.319(σ=2)=16.9m
16.9 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ6 broadside guns x 60 / 7 s base reload = 51.4.
51.4
HE shells
HE Damage1,950
HE Velocity840 m/s
Fire Chance9%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,950 HE damage x 6 broadside guns = 11,700.
11,700
HE DPM
ƒ11,700 HE full-salvo alpha x 60 / 7 s base reload = 100,286.
100,286
Fires/min
ƒ51.4 shells/min x 9% fire chance = 4.63.
4.63
AP shells
AP Damage2,400
AP Velocity800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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: P=107·K·m0.69·d1.07·v01.38 =107·2100·32.10.69·0.131.07·8001.38=207mm. Matches the in-game spec card.
207 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 262 m/s: P=107·2100·32.10.69·0.131.07·2621.38=44.4mm.
44.4 mm
AP full-salvo alpha
ƒ2,400 AP damage x 6 broadside guns = 14,400.
14,400
AP DPM
ƒ14,400 AP full-salvo alpha x 60 / 7 s base reload = 123,429.
123,429
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 × 2 tubes = 7 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 87 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 82×0.85=69.7 s.
82 s
Projectile speed40 kt
Range10 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=36,000·0.333=12,000.
≈ 12,000
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,100
Torpedo detectability1 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 km40 kt×2.6=9.6 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
9.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 0.75 per hit, shown as 0.75×100=75%. Torpedo flood 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. Not shown on the in-game port screen.
75%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming123 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 7 x 12,000 = 84,000.
84,000
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (25×3.5×0.95) = 118. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
118
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm/70 ACAD Mle 1936Initial: 37 mm/50 Mle 1933 (1×2) → 37 mm/70 ACAD Mle 1936 (1×2)
20 mm/70 Mk4 (upgraded hull only)7×1 20mm
13.2 mm/76 CAD Mle 1929 (stock hull only)2×2 13mm
8 mm Mle 1914 (stock hull only)5×1 8mm
Medium aura
Guns37 mm/70 ACAD Mle 1936
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 1 hit probability = 35 - the same in-game units as the Close-range AA DPS headline.
35
Range3.5 km
Near aura
Guns20 mm/70 Mk4
Continuous DPS
ƒEffective DPS: 25 raw aura damage × 3.5 × 0.95 hit probability = 83 - the same in-game units as the Close-range AA DPS headline.
83
Range2 km
Total DPS in Aura
ƒMedium 35 + Near 83 = 118
118
Maneuverability
Engine power58,000 hp
Maximum speed37 kt
Turning circle radius610 m
Rudder shift time3.7 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.
16.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 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.
28.6 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·37.0·0.5144610=1.79°/s, so ratio=ωturretωhull=101.79=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea6.75 km
Detectability by air3.36 km
Smoke firing penalty2.55 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.75 km
Detect Fire Sea8.75 km
Detect Fire Air6.36 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 90 s reload · 15 s emit / 70 s cloud active · 450 m radius
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 points14,400 → 15,600
  • Rudder shift6.7 → 4.8 s
  • Close-range AA DPS19 → 35
  • Maximum AA range3 → 3.5 km
Fire controlUpgrade
  • Main battery range9,780 → 10,758 m
TorpedoesUpgrade
  • Range9 → 10 km
  • Reload87 → 82 s
  • Alpha damage35,000 → 36,000
  • Display damage11,667 → 12,000

See all derived stats

Show

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

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
Max Horiz Disp88.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(978030·80.51000+0.5)·30=88.3m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp53 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.3·0.6=53m
Med Horiz Disp28.2 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =88.3·0.319(σ=2)=28.2m
Med Vert Disp16.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53·0.319(σ=2)=16.9m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close207 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·32.10.69·0.131.07·8001.38=207mm. Matches the in-game spec card.
AP Pen Far44.4 mm
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 262 m/s: P=107·2100·32.10.69·0.131.07·2621.38=44.4mm.
AP pen 5 km101 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km52 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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 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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha11,700
1,950 HE damage x 6 broadside guns = 11,700.
AP full-salvo alpha14,400
2,400 AP damage x 6 broadside guns = 14,400.
HE DPM100,286
11,700 HE full-salvo alpha x 60 / 7 s base reload = 100,286.
AP DPM123,429
14,400 AP full-salvo alpha x 60 / 7 s base reload = 123,429.
Shells/min51.4
6 broadside guns x 60 / 7 s base reload = 51.4.
Fires/min4.63
51.4 shells/min x 9% fire chance = 4.63.

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 range96.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count7
3 launchers x 2 tubes.
Per-side salvo7 torpedoes
7 (centerline launchers train across - full salvo to either side).
Full-salvo damage84,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 7 x 12,000 = 84,000.
Per-side salvo damage84,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 7 x 12,000 = 84,000.

AA defense

Close-range AA DPS118
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (25×3.5×0.95) = 118. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index289
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 Beta

Hull HP 14,40015,600 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.

Bow & stern16 mm

Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)2,300 (15% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 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)16 mm11,700 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–16 mm)1,500 (10% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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.
Superstructure16 mm900 (6% 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 HP7,800 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 HP4,700 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.

Open in Charting Tool

Ship Charts

Balance History

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

Nerf ×2Main Battery ×2
2026-03-26

Ministry of Balance: Spring Renewal

  • Stock torpedo reload time increased from 80 to 87 s.
  • Upgraded torpedo reload time increased from 75 to 82 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Le Hardi can equip, from in-game data.

  • Le Hardi 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.