World of Warships: Legends ship guide

Le Terrible B

Beta
France · Tier VI · Destroyer · Premium · Le Terrible Variant
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Use open flanks and cap edges with room to accelerate away, taking short fights where speed lets you ch…
  • Avoid: Do not charge into radar or cruiser crossfire just because the ship is fast; speed is your escape plan…
Key characteristics
Heavy torpedoes2 sigma accuracyHigh fire chanceEngine BoostWeak AA
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Community Data

Le Terrible B Community Stats

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Playstyle

Overview

Le Terrible is a Tier VI French premium destroyer best treated as a fast pressure destroyer that creates tempo with speed, gunfights, and sudden flanking angles. Its value comes from surviving long enough to keep vision active, choose favorable trades, and turn torpedo or gun pressure into objective control.

Positioning

Use open flanks and cap edges with room to accelerate away, taking short fights where speed lets you choose the engagement. Choose cap edges and flank lanes with an escape route, balancing spotting, gun trades, and torpedo angles without getting trapped.

Potato Avoidance

Charge into radar or cruiser crossfire just because the ship…

Speed is your escape plan, not armor. The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Deep-fuse AP

0.03 s AP fuse timer, best of T6 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.

Fast for the class

43.0 kt, top decile of T6 DDs. Lets you rotate flanks or escape disengagements.

Heavy powerplant

86433.0 hp engine, top decile of T6 DDs. More headroom for accelerating out of stops and maintaining speed in turns.

Holds speed in turns

125.3 hp per metre of turn radius, top decile of T6 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Wide dispersion

96.1 m max horizontal dispersion, worst of T6 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Le Terrible B

Le Terrible B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

  • Black Friday 2021 2.5% VI Le Terrible B Event containers · Black Friday 2021
  • Champion's Box 0.5% VI Le Terrible B Event containers · Champion's Box → Black Friday 2021
  • Black Friday Ultimate Crate 0.4165% VI Le Terrible B Event containers · Black Friday Ultimate Crate → Black Friday 2021
Show all 5 containers (2 more)
  • Ultimate Crate 0.25% VI Le Terrible B Event containers · Ultimate Crate → Black Friday 2021
  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
Official WG availability sources
Show direct source rows

Builds Beta

Charles Bléry, Louis Violette, and Philippe Auboyneau are useful French destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

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Commanders frequently paired with this ship Louis ViolettePhilippe Auboyneau

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Cohort position

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Where Le Terrible B sits among Tier VI DDs (40 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.

BestAP fuse timer0.03 s (1 of 4 tied) Top 10%Max speed43 kt (3/38) Top 10%Main battery caliber139 mm (4/38) Top 10%Engine power86,433 hp (2/38) Top 10%Turn-speed retention125.3 hp/m (2/38) Top 10%Power-to-weight25.29 hp/t (4/38) Top 25%Hit points18,600 HP (7/38) Top 25%Main battery range10.81 km (8/38) Top 25%HE shell damage2,000 (8/38) Top 25%Fires per minute6.67 (8/38) Top 25%AP shell damage2,700 (8/35) Top 25%Torpedo damage≈17,200 (6/38) Bottom 25%Displacement3,417 t (32/38) Bottom 25%AA range3 km (33/38) Bottom 10%AP arming threshold23 mm (33/35) Bottom 10%AA DPS68 (36/38) Bottom 10%AA threat119 (37/38) WorstMain dispersion96.1 m (1 of 2 tied) WorstNo secondaries (36 of 40 in cohort)
See 15 mid-pack stats

Not standouts for Le Terrible B -- 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.

Concealment7.06 km(27/38) Air detection3.53 km(26/38) Rudder shift4.3 s(29/38) Traverse-to-turn ratio5.44 ×(22/38) Main battery reload4.5 s(19/38) HE DPM133,333(17/38) AP DPM180,000(15/35) AP velocity800 m/s(27/35) HE velocity840 m/s(19/38) Torpedo range8.01 km(26/38) Torpedo speed65 kt(15/38) Torpedo reload77 s(13/38) NormAP ricochet start45°(31 of 35 tied at this value) NormAP auto-bounce angle60°(31 of 35 tied at this value) NormMax armor16 mm(24 of 38 tied at this value)
Survivability
Hit Points18,600
Displacement3,417 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries24
Fire resistance30%
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 time5 s
Firing range10.8 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, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1081230·80.51000+0.5)·30=96.1m
96.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.1·0.6=57.7m
57.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =96.1·0.319(σ=2)=30.7m
30.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.7·0.319(σ=2)=18.4m
18.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ5 broadside guns x 60 / 5 s base reload = 60.
60
HE shells
HE Damage2,000
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,000 HE damage x 5 broadside guns = 10,000.
10,000
Base HE DPM
ƒ10,000 HE full-salvo alpha x 60 / 5 s base reload = 120,000.
120,000
Base fires/min
ƒ5 HE shells x 60 / 5 s reload x 10% fire chance = 6.
6
AP shells
AP Damage2,700
AP Velocity800 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: P=107·K·m0.69·d1.07·v01.38 =107·2100·39.90.69·0.1391.07·8001.38=223.9mm. Matches the in-game spec card.
223.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.5 km), where the shell has slowed to 326.3 m/s: P=107·2100·39.90.69·0.1391.07·326.31.38=65mm.
65 mm
AP full-salvo alpha
ƒ2,700 AP damage x 5 broadside guns = 13,500.
13,500
Base AP DPM
ƒ13,500 AP full-salvo alpha x 60 / 5 s base reload = 162,000.
162,000
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 time77 s
Projectile speed65 kt
Range8.01 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=51,600·0.333=17,200.
≈ 17,200
Torpedo detectability1.4 km
Flooding chance311%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 17,200 = 154,800.
154,800
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×1) + (14×3.5×0.95) = 68. 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.
68
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
37 mm/50 Mle 19332×2 37mm
37 mm/50 CA Mle 19251×1 37mm
13.2 mm/76 CAD Mle 19292×2 13mm
13.2 mm/76 Mle 19292×1 13mm
Medium aura
DPS6
Range3 km
Near aura
DPS14
Range1.2 km
Total DPS in Aura
ƒMedium 6 + Near 14 = 20
20
Maneuverability
Engine moduleEngine: 86,433 hp
Engine power86,433 hp
Maximum speed43 kt
Turning circle radius690 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (38.7 kt of 43). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(86,4333,417)0.42=3.884; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=18.5s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
18.5 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (42.6 kt of 43). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=31.5s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
31.5 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·43.0·0.5144690=1.84°/s, so ratio=ωturretωhull=101.84=5.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.4× slow
Concealment
Detectability by sea7.06 km
Detectability by air3.53 km
Smoke firing penalty2.84 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.06 km
Detect Fire Sea9.06 km
Detect Fire Air6.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

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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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp96.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10812}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 96.1\,\text{m}$
Max Vert Disp57.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 96.1 \cdot 0.6 = 57.7\,\text{m}$
Med Horiz Disp30.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 96.1 \cdot 0.319\;(\sigma = 2) = 30.7\,\text{m}$
Med Vert Disp18.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 57.7 \cdot 0.319\;(\sigma = 2) = 18.4\,\text{m}$
AP Pen Close223.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2100 \cdot 39.9^{0.69} \cdot 0.139^{-1.07} \cdot 800^{1.38} = 223.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far65 mm
Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 326.3 m/s: $P = 10^{-7}\cdot 2100 \cdot 39.9^{0.69} \cdot 0.139^{-1.07} \cdot 326.3^{1.38} = 65\,\text{mm}$.
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 alpha10,000
2,000 HE damage x 5 broadside guns = 10,000.
AP full-salvo alpha13,500
2,700 AP damage x 5 broadside guns = 13,500.
Base HE DPM120,000
10,000 HE full-salvo alpha x 60 / 5 s base reload = 120,000.
Base AP DPM162,000
13,500 AP full-salvo alpha x 60 / 5 s base reload = 162,000.
Base shells/min60
5 broadside guns x 60 / 5 s base reload = 60.
Base fires/min6
5 HE shells x 60 / 5 s reload x 10% fire chance = 6.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range47.4 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 damage154,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 17,200 = 154,800.
Per-side salvo damage154,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 17,200 = 154,800.

AA defense

Close-range AA DPS68
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×1) + (14×3.5×0.95) = 68. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index119
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 range1.2 km
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Le Terrible B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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