World of Warships: Legends ship guide

Le Terrible

Also called: 可怖 Beta
France · Tier VI · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Heavy torpedoesHeavy AP pen10.8 km gun rangeEngine BoostHigh fire chance (HE sidearm)Weak AA
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Community Data

Le Terrible Community Stats

Across 5,500+ Standard battles from 180+ players, Le Terrible averages a 63% win rate, 40,800 damage and 1.2 kills per battle, and survives 38% of them.

Community Data

Le Terrible Community Stats

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Playstyle

Overview

Le Terrible is a Tier VI 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 5 s. Standout traits: AP overmatch threshold in T6 DDs (9.7 mm, 3rd of 41) and top speed in T6 DDs (43 kt, 3rd of 41). The trade is AA DPS in T6 DDs (67, 39th of 41).

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: 10.8 km of reach against 7.1 km of detection leaves about 3.8 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Both phases of a turn are slow (4.3 s on the rudder, a 690 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. With no smoke to break the trade you cannot choose when it ends, and 18,600 HP is the whole budget.

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 4/41 T6 DDs.

Engine Boost

+8% speed (about +3.4 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 9.7 mm
  • Close-range AP brick · 192.1 mm
  • Long-range AP brick · 78.5 mm
  • Long gun range · 10.8 km
Fast for the class ↗

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

Weak AA ↗

67 AA DPS, bottom decile of T6 DDs. Aircraft chew through with impunity; lean on positioning over AA.

Stiff AP fuse ↗

23 mm AP arming threshold, bottom decile of T6 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Le Terrible

Le Terrible 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.

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

Best listed chance for this ship

Show all 23 containers (20 more)
  • Santa Level 5 0.5% Tier VI Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.448718% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
  • Spectral Vault 4.0 0.195513% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.128205%
    • Spectral Vault 4.0 → Spectral Vault 5.00.067308%
  • Santa Level 4 0.192857% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.142857%
    • Santa Level 4 → Santa Level 50.05%
  • Santa Level 3 0.139643% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.085714%
    • Santa Level 3 → Santa Level 50.025%
    • Santa Level 3 → Santa Level 40.021429%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0075%
  • Summer Big Crate 0.133333% Tier VI Premium ship Common · Summer Big Crate · 1 of 3 ships
  • Mega Santa '23 0.125% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 32 ships
  • Spectral Vault 3.0 0.111891% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.076923%
    • Spectral Vault 3.0 → Spectral Vault 4.00.014103%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013462%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
  • Super Santa '22 0.111111% Tier VI Premium ship Archived · Super Santa '22 · 1 of 27 ships
  • Super Santa '23 0.109375% Tier VI Premium ship Archived · Super Santa '23 · 1 of 32 ships
  • Mystic Lantern 0.104651% Tier VI Premium ship Event · Mystic Lantern · 1 of 43 ships
  • French Alt. Destroyer crate 0.1% VI Le Terrible Early access · French Alt. Destroyer crate
  • Santa Level 2 0.059161% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 20.028571%
    • Santa Level 2 → Santa Level 30.012857%
    • Santa Level 2 → Santa Level 40.007143%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003214%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.0025%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001125%
  • Spectral Vault 2.0 0.04074% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.00.025641%
    • Spectral Vault 2.0 → Spectral Vault 3.00.007692%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
  • Champion's Box 0.027929% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.017143%
    • Champion's Box → Santa Level 3 → Santa Level 50.005%
    • Champion's Box → Santa Level 3 → Santa Level 40.004286%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0015%
  • Ultimate Crate 0.010938% Tier VI Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
  • Santa Level 1 0.010181% Tier VI Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 20.004286%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001929%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000482%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000375%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000169%
    • Santa Level 10.000057%
  • Spectral Vault 1.0 0.004837% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.002308%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000769%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
    • Spectral Vault 1.00.000051%
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
  • Secret Santa '23 0.000063% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 32 ships
Official WG availability sources
  • event Celebrating One Year Strong! 12,000 Doubloons Start: 2020-04-14
    • Check the Store for some really alluring offers!
    • All offers will be available until May 1, 2 AM CDT (7 AM UTC), though we might postpone the end date if you find these offers interesting enough, Captains.
    • Tier VI Premium French Destroyer Le Terrible will be available for 12,000 doubloons for a limited time only.
  • 5 Years Strong: Loyalty Reward for All Captains! Sale Start: 2024-03-25
    • Besides the anniversary rewards, we've launched a special sale where you can purchase two selected Premium ships per week at a 50% discount, with new ships on discount every week!
    • French Tier VI Premium destroyer Le Terrible
  • Bon Voyage: French Alternate Destroyers Are Arriving! Crates Start: 2025-10-31
    • Both crate types can also drop French Tier VI Premium destroyer Le Terrible.
  • February update: fortes fortuna adiuvat 12,500 Doubloons Start: 2022-01-27
    • Additionally, we have permanently set the cost of all existing and upcoming Tier VI Premium ships to 12,500 doubloons, thus decreasing it from the cost of 15,000 doubloons that was in place for some earlier released ships.
    • The following ships currently available in the Store were subject to that change:
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Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Charles BléryLouis ViolettePhilippe Auboyneau

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 Terrible 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.

LongestAP fuse timer0.025 s (1 of 4 tied) Top 10%Max speed43 kt (3/41) Top 10%Main battery caliber139 mm (3/41) Top 10%Engine power86,433 hp (2/41) Top 10%Power / turn radius125.3 hp/m (2/41) Top 10%Power-to-weight25.29 hp/t (4/41) Top 10%AP pen at 10 km84 mm (3/35) Top 25%Hit points18,600 HP (7/41) Top 25%Main battery range10.81 km (7/41) Top 25%HE shell damage2,000 (8/41) Top 25%Fires per minute6 (9/41) Top 25%AP shell damage2,700 (9/37) Top 25%Acceleration (0-12 kt)4.7 s (8/41) Top 25%Torpedo damage≈17,200 (6/41) Bottom 25%Smoke fire bloom2.84 km (35/41) Bottom 25%Rudder shift4.3 s (32/41) Bottom 25%Turning circle690 m (37/41) Bottom 25%Main dispersion96.1 m (37/41) Bottom 25%AP velocity800 m/s (29/37) Bottom 25%Time to 90% speed17.5 s (35/41) Bottom 25%Displacement3,417 t (34/41) Bottom 25%AA range3 km (37/41) Bottom 10%AP arming threshold23 mm (35/37) Bottom 10%AA DPS67 (39/41) Bottom 10%AA threat118 (40/41) WorstNo secondaries (37 of 41 in cohort)
See 18 mid-pack stats

Not standouts for Le Terrible -- 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(30/41) Air detection3.53 km(29/41) Main battery reload5 s(23/41) HE DPM120,000(21/41) AP DPM162,000(20/37) HE velocity840 m/s(19/41) Effective HE DPM (incl. fire)164,869(19/41) Torpedo range8.01 km(27/41) Torpedo speed65 kt(19/41) Torpedo reaction time8 s(31/41) Torpedo reload77 s(13/41) 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(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit Points18,600
Displacement3,417 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.
133.3 x 12.5 m (ship-model figure)
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries24
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
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 × 18,600 HP = 1,674 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 × 18,600 HP = 1,860 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 × 2,700 = 5,400), 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 ×. 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.
2,700
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 × 14,000 = 28,000), 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.
14,000
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 × 1,300 = 2,600), 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.
1,300
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 × 1,600 = 3,200), 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.
1,600
Main Battery
ModuleArtillery: 139 mm/50 Mle 1929
Mounts / barrels5 mounts / 5 barrels
Reload time5 s
Firing range10.8 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.
2x ±138°, ±148°, 2x ±147°
Guns to bear
ƒ180° − 138° (the most restricted aft-facing mount's arc) = 42° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° 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.
42° off bow / 33° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.8 km) shells land in an ellipse about 96 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 =(1081230·8−0.51000+0.5)·30=96.1m
96.1 m at 10.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.1·0.6=57.7m
57.7 m at 10.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96.1·0.62=28.8m
28.8 m at 10.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.7·0.62=17.3m
17.3 m at 10.8 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ5 broadside guns x 60 / 5 s base reload = 60.
60
HE shells
HE alpha2,000
HE Velocity840 m/s
Fire Chance10%
HE fire DPM vs T6 BB44869
Effective HE DPM vs T6 BB164869
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
HE DPM
ƒ10,000 HE full-salvo alpha x 60 / 5 s base reload = 120,000.
120,000
Fires/min
ƒ60 shells/min × 0.1 (10% fire chance) = 6.
6
AP shells
AP alpha2,700
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2100·39.90.69·0.139−1.07·8001.38=223.9mm.
223.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.8 km), where the shell has slowed to 374.2 m/s: P=10−7·2100·39.90.69·0.139−1.07·374.21.38=78.5mm.
78.5 mm at 10.8 km
AP full-salvo alpha
ƒ2,700 AP damage x 5 broadside guns = 13,500.
13,500
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 speed65.0 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=51,600·0.333=17,200. 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.
≈ 17,200
Maximum damage (ammunition)
ƒ51,600 warhead alpha / 3 + 1,200 blast = 18,400. 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.
18,400
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 detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km65 kt×2.6855=8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8 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 traverse25 °/s
Launch arcscentreline 250°; wing 124°, 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 17,200 = 103,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
103,200
AA Defense
AA mount points7
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
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
Guns37 mm/50 CA Mle 1925 + 37 mm/50 Mle 1933
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 1 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.
21
Range3 km
Near aura
Guns13.2 mm/76 CAD Mle 1929 + 13.2 mm/76 Mle 1929
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.95 hit probability = 47 - the same in-game units as the Close-range AA DPS headline.
47
Range1.2 km
Total DPS in Aura
ƒMedium 21 + Near 47 = 68
68
Maneuverability
Engine power86,433 hp
Maximum speed43.0 kt
Turning circle radius690 m
Rudder shift time4.3 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 = 43 / 4 + 4.9 = 15.7 kt. Base value; speed modifiers scale it.
15.7 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.
16.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (38.7 kt of 43.0 kt).
17.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (42.6 kt of 43.0 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.
29.1 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): 7.06 km x 0.955 = 6.74 km. Camouflage does not change detectability by air.
7.06 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.06 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.74 km.
6.74 km
Detectability by air3.53 km
Smoke firing penalty2.84 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.06 km) = 10.81 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.81 km
Detect when firing (air)
ƒAir detectability 3.53 km + gun-firing bloom 2.78 km = 6.31 km. The bloom tracks main-battery caliber 139 mm × 0.020 = 2.78 km.
6.31 km
Detect when on fire (sea)
ƒSea detectability 7.06 km + 2.0 km while burning = 9.06 km.
9.06 km
Detect when on fire (air)
ƒAir detectability 3.53 km + 3.0 km while burning = 6.53 km.
6.53 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

Under the hood

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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 km25.1 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=0.5·10812=5406 m, and radiusOnMax=0.6 at 10812 m. Below the kink: k=0.2+(0.5−0.2)·50005406=0.4775, so σV=σH·k=52.5·0.4775=25.1m.
Shell scatter height @ 10 km52.6 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=0.5·10812=5406 m, and radiusOnMax=0.6 at 10812 m. Above the kink: k=0.5+(0.6−0.5)·10000−540610812−5406=0.585, so σV=σH·k=90·0.585=52.6m.
AP pen 5 km135 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 =10−7·2100·39.90.69·0.139−1.07·553.51.38=135mm, where 553.5 m/s is the shell's speed when it arrives at 5 km (from 800 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 km84 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 =10−7·2100·39.90.69·0.139−1.07·393.21.38=84mm, where 393.2 m/s is the shell's speed when it arrives at 10 km (from 800 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 km6.6 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·0.3498·0.13928·40.2=6.6×10−5. 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 km6.68 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·0.3179·0.13928·39.9=6.05×10−5. That runs from a 800 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)2,100
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 coefficient0.3179
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity800 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 time8 s
1400 m / (65.0 kt × 2.6855) = 8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range45.9 s
8010 m / (65.0 kt × 2.6855) = 45.9 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 damage154,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 17,200 = 154,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range21
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 37 50 CAD Mle 1933 2x2 -> 14 DPS @ 3 km; 37 50 Mle 1925 1x1 -> 7 DPS @ 3 km; 13 2 76 Hotchkiss CAQ Mle 1929 twin 2x2 -> 23 DPS @ 1.2 km; 13 2mm 76 Browning CAS 2x1 -> 23 DPS @ 1.2 km.
AA DPS layered by range21 DPS @ 3 km, 67 DPS @ 1.2 km
@ 3 km: 14 + 7 = 21; @ 1.2 km: 14 + 7 + 23 + 23 = 67. 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-blank67
14 + 7 + 23 + 23 = 67 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index118
14 × 3 + 7 × 3 + 23 × 1.2 + 23 × 1.2 = 118. 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
Open in Charting Tool

Ship Charts

Background

One of the Le Fantasque-class torpedo-boat destroyers - large fast ships with powerful artillery armament. During the trials, she gained a speed not yet surpassed by any destroyer.

Armor Beta

Hull HP 18,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 126+ AP 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)2,700 (15% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle 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 mm14,000 (75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle 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)1,600 (9% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle 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 mm1,300 (7% 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 (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 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Le Terrible can equip.

  • Le Terrible 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.