Mogador
Beta- Hold concealment edges on the contested cap at 7 km detection
- Avoid: Burning the 7 km concealment advantage on guns
Mogador Community Stats
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Mogador Community Stats
Playstyle
Overview
Mogador is a Tier VIII 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 AP fuse timer in T8 DDs (0.025 s) and end-plate armor (20 mm).
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
104.2 mm AP pen at max range, top decile of T8 DDs. Threatens citadels even from range.
0.03 s AP fuse timer, best of T8 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.
43.5 kt, top decile of T8 DDs. Lets you rotate flanks or escape disengagements.
10.0% fire chance per HE shell, top decile of T8 DDs.
7.2 s reload, worst of T8 DDs. Salvos punish more, but cycle is slower than peers.
1.8 km torpedo detect, worst of T8 DDs. Easy to dodge if targets are looking.
How to get Mogador
Mogador is available in the Ambush Destroyers branch of the France Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.
Show France tech-tree branch diagram
Mogador 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, Main Battery Reload Booster value, and torpedo utility.
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Cohort position
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Where Mogador sits among Tier VIII DDs (25 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 17 mid-pack stats
Not standouts for Mogador -- 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.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9997/30·(8−0.5)/1000 + 0.5)·30 = 90 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90 × 0.6 = 54 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90 × 0.32 (σ=2) = 28.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54 × 0.32 (σ=2) = 17.3 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
8 broadside guns x 60 / 8 s base reload = 60.HE shells
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23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).ƒ
2,000 HE damage x 8 broadside guns = 16,000.ƒ
16,000 HE full-salvo alpha x 60 / 8 s base reload = 120,000.ƒ
16,000 HE full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.ƒ
8 HE shells x 60 / 8 s reload x 10% fire chance = 6.AP shells
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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 417.1 m/s: 1e-7 × 2400 × 39.9^0.69 × 0.139^-1.07 × 417.1^1.38 = 104.2 mm.ƒ
2,700 AP damage x 8 broadside guns = 21,600.ƒ
21,600 AP full-salvo alpha x 60 / 8 s base reload = 162,000.ƒ
21,600 AP full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 180,000.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: (32×3.5×1) + (18×3.5×0.95) = 172. 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 32 + Near 18 = 50
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
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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 = (9997/30·(8−0.5)/1000 + 0.5)·30 = 90 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90 × 0.6 = 54 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90 × 0.32 (σ=2) = 28.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54 × 0.32 (σ=2) = 17.3 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 417.1 m/s: 1e-7 × 2400 × 39.9^0.69 × 0.139^-1.07 × 417.1^1.38 = 104.2 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 8 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.2,000 HE damage x 8 broadside guns = 16,000.2,700 AP damage x 8 broadside guns = 21,600.16,000 HE full-salvo alpha x 60 / 8 s base reload = 120,000.21,600 AP full-salvo alpha x 60 / 8 s base reload = 162,000.16,000 HE full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.21,600 AP full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 180,000.8 broadside guns x 60 / 8 s base reload = 60.8 broadside guns x 60 / 7.2 s installed Artillery reload = 66.7.8 HE shells x 60 / 8 s reload x 10% fire chance = 6.8 HE shells x 60 / 7.2 s installed reload x 10% fire chance = 6.67.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 2 tubes.10 (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: (32×3.5×1) + (18×3.5×0.95) = 172. 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 16,900 → 20,200 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) | 1,700 (8% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)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 | 15,200 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)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+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 mm) | 20,200 (100% of HP) | 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 | no cap | 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 | 10,100 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 (57 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 | 6,100 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 Mogador. Cards are condensed; use each source link for full context.
Ministry of Balance Reports: Big Small Changes!
- Main battery armament.
- Main Battery Reload Booster charges increased from 1 to 2.
- Main Battery Reload Booster duration increased from 15 to 20 s.
- Torpedo armament.
- Torpedo damage decreased from 18,400 to 17,200.
Skins & permanent camouflages
Every custom exterior Mogador can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
