World of Warships: Legends ship guide

Orage

Beta
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Hold concealment edges on the contested cap at 6.7 km detection
  • Avoid: Burning the 6.7 km concealment advantage on guns
Key characteristics
Long torps (12 km)SmokeEngine BoostSlow
Community Data

Orage Community Stats

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Playstyle

Overview

Orage is a Tier VIII French stealth-leaning destroyer with strong surface detection (6.7 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 smoke duration in T8 DDs (20 s) and end-plate armor (20 mm).

Positioning

Hold concealment edges on the contested cap at 6.7 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 6.7 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

Long-burning smoke

20.0 s Smoke Generator duration, best of T8 DDs. Holds the smoke shield longer.

Long-reach AA

5.2 km AA reach, top decile of T8 DDs.

Heavy belt

Citadel belt in the top bracket. Incoming AP rarely citadels through angle.

Heavy armor deck

Armor deck in the top bracket. Plunging fire and HE land for reduced damage compared to peers.

Slow for the class

34.0 kt, bottom quartile of T8 DDs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

How to get Orage

Orage is available in the French Torpedo 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
France Tech Tree

Orage sits in the French Torpedo Destroyers branch. The highlighted path shows the local branch context inside the full France tree.

Builds Beta

Build for speed, concealment, torpedo reload/damage, survivability, and enough gun/AA utility to support the torpedo role.

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Cohort position

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Where Orage 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.

Top 25%Stealth profile6.74 km / 3.37 km (5/25 / 4/25) Top 25%Rudder shift5.4 s (7/25) Top 25%Displacement3,202 t (5/25) Top 25%AA range5.2 km (5/25) Top 25%Torpedo range12 km (6/24) Bottom 25%Hit points18,100 HP (20/25) Bottom 25%Main battery reload5.4 s (21/25) Bottom 25%HE DPM126,667 (20/24) Bottom 25%AP DPM163,333 (21/23) Bottom 25%AP velocity808 m/s (19/23) Bottom 25%HE velocity808 m/s (19/24) Bottom 25%Torpedo damage13,600 (21/24) Bottom 10%Fires per minute4.67 (23/24) WorstMax speed34 kt (1 of 3 tied) WorstTorpedo speed40 kt (24/24)
See 21 mid-pack stats

Not standouts for Orage -- 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.

Traverse-to-turn ratio11.14 ×(14/25) Main battery caliber127 mm(17/25) Main battery range10.96 km(14/25) HE shell damage1,900(11/24) HE fire chance7%(15/24) AP shell damage2,450(9/23) Main dispersion89.7 m(8/25) Acceleration11.9 s(19/25) AP fuse timer0.01 s(13/23) AP arming threshold21 mm(11/23) Engine power65,000 hp(12/25) Turn-speed retention104.8 hp/m(8/25) Power-to-weight20.3 hp/t(9/25) AA DPS208(16/25) AA threat905(10/25) Torpedo reload105 s(12/24) Deck armor19 mm(9/18) NormAP ricochet start45°(17 of 23 tied at this value) NormAP auto-bounce angle60°(17 of 23 tied at this value) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 16,800 → 18,100
Displacement3,202 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries23
Fire resistance40%
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.
9,100
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.
5,400
Main Battery
ModuleArtillery: 6×127 mm
Mounts / barrels3 mounts / 6 barrels
Reload time6 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverse18 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9960/30·(8−0.5)/1000 + 0.5)·30 = 89.7 m
89.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.7 × 0.6 = 53.8 m
53.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.7 × 0.32 (σ=2) = 28.7 m
28.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.8 × 0.32 (σ=2) = 17.2 m
17.2 m
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Base shells/min
ƒ6 broadside guns x 60 / 6 s base reload = 60.
60
HE shells
HE Damage1,900
HE Velocity808 m/s
Fire Chance7%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,900 HE damage x 6 broadside guns = 11,400.
11,400
Base HE DPM
ƒ11,400 HE full-salvo alpha x 60 / 6 s base reload = 114,000.
114,000
Installed HE DPM
ƒ11,400 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 126,667.
126,667
Base fires/min
ƒ6 HE shells x 60 / 6 s reload x 7% fire chance = 4.2.
4.2
AP shells
AP Damage2,450
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical 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 × 2200 × 32.5^0.69 × 0.127^-1.07 × 808^1.38 = 227.4 mm. Matches the in-game spec card.
227.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 294.6 m/s: 1e-7 × 2200 × 32.5^0.69 × 0.127^-1.07 × 294.6^1.38 = 56.5 mm.
56.5 mm
AP full-salvo alpha
ƒ2,450 AP damage x 6 broadside guns = 14,700.
14,700
Base AP DPM
ƒ14,700 AP full-salvo alpha x 60 / 6 s base reload = 147,000.
147,000
Installed AP DPM
ƒ14,700 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 163,333.
163,333
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 tube lance-torpilles
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time105 s
Projectile speed40 kt
Range12 km
Maximum simulated damage12,300 (est.)
Alpha damage36,900
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming123 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
110,700
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (10×3.5×0.95) + (21×3.5×1) = 208. 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.
208
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
57 mm/60 ACAD Mle 1951 (upgraded hull only)2×2 57mm
20 mm/70 Mk44×1 20mm
40 mm/56 Bofors Mk1 (stock hull only)2×2 40mm
Far aura
DPS
ƒIncludes 21 continuous AA damage from dual-purpose main battery firing as AA in this range band.
21
Range5.2 km
Medium aura
DPS29
Range4.5 km
Total DPS in Aura
ƒFar 21 + Medium 29 = 50
50
Near aura
DPSInitial: 11 → 10
Range2 km
Total DPS in Aura
ƒFar 21 + Medium 29 + Near 10 = 60
60
Maneuverability
Engine moduleEngine: 65,000 hp
Engine power65,000 hp
Maximum speed34 kt
Turning circle radius620 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio11.1× ok
Concealment
Detectability by sea6.74 km
Detectability by air3.37 km
Smoke firing penalty2.51 km
Detect after firing main guns6.74 km
Detect Fire Sea8.74 km
Detect Fire Air6.37 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 90 s reload · 20 s emit / 70 s cloud active
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.

HullTrade-off
  • Hit points16,800 → 18,100
  • Close-range AA DPS25 → 39
  • Maximum AA range3.5 → 4.5 km
  • Turret traverse18 → 15 °/s
Fire controlUpgrade
  • Main battery range9,960 → 10,956 m
TorpedoesTrade-off
  • Range11 → 12 km
  • Reload115 → 105 s
  • Alpha damage38,000 → 36,900
  • Display damage12,667 → 12,300

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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp89.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9960/30·(8−0.5)/1000 + 0.5)·30 = 89.7 m
Max Vert Disp53.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.7 × 0.6 = 53.8 m
Med Horiz Disp28.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.7 × 0.32 (σ=2) = 28.7 m
Med Vert Disp17.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.8 × 0.32 (σ=2) = 17.2 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close227.4 mm
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 × 2200 × 32.5^0.69 × 0.127^-1.07 × 808^1.38 = 227.4 mm. Matches the in-game spec card.
AP Pen Far56.5 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 294.6 m/s: 1e-7 × 2200 × 32.5^0.69 × 0.127^-1.07 × 294.6^1.38 = 56.5 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 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 time10 s
180 degrees / 18 deg/s traverse speed = 10 s.
HE full-salvo alpha11,400
1,900 HE damage x 6 broadside guns = 11,400.
AP full-salvo alpha14,700
2,450 AP damage x 6 broadside guns = 14,700.
Base HE DPM114,000
11,400 HE full-salvo alpha x 60 / 6 s base reload = 114,000.
Base AP DPM147,000
14,700 AP full-salvo alpha x 60 / 6 s base reload = 147,000.
Installed HE DPM126,667
11,400 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 126,667.
Installed AP DPM163,333
14,700 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 163,333.
Base shells/min60
6 broadside guns x 60 / 6 s base reload = 60.
Installed shells/min66.7
6 broadside guns x 60 / 5.4 s installed Artillery reload = 66.7.
Base fires/min4.2
6 HE shells x 60 / 6 s reload x 7% fire chance = 4.2.
Installed fires/min4.67
6 HE shells x 60 / 5.4 s installed reload x 7% fire chance = 4.67.

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 range115.4 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 damage110,700
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage110,700
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS208
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (10×3.5×0.95) + (21×3.5×1) = 208. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index905
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

Hull HP 16,80018,100 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
Bow20 mm primary (range 19–20 mm)2,500 (14% 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 mm13,600 (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.
Stern20 mm primary (range 19–20 mm)1,700 (9% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 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).
Superstructure19 mmno 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 HP9,100 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 (57 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 HP5,400 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Orage 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.