World of Warships: Legends ship guide

Siroco

Also called: 热风 Beta
France · Tier IV · 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: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
Heavy torpedoesReload BoosterEngine BoostDeep-fuse APSaturates bow fastSlow
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Community Data

Siroco Community Stats

Across 1,000+ Standard battles from 130+ players, Siroco averages a 63% win rate, 32,500 damage and 1.2 kills per battle, and survives 38% of them.

Community Data

Siroco Community Stats

Log in to GamingDiver and upload your data to see Community Data for Siroco: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Siroco is a Tier IV 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 130mm guns reload in 8 s. Standout traits: best torpedo alpha in T4 DDs (15,000, 1st of 21) and best AP fuse timer in T4 DDs (0.03 s, 3rd of 19). The trade is top speed in T4 DDs (33 kt, 21st of 21).

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 km of reach against 6 km of detection leaves about 4 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.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

Engine Boost

+20% speed (about +6.6 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Heavy torpedoes ↗

15000 damage per torpedo, best of T4 DDs.

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 9 mm
  • Deep-fuse AP · 0.03 s
  • AP overmatch specialist
Saturates bow fast ↗

1200 HP bow pool, top decile of T4 DDs. A small pool saturates quickly, after which bow-on penetrations do about a tenth -- angle and they stop mattering.

Slow for the class ↗

33 kt, bottom decile of T4 DDs. Hard to rotate flanks or disengage; commit positioning early.

Stiff AP fuse ↗

22 mm AP arming threshold, worst of T4 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Siroco

Siroco is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and 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

  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Archived · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Archived · Santa Level 2 · 1 of 15 ships
  • Santa Level 1 0.078333% Tier IV Premium ship Archived · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
Show all 6 containers (3 more)
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Archived · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '23 0.053333% Tier IV Premium ship Archived · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.047059% Tier IV Premium ship Event · Mystic Box · 1 of 17 ships
Official WG availability sources
  • “Origin of Wisdom” Campaign Breakdown Campaign Start: 2021-11-08 · End: 2021-12-20
    • "Origin of Wisdom" is here, bringing with it two new Premium ships—French Tier IV destroyer Siroco and mighty German Tier VII cruiser Mainz, which you can obtain as the Origin of Wisdom campaign’s end-milestone reward!
  • November update: Fury on the wings of wisdom Campaign Start: 2021-11-04
    • Siroco, a Premium Tier IV French destroyer, awaits you at the milestone 40 of the campaign.
  • December Update: Dragon's Breath Campaign Start: 2021-11-25
    • There’s still plenty of time to add two Premiums to your arsenal: French Tier IV destroyer Siroco at milestone 40 and German Tier VII cruiser Mainz at milestone 120—both are available if you have the Admiralty Backing.
  • Vive la France: Bastille Day in Legends Sale 2025-07-14
    • Another chained bundle—"Talon and Tempest"—features Tier IV destroyer Siroco at 20% off and Tier V destroyer Aigle at 15% off.
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 GD Supporters, pack math personalized to your port.

Builds

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

Open in Build Tool →

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 Siroco sits among Tier IV DDs (20 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.

BestMain battery caliber130 mm (1 of 8 tied) LongestAP fuse timer0.025 s (1 of 4 tied) BestTorpedo damage≈15,000 (1/21) Top 25%Time to 90% speed15.7 s (5/21) Bottom 25%Fires per minute2.7 (17/21) Bottom 25%HE DPM57,000 (17/21) Bottom 25%Acceleration (0-12 kt)5.2 s (17/21) Bottom 25%Engine power33,000 hp (19/21) Bottom 25%Power / turn radius60 hp/m (17/21) Bottom 25%Power-to-weight17.37 hp/t (17/21) Bottom 25%Effective HE DPM (incl. fire)76,537 (17/21) Bottom 25%AA DPS17 (17/21) Bottom 25%AA threat28 (17/21) Bottom 25%Torpedo speed58 kt (17/21) WorstMax speed33 kt (1 of 2 tied) WorstAP velocity725 m/s (1 of 4 tied) WorstHE velocity725 m/s (1 of 4 tied) WorstAP arming threshold22 mm (1 of 8 tied) WorstAP pen at 10 km54 mm (1 of 3 tied) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied)
See 19 mid-pack stats

Not standouts for Siroco -- 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 points11,900 HP(11/21) Concealment5.98 km(10/21) Smoke fire bloom2.31 km(13/21) Air detection2.99 km(11/21) Rudder shift3.1 s(15/21) Turning circle550 m(9/21) Main battery range10.02 km(9/21) Main battery reload8 s(15/21) HE shell damage1,900(8/21) AP shell damage2,300(7/19) AP DPM69,000(15/19) Main dispersion90.1 m(13/21) Displacement1,900 t(9/21) AA range3 km(13/21) Torpedo range6.99 km(11/21) Torpedo reaction time7.7 s(15/21) Torpedo reload75 s(15/21) NormSigma2(20 of 21 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit Points11,900
Displacement1,900 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.
105.6 x 9.83 m
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries24
Fire resistance
ƒtop hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
16.6%
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 × 11,900 HP = 1,071 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 × 11,900 HP = 1,190 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.
6,000
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.
3,600
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 × 1,200 = 2,400), 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.
1,200
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 × 8,900 = 17,800), 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.
8,900
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 × 400 = 800), 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.
400
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 × 700 = 1,400), 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.
700
Main Battery
ModuleArtillery: 130 mm/40 Mle 1919
Mounts / barrels4 mounts / 4 barrels
Reload time8 s
Firing range10 km
Turret traverse10 °/s
Turret armor3 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 ±133°, 2x ±125°
Guns to bear
ƒ180° − 133° (the most restricted aft-facing mount's arc) = 47° off bow; 180° − 125° (the most restricted forward-facing mount's arc) = 55° 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.
47° off bow / 55° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.0 km) shells land in an ellipse about 90 m wide and 54 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 =(1002030·8−0.51000+0.5)·30=90.1m
90.1 m at 10 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.1·0.6=54.1m
54.1 m at 10 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =90.1·0.62=27m
27 m at 10 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =54.1·0.62=16.2m
16.2 m at 10 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 8 s base reload = 30.
30
HE shells
HE alpha1,900
HE Velocity725 m/s
Fire Chance9%
HE fire DPM vs T4 BB19537
Effective HE DPM vs T4 BB76537
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 8 s base reload = 57,000.
57,000
Fires/min
ƒ30 shells/min × 0.09 (9% fire chance) = 2.7.
2.7
AP shells
AP alpha2,300
AP Velocity725 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1803·32.050.69·0.13−1.07·7251.38=155mm.
155 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10 km), where the shell has slowed to 335.3 m/s: P=10−7·1803·32.050.69·0.13−1.07·335.31.38=53.5mm.
53.5 mm at 10 km
AP full-salvo alpha
ƒ2,300 AP damage x 4 broadside guns = 9,200.
9,200
AP DPM
ƒ9,200 AP full-salvo alpha x 60 / 8 s base reload = 69,000.
69,000
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.
10
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time75 s
Projectile speed58.0 kt
Range6.99 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=45,000·0.333=15,000. 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.
≈ 15,000
Maximum damage (ammunition)
ƒ45,000 warhead alpha / 3 + 1,000 blast = 16,000. 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.
16,000
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.
1,000
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km58 kt×2.6855=7.7 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.7 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.99 per hit, shown as 1.99×100=199%. 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.
199%
Torpedo launcher traverse25 °/s
Launch arcscentreline 240°, 241°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming186 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 15,000 = 90,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
90,000
AA Defense
AA mount points4
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 CA Mle 19252×1 37mm
13.2 mm/76 CAD Mle 19292×2 13mm
Medium aura
Guns37 mm/50 CA Mle 1925
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.
4
Range3 km
Near aura
Guns13.2 mm/76 CAD Mle 1929
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.
13
Range1.2 km
Total DPS in Aura
ƒMedium 4 + Near 13 = 17
17
Maneuverability
Engine power33,000 hp
Maximum speed33.0 kt
Turning circle radius550 m
Rudder shift time3.1 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 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 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.
14.6 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 (29.7 kt of 33.0 kt).
15.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
26.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.8 = +2.2°/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 (+2.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.98 km x 0.955 = 5.71 km. Camouflage does not change detectability by air.
5.98 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.98 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.71 km.
5.71 km
Detectability by air2.99 km
Smoke firing penalty2.31 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.98 km) = 10.02 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.02 km
Detect when firing (air)
ƒAir detectability 2.99 km + gun-firing bloom 2.6 km = 5.59 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.
5.59 km
Detect when on fire (sea)
ƒSea detectability 5.98 km + 2.0 km while burning = 7.98 km.
7.98 km
Detect when on fire (air)
ƒAir detectability 2.99 km + 3.0 km while burning = 5.99 km.
5.99 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Engine Boost2 charges · 180 s reload · 120 s active · +20% 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 km26.2 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=0.5·10020=5010 m, and radiusOnMax=0.6 at 10020 m. Below the kink: k=0.2+(0.5−0.2)·50005010=0.4994, so σV=σH·k=52.5·0.4994=26.2m.
Shell scatter height @ 10 km54 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=0.5·10020=5010 m, and radiusOnMax=0.6 at 10020 m. Above the kink: k=0.5+(0.6−0.5)·10000−501010020−5010=0.5996, so σV=σH·k=90·0.5996=54m.
AP pen 5 km89 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 =10−7·1803·32.050.69·0.13−1.07·4831.38=89mm, where 483 m/s is the shell's speed when it arrives at 5 km (from 725 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 km54 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 =10−7·1803·32.050.69·0.13−1.07·336.11.38=54mm, where 336.1 m/s is the shell's speed when it arrives at 10 km (from 725 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 km7.44 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·0.3225·0.1328·34.85=6.14×10−5. That runs from a 725 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 km7.72 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·0.3225·0.1328·32.05=6.68×10−5. That runs from a 725 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)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,803
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 mass32.05 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 coefficient0.3225
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity725 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity725 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 time7.7 s
1200 m / (58.0 kt × 2.6855) = 7.7 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed58.0 kt
Travel time to max range44.9 s
6990 m / (58.0 kt × 2.6855) = 44.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage90,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 15,000 = 90,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range4
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 37 50 Mle 1925 2x1 -> 4 DPS @ 3 km; 13 2 76 Hotchkiss CAQ Mle 1929 twin 2x2 -> 13 DPS @ 1.2 km.
AA DPS layered by range4 DPS @ 3 km, 17 DPS @ 1.2 km
@ 3 km: 4 from one family; @ 1.2 km: 4 + 13 = 17. 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-blank17
4 + 13 = 17 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index28
4 × 3 + 13 × 1.2 = 28. 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

A Bourrasque-class destroyer that had a decisive effect on the development of the destroyer type in the French Navy. These ships differed from their foreign counterparts in their powerful 130 mm guns and 550 mm torpedo tubes.

Armor Beta

Hull HP 11,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,200 (10% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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.
Stern10 mm700 (6% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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.
Superstructure10 mm400 (3% 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 HP6,000 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 HP3,600 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.

Balance History

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

Buff ×2Main Battery ×3
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Tier IV Premium Siroco, Royal Navy Tier VII Premium Caprice, and German Tier VII Premium ZF-6 have also received the following changes to their Main Battery Reload booster:
  • Main Battery Reload Booster charges increased from 1 to 2.
  • Main Battery Reload Booster cooldown time decreased from 150 to 120 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Siroco can equip.

  • Siroco 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.