World of Warships: Legends ship guide

Duguay-Trouin

Also called: 迪盖-特鲁安 Beta
AP citadel cruiserGuns earn citadels on broadsides; Sonar contests islands and smoke without exposing the hull.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Heavy AP pen13 km gun rangeSonarHigh HP poolHeavy powerplantEasily spotted
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Community Data

Duguay-Trouin Community Stats

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Playstyle

Overview

Duguay-Trouin is a Tier III French light cruiser whose 155mm guns earn citadels on broadsides (146,667 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Standout traits: best AP overmatch threshold in T3 CAs (10.8 mm) and best close-range AP pen in T3 CAs (259.7 mm).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.5 km on ships, 2.5 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. 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

Open-water broadside trading

Her 155mm shells citadel cruisers on the wrong frame, and her 26,700-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

ELITE MAIN BATTERY
  • Big-caliber overmatch · 10.8 mm
  • Close-range AP brick · 259.7 mm
  • Long-range AP brick · 77.7 mm
  • Long gun range · 13.14 km
High HP pool

26700.0 HP, best of T3 CAs.

Heavy powerplant

100000.0 hp engine, best of T3 CAs. More headroom for accelerating out of stops and maintaining speed in turns.

Stiff AP fuse

26.0 mm AP arming threshold, worst of T3 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Sluggish rudder

7.8 s rudder shift, worst of T3 CAs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Duguay-Trouin

Duguay-Trouin is available in the Rapid Cruisers branch of the France Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show France tech-tree branch diagram
France Tech Tree

Duguay-Trouin sits in the Rapid Cruisers branch. The highlighted path shows the local branch context inside the full France tree.

Builds Beta

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

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Cohort position

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Where Duguay-Trouin sits among Tier III CAs (13 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.

BestHit points26,700 HP (1/13) BestMain battery caliber155 mm (1/13) BestEngine power100,000 hp (1 of 2 tied) Top 10%Main battery range13.14 km (2/13) Top 10%AP shell damage3,300 (2/13) Top 10%Turn-speed retention149.3 hp/m (2/13) Top 25%HE fire chance11% (3/12) Top 25%AP velocity870 m/s (3/13) Top 25%HE velocity870 m/s (3/12) Top 25%Acceleration23.8 s (4/13) Top 25%Torpedo damage≈11,233 (4/12) Top 25%End plates13 mm (4/13 / 4/13) Bottom 25%Stealth profile10.9 km / 6.54 km (12/13 / 12/13) Bottom 25%Main battery reload12 s (12/13) Bottom 25%AP fuse timer0.01 s (11/13) Bottom 25%AA threat191 (11/13) Bottom 25%Torpedo reload84 s (11/12) WorstRudder shift7.8 s (1 of 2 tied) WorstNo secondaries (9 of 13 in cohort) WorstAP arming threshold26 mm (13/13) WorstDisplacement9,350 t (13/13) WorstMax armor30 mm (13/13) WorstCitadel belt20 mm (13/13)
See 16 mid-pack stats

Not standouts for Duguay-Trouin -- 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.

Max speed33 kt(7/13) Traverse-to-turn ratio5.51 ×(6/13) HE shell damage2,200(5/12) Fires per minute4.4(6/12) HE DPM88,000(8/12) AP DPM132,000(6/13) Main dispersion115.4 m(9/13) Power-to-weight10.7 hp/t(7/13) AA DPS126(5/13) AA range3 km(10/13) Torpedo range6.51 km(5/12) Torpedo speed58 kt(6/12) Deck armor30 mm(7/13) NormSigma2(12 of 13 tied at this value) NormAP ricochet start45°(12 of 13 tied at this value) NormAP auto-bounce angle60°(12 of 13 tied at this value)
Survivability
Hit PointsInitial: 22,900 → 26,700
Displacement9,350 t
Armor range10–30 mm
Plate armor thicknesses10, 13, 14, 16, 20, 30 mm
Armor material/layer entries44
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction4%
Main Battery
ModuleArtillery: 155 mm/50 Mle 1921
Mounts / barrels4 mounts / 8 barrels
Reload time12 s
Firing range (base)11.9 km
Firing range (top fire control)13.1 km
Turret traverse8 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1194530·81.11000+1.1)·30=115.4m
115.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =115.4·0.6=69.3m
69.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =115.4·0.32(σ=2)=36.9m
36.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =69.3·0.319(σ=2)=22.1m
22.1 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 12 s base reload = 40.
40
HE shells
HE Damage2,200
HE Velocity870 m/s
Fire Chance11%
HE penetration
ƒ26 mm ≈ 155 mm caliber / 6 (standard HE penetration ratio).
26 mm
HE full-salvo alpha
ƒ2,200 HE damage x 8 broadside guns = 17,600.
17,600
Base HE DPM
ƒ17,600 HE full-salvo alpha x 60 / 12 s base reload = 88,000.
88,000
Base fires/min
ƒ40 shells/min x 11% fire chance = 4.4.
4.4
AP shells
AP Damage3,300
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold26 mm
AP overmatch
ƒfloor(155 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2214·56.50.69·0.1551.07·8701.38=299.9mm. Matches the in-game spec card.
299.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.4 km), where the shell has slowed to 326.9 m/s: P=107·2214·56.50.69·0.1551.07·326.91.38=77.7mm.
77.7 mm
AP full-salvo alpha
ƒ3,300 AP damage x 8 broadside guns = 26,400.
26,400
Base AP DPM
ƒ26,400 AP full-salvo alpha x 60 / 12 s base reload = 132,000.
132,000
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 19D Mle 2
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time84 s
Projectile speed58 kt
Range6.51 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=33,700·0.333=11,233.
≈ 11,233
Torpedo detectability1.2 km
Flooding chance199%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming179 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,233 = 67,398.
67,398
AA Defense
AA mount points10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.9) + (35×3.5×0.85) = 126. 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.
126
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
75 mm/50 Mle 19224×1 75mm
13.2 mm/76 CAD Mle 1929 (upgraded hull only)6×2 13mm
8 mm Mle 1914 (stock hull only)6×1 8mm
Far aura
DPSInitial: 5 → 7
Range3 km
Near aura
DPS35
Range1.2 km
Total DPS in Aura
ƒFar 7 + Near 35 = 42
42
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed33 kt
Turning circle radius670 m
Rudder shift time7.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
23.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
38.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.0·0.5144670=1.45°/s, so ratio=ωturretωhull=81.45=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea10.9 km
Detectability by air6.54 km
Smoke firing penalty5.05 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.9 km
Detect Fire Sea12.9 km
Detect Fire Air9.54 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.48 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 116×301000=3.48 km
· 2.52 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 84×301000=2.52 km
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points22,900 → 26,700
  • Rudder shift14.2 → 10.2 s
  • Close-range AA DPS15 → 42
Fire controlUpgrade
  • Main battery range11,945 → 13139.5 m
TorpedoesUpgrade
  • Range6 → 6.51 km
  • Speed57 → 58 kt

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp115.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11945}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 115.4\,\text{m}$
Shell scatter width @ 10 km102 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.
Max Vert Disp69.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 115.4 \cdot 0.6 = 69.3\,\text{m}$
Shell scatter height @ 10 km57.9 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.
Med Horiz Disp36.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 115.4 \cdot 0.32\;(\sigma = 2) = 36.9\,\text{m}$
Med Vert Disp22.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 69.3 \cdot 0.319\;(\sigma = 2) = 22.1\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close299.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2214 \cdot 56.5^{0.69} \cdot 0.155^{-1.07} \cdot 870^{1.38} = 299.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far77.7 mm
Same formula at the ship's max firing range (16.4 km), where the shell has slowed to 326.9 m/s: $P = 10^{-7}\cdot 2214 \cdot 56.5^{0.69} \cdot 0.155^{-1.07} \cdot 326.9^{1.38} = 77.7\,\text{mm}$.
HE penetration26 mm
26 mm ≈ 155 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(155 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha26,400
3,300 AP damage x 8 broadside guns = 26,400.
Base HE DPM88,000
17,600 HE full-salvo alpha x 60 / 12 s base reload = 88,000.
Base AP DPM132,000
26,400 AP full-salvo alpha x 60 / 12 s base reload = 132,000.
Base shells/min40
8 broadside guns x 60 / 12 s base reload = 40.
Base fires/min4.4
40 shells/min x 11% fire chance = 4.4.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed58 kt
Travel time to max range43.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage134,796
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 11,233 = 134,796.
Per-side salvo damage67,398
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,233 = 67,398.

AA defense

Close-range AA DPS126
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.9) + (35×3.5×0.85) = 126. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index191
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

Armor Beta

Hull HP 22,90026,700 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.

Bow & stern13 mm

Overmatched by 52+ 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 10%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–30 mm)3,600 (13% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 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)14 mm20,000 (75% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm14 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–20 mm)2,600 (10% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 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: 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 mm primary (range 10–30 mm)1,000 (4% 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 HP13,400 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 (75 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 HP8,000 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Duguay-Trouin default exterior
    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.

Source status No high-context source card yet Filtered for precision