Guépard
Also called: 猎豹 Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
- Avoid: Trading guns in open water against peer DDs
On this page
Guépard Community Stats
Log in to GamingDiver and upload your data to see Community Data for Guépard: community win rate, damage, survival, spotting, and your own comparison.
Guépard Community Stats
Record History
Playstyle
Overview
Guépard is a Tier V 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. Standout traits: best high HP pool in T5 DDs (17,200 HP) and best HE alpha in T5 DDs (2,200).
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; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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
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.
Signature Traits
+20% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
17200.0 HP, best of T5 DDs.
- Heavy HE shells · 2200.0 damage
- Deep-fuse AP · 0.03 s
- High fire chance · 9.0%
- Big-caliber overmatch · 9.6 mm
16.0 mm superstructure, best of T5 DDs. HE farms less.
23.0 mm AP arming threshold, bottom decile of T5 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Guépard
Guépard is available in the Ambush Destroyers branch of the France Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. 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.
Show France tech-tree branch diagram
Guépard sits in the Ambush Destroyers branch. The highlighted path shows the local branch context inside the full France tree.
Best listed chance for this ship
- Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
-
Santa Level 3
0.239583%
Tier V Premium ship
Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
Show 2 paths
- Santa Level 30.202083%
- Santa Level 3 → Santa Level 40.0375%
- Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
Show all 6 containers (3 more)
-
Santa Level 2
0.106771%
Tier V Premium ship
Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
Show 4 paths
- Santa Level 20.058333%
- Santa Level 2 → Santa Level 30.030312%
- Santa Level 2 → Santa Level 40.0125%
- Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
-
Champion's Box
0.047917%
Tier V Premium ship
Event containers · Champion's Box · 2 paths combined · 1 of 24 ships
Show 2 paths
- Champion's Box → Santa Level 30.040417%
- Champion's Box → Santa Level 3 → Santa Level 40.0075%
-
Santa Level 1
0.03437%
Tier V Premium ship
Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
Show 6 paths
- Santa Level 1 → Santa Level 30.010104%
- Santa Level 1 → Santa Level 20.00875%
- Santa Level 10.00825%
- Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
- Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Piñata Chest 0.16% · Tier V or VI Premium ship
- Santa Level 1 0.00825% · Tier V Premium ship
- Santa Level 2 0.058333% · Tier V Premium ship
- Santa Level 3 0.202083% · Tier V Premium ship
- Santa Level 4 0.25% · Tier V Premium ship
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Guépard sits among Tier V 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 21 mid-pack stats
Not standouts for Guépard -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
5 broadside guns x 60 / 5.3 s base reload = 56.6.HE shells
ƒ
23 mm ≈ 138 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 5 broadside guns = 11,000.ƒ
11,000 HE full-salvo alpha x 60 / 5.3 s base reload = 124,528.ƒ
56.6 shells/min x 9% fire chance = 5.09.AP shells
ƒ
floor(138 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: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 315.1 m/s: .ƒ
2,850 AP damage x 5 broadside guns = 14,250.ƒ
14,250 AP full-salvo alpha x 60 / 5.3 s base reload = 161,321.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
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×1) + (14×3.5×0.95) = 78. 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 9 + Near 14 = 23ƒ
Time to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (35.6 kt of 36 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
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
See all derived stats
Show
▾
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9633}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 87.2\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 87.2 \cdot 0.6 = 52.3\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 87.2 \cdot 0.32\;(\sigma = 2) = 27.9\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 52.3 \cdot 0.319\;(\sigma = 2) = 16.7\,\text{m}$Standard destroyer dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2124 \cdot 40.4^{0.69} \cdot 0.139^{-1.07} \cdot 700^{1.38} = 190\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 315.1 m/s: $P = 10^{-7}\cdot 2124 \cdot 40.4^{0.69} \cdot 0.139^{-1.07} \cdot 315.1^{1.38} = 63.2\,\text{mm}$.23 mm ≈ 138 mm caliber / 6 (standard HE penetration ratio).floor(138 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 5 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,200 HE damage x 5 broadside guns = 11,000.2,850 AP damage x 5 broadside guns = 14,250.11,000 HE full-salvo alpha x 60 / 5.3 s base reload = 124,528.14,250 AP full-salvo alpha x 60 / 5.3 s base reload = 161,321.5 broadside guns x 60 / 5.3 s base reload = 56.6.56.6 shells/min x 9% fire chance = 5.09.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×1) + (14×3.5×0.95) = 78. 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 Beta
Hull HP 14,200 → 17,200 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.
Overmatched by 92+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 15–16 mm) | 1,400 (8% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)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 mm | 12,900 (75% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 15–16 mm) | 900 (5% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 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. |
| Superstructure | 16 mm | 600 (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 HP | 8,600 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 (37 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 | 5,200 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Guépard. Cards are condensed; use each source link for full context.
Ministry of Balance Reports: Big Small Changes!
- Main battery armament.
- HE shell damage increased from 2,000 to 2,200.
- AP shell damage increased from 2,600 to 2,850.
- AP shell service cost increased from 0 to 12 credits per shell (this is fixing it to normal for a 138.6 mm shell).
- Main Battery Reload Booster charges increased from 1 to 2.
- Main Battery Reload Booster cooldown time decreased from 150 to 120 s.
- Torpedo armament.
- Reload speed reduced from 90 to 95 s.
- Speed increased from 57 to 66 kts.
- Torpedo detectability range increased from 1.2 to 1.4 km.
- +2 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior Guépard can equip, from in-game data.
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.
