World of Warships: Legends ship guide

Jaguar

Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • 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
Key characteristics
Heavy, fast torpedoesHeavy HE shellsHigh HE / fire outputHigh fire chanceEngine BoostStiff AP fuse
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Community Data

Jaguar Community Stats

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Playstyle

Overview

Jaguar 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. Standout traits: best high HP pool in T4 DDs (16,600 HP) and best HE alpha in T4 DDs (2,050).

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

Engine Boost

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

High HP pool

16600.0 HP, best of T4 DDs.

ELITE MAIN BATTERY
  • Heavy HE shells · 2050.0 damage
  • High fire chance · 9.0%
  • Deep-fuse AP · 0.03 s
  • High fire pressure · 4.09 fires
  • Big-caliber overmatch · 9.0 mm
Stiff AP fuse

22.0 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 Jaguar

Jaguar is available in the Ambush Destroyers branch of the France Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

Show France tech-tree branch diagram
France Tech Tree

Jaguar sits in the Ambush Destroyers 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 Jaguar sits among Tier IV DDs (21 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 points16,600 HP (1/21) BestMain battery caliber130 mm (1 of 8 tied) BestFires per minute4.09 (1/21) BestAP fuse timer0.03 s (1 of 4 tied) Top 25%Traverse-to-turn ratio6.31 × (6/21) Top 25%Main battery range10.06 km (6/21) Top 25%HE DPM93,182 (4/21) Top 25%AP shell damage2,450 (5/19) Top 25%Engine power50,000 hp (4/21) Top 25%Torpedo damage≈13,733 (4/21) Top 25%Torpedo speed68 kt (4/21) Bottom 10%Rudder shift4.1 s (20/21) Bottom 10%Acceleration18.1 s (20/21) Bottom 10%Power-to-weight16.26 hp/t (20/21) Bottom 10%Torpedo reload90 s (20/21) WorstAP velocity725 m/s (1 of 4 tied) WorstHE velocity725 m/s (1 of 4 tied) WorstAP arming threshold22 mm (1 of 8 tied) WorstDisplacement3,075 t (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstDeck armor10 mm (1 of 10 tied)
See 12 mid-pack stats

Not standouts for Jaguar -- 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 speed35.5 kt(16/21) Concealment6.03 km(13/21) Air detection3.02 km(13/21) Main battery reload6.6 s(11/21) AP DPM111,364(6/19) Main dispersion83.6 m(10/21) Turn-speed retention75.8 hp/m(7/21) AA DPS27(15/21) AA range3 km(13/21) AA threat51(15/21) Torpedo range6.99 km(11/21) NormSigma2(20 of 21 tied at this value)
Survivability
Hit PointsInitial: 12,800 → 16,600
Displacement3,075 t
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries24
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/40 Mle 1919
Mounts / barrels5 mounts / 5 barrels
Reload time6.6 s
Firing range (base)9.1 km
Firing range (top fire control)10.1 km
Turret traverse10 °/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 =(914830·80.51000+0.5)·30=83.6m
83.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.6·0.6=50.2m
50.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =83.6·0.319(σ=2)=26.7m
26.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =50.2·0.319(σ=2)=16m
16 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ5 broadside guns x 60 / 6.6 s base reload = 45.5.
45.5
HE shells
HE Damage2,050
HE Velocity725 m/s
Fire Chance9%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ2,050 HE damage x 5 broadside guns = 10,250.
10,250
Base HE DPM
ƒ10,250 HE full-salvo alpha x 60 / 6.6 s base reload = 93,182.
93,182
Base fires/min
ƒ45.5 shells/min x 9% fire chance = 4.09.
4.09
AP shells
AP Damage2,450
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1803·32.050.69·0.131.07·7251.38=155mm. Matches the in-game spec card.
155 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.6 km), where the shell has slowed to 294.5 m/s: P=107·1803·32.050.69·0.131.07·294.51.38=44.7mm.
44.7 mm
AP full-salvo alpha
ƒ2,450 AP damage x 5 broadside guns = 12,250.
12,250
Base AP DPM
ƒ12,250 AP full-salvo alpha x 60 / 6.6 s base reload = 111,364.
111,364
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 time90 s
Projectile speed68 kt
Range6.99 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=41,200·0.333=13,733.
≈ 13,733
Torpedo detectability1.4 km
Flooding chance246%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming210 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.
82,398
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (5×3.5×0.95) = 27. 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.
27
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
13.2 mm/76 CAD Mle 1929Initial: 13.2 mm/76 Mle 1929 (2×1) → 13.2 mm/76 CAD Mle 1929 (2×2)
37 mm/50 Mle 1933 (upgraded hull only)2×2 37mm
75 mm/50 Mle 1922 (stock hull only)2×1 75mm
Medium aura
DPSInitial: 2 → 3
Range3 km
Near aura
DPSInitial: 3 → 5
Range1.2 km
Total DPS in Aura
ƒMedium 3 + Near 5 = 8
8
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed35.5 kt
Turning circle radius660 m
Rudder shift time4.1 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt), from our in-house acceleration model.
18.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
31 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·35.5·0.5144660=1.59°/s, so ratio=ωturretωhull=101.59=6.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.3× slow
Concealment
Detectability by sea6.03 km
Detectability by air3.02 km
Smoke firing penalty2.33 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.03 km
Detect Fire Sea8.03 km
Detect Fire Air6.02 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s 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.

HullUpgrade
  • Hit points12,800 → 16,600
  • Rudder shift7.4 → 5.3 s
  • Close-range AA DPS5 → 8
Fire controlUpgrade
  • Main battery range9,148 → 10062.8 m
TorpedoesUpgrade
  • Reload95 → 90 s
  • Speed66 → 68 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 Disp83.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9148}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 83.6\,\text{m}$
Max Vert Disp50.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 83.6 \cdot 0.6 = 50.2\,\text{m}$
Med Horiz Disp26.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 83.6 \cdot 0.319\;(\sigma = 2) = 26.7\,\text{m}$
Med Vert Disp16 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 50.2 \cdot 0.319\;(\sigma = 2) = 16\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close155 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1803 \cdot 32.05^{0.69} \cdot 0.13^{-1.07} \cdot 725^{1.38} = 155\,\text{mm}$. Matches the in-game spec card.
AP Pen Far44.7 mm
Same formula at the ship's max firing range (12.6 km), where the shell has slowed to 294.5 m/s: $P = 10^{-7}\cdot 1803 \cdot 32.05^{0.69} \cdot 0.13^{-1.07} \cdot 294.5^{1.38} = 44.7\,\text{mm}$.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 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 alpha5
All 5 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha10,250
2,050 HE damage x 5 broadside guns = 10,250.
AP full-salvo alpha12,250
2,450 AP damage x 5 broadside guns = 12,250.
Base HE DPM93,182
10,250 HE full-salvo alpha x 60 / 6.6 s base reload = 93,182.
Base AP DPM111,364
12,250 AP full-salvo alpha x 60 / 6.6 s base reload = 111,364.
Base shells/min45.5
5 broadside guns x 60 / 6.6 s base reload = 45.5.
Base fires/min4.09
45.5 shells/min x 9% fire chance = 4.09.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed68 kt
Travel time to max range39.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage82,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.
Per-side salvo damage82,398
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,733 = 82,398.

AA defense

Close-range AA DPS27
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (5×3.5×0.95) = 27. 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 index51
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 12,80016,600 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 & stern10 mm

Overmatched by 134+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,400 (8% of HP)
Overmatched by 150mm+ (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 (4% of HP)
Overmatched by 150mm+ (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 (2% 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 HP8,300 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 (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 HP5,000 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
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Nerf ×2Buff ×6Main Battery ×3Torpedo ×6Concealment ×1
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Main battery armament.
  • HE shell damage increased from 1,900 to 2,050.
  • AP shell damage increased from 2,300 to 2,450.
  • Torpedo armament.
  • Stock torpedo reload speed reduced from 90 to 95 s.
  • Stock torpedo speed increased from 57 to 66 kts.
  • Upgraded torpedo reload speed reduced from 88 to 90 s.
  • Upgraded torpedo speed increased from 59 to 68 kts.
  • Torpedo detectability range increased from 1.2 to 1.4 km.
  • Torpedo damage decreased from 18,400 to 14,833.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Jaguar 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.