World of Warships: Legends ship guide

L'Aventurier

Beta
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 you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (11 km)Lobs over islandsSmokeEngine BoostBow-tankerHeavy belt
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Community Data

L'Aventurier Community Stats

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Playstyle

Overview

L'Aventurier is a Tier VII 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 smoke duration in T7 DDs (20 s) and top-decile extra smoke charges in T7 DDs (4).

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.

Extra smoke charges

4.0 Smoke Generator charges, top decile of T7 DDs.

ELITE ARMOR
  • Bow-tanker
  • Heavy belt
  • Heavy armor deck
High-arc howitzer

Steep impact angle. Shells lob over island cover into targets you can't see directly.

Acquisition

How to get L'Aventurier

L'Aventurier is available in the French Torpedo Destroyers branch of the France Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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
France Tech Tree

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

Best listed chance for this ship

Official WG availability sources
Show direct source rows

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 L'Aventurier sits among Tier VII DDs (34 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 profile6.71 km / 3.35 km (6/34 / 7/34) Top 25%Acceleration16 s (5/34) Top 25%Turn-speed retention109 hp/m (8/34) Top 25%Power-to-weight23.08 hp/t (6/34) Bottom 25%Max speed35 kt (28/34) Bottom 25%Main battery reload5.9 s (29/34) Bottom 25%AP DPM146,441 (28/32) Bottom 25%AP velocity800 m/s (27/32) Bottom 25%Torpedo damage≈12,500 (28/33) WorstTorpedo speed40 kt (33/33)
See 28 mid-pack stats

Not standouts for L'Aventurier -- 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 points16,700 HP(23/34) Rudder shift4 s(21/34) Traverse-to-turn ratio6.01 ×(24/34) Main battery caliber130 mm(13/34) Main battery range10.96 km(13/34) HE shell damage1,950(11/34) HE fire chance9%(10/34) Fires per minute5.49(20/34) HE DPM118,983(23/34) AP shell damage2,400(15/32) Main dispersion89.7 m(11/34) HE velocity840 m/s(17/34) AP arming threshold22 mm(21/32) Engine power67,600 hp(12/34) Displacement2,929 t(19/34) AA DPS139(25/34) AA range3.5 km(21/34) AA threat456(21/34) Torpedo range11 km(10/33) Torpedo reload115 s(25/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) Deck armor19 mm(11/28) NormAP fuse timer0.01 s(25 of 32 tied at this value) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit PointsInitial: 15,700 → 16,700
Displacement2,929 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries22
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/45 Mle 1935
Mounts / barrels3 mounts / 6 barrels
Reload time6.5 s
Firing range (base)10 km
Firing range (top fire control)11 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 =(996030·80.51000+0.5)·30=89.7m
89.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.7·0.6=53.8m
53.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =89.7·0.32(σ=2)=28.7m
28.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53.8·0.32(σ=2)=17.2m
17.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 6.5 s base reload = 55.4.
55.4
HE shells
HE Damage1,950
HE Velocity840 m/s
Fire Chance9%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,950 HE damage x 6 broadside guns = 11,700.
11,700
Base HE DPM
ƒ11,700 HE full-salvo alpha x 60 / 6.5 s base reload = 108,000.
108,000
Installed HE DPM
ƒ11,700 HE full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 118,983.
118,983
Base fires/min
ƒ55.4 shells/min x 9% fire chance = 4.98.
4.98
AP shells
AP Damage2,400
AP Velocity800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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 =107·2100·32.10.69·0.131.07·8001.38=207mm. Matches the in-game spec card.
207 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 260.6 m/s: P=107·2100·32.10.69·0.131.07·260.61.38=44mm.
44 mm
AP full-salvo alpha
ƒ2,400 AP damage x 6 broadside guns = 14,400.
14,400
Base AP DPM
ƒ14,400 AP full-salvo alpha x 60 / 6.5 s base reload = 132,923.
132,923
Installed AP DPM
ƒ14,400 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 146,441.
146,441
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 lance-torpilles
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time115 s
Projectile speed40 kt
Range11 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=37,500·0.333=12,500.
≈ 12,500
Torpedo detectability1 km
Flooding chance80%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming123 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 12,500 = 112,500.
112,500
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: (34×3.5×1) + (6×3.5×0.95) = 139. 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.
139
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm/70 ACAD Mle 19364×2 37mm
20 mm/70 Mk4 (upgraded hull only)2×1 20mm
13.2 mm/76 CAD Mle 1929 (stock hull only)2×2 13mm
Medium aura
DPSInitial: 35 → 34
Range3.5 km
Near aura
DPS6
Range2 km
Total DPS in Aura
ƒMedium 34 + Near 6 = 40
40
Maneuverability
Engine moduleEngine: 67,600 hp
Engine power67,600 hp
Maximum speed35 kt
Turning circle radius620 m
Rudder shift time4 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 (31.5 kt of 35 kt), from our in-house acceleration model.
16 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
27 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·35.0·0.5144620=1.66°/s, so ratio=ωturretωhull=101.66=6.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.0× slow
Concealment
Detectability by sea6.71 km
Detectability by air3.35 km
Smoke firing penalty2.55 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.71 km
Detect Fire Sea8.71 km
Detect Fire Air6.35 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 90 s reload · 15 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 points15,700 → 16,700
  • Close-range AA DPS41 → 40
Fire controlUpgrade
  • Main battery range9,960 → 10,956 m
TorpedoesUpgrade
  • Range10 → 11 km
  • Reload125 → 115 s
  • Alpha damage36,000 → 37,500
  • Display damage12,000 → 12,500

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

Shell Grouping (σ)2
Max Horiz Disp89.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9960}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 89.7\,\text{m}$
Max Vert Disp53.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 89.7 \cdot 0.6 = 53.8\,\text{m}$
Med Horiz Disp28.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 89.7 \cdot 0.32\;(\sigma = 2) = 28.7\,\text{m}$
Med Vert Disp17.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 53.8 \cdot 0.32\;(\sigma = 2) = 17.2\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close207 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2100 \cdot 32.1^{0.69} \cdot 0.13^{-1.07} \cdot 800^{1.38} = 207\,\text{mm}$. Matches the in-game spec card.
AP Pen Far44 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 260.6 m/s: $P = 10^{-7}\cdot 2100 \cdot 32.1^{0.69} \cdot 0.13^{-1.07} \cdot 260.6^{1.38} = 44\,\text{mm}$.
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 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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha11,700
1,950 HE damage x 6 broadside guns = 11,700.
AP full-salvo alpha14,400
2,400 AP damage x 6 broadside guns = 14,400.
Base HE DPM108,000
11,700 HE full-salvo alpha x 60 / 6.5 s base reload = 108,000.
Base AP DPM132,923
14,400 AP full-salvo alpha x 60 / 6.5 s base reload = 132,923.
Installed HE DPM118,983
11,700 HE full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 118,983.
Installed AP DPM146,441
14,400 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 146,441.
Base shells/min55.4
6 broadside guns x 60 / 6.5 s base reload = 55.4.
Installed shells/min61
6 broadside guns x 60 / 5.9 s installed Artillery reload = 61.
Base fires/min4.98
55.4 shells/min x 9% fire chance = 4.98.
Installed fires/min5.49
61 shells/min x 9% fire chance = 5.49.

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 range105.8 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 damage112,500
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 12,500 = 112,500.
Per-side salvo damage112,500
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 12,500 = 112,500.

AA defense

Close-range AA DPS139
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×1) + (6×3.5×0.95) = 139. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index456
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 Beta

Hull HP 15,70016,700 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 & stern19 mm

Overmatched by 135+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,300 (14% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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 mm12,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)1,600 (10% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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.
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 HP8,400 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 (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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior L'Aventurier can equip, from in-game data.

  • L'Aventurier default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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