World of Warships: Legends ship guide

Le Fantasque

Also called: 空想 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 AP penHeavy HE shellsEngine BoostHigh fire chanceDeep-fuse APSlow acceleration
On this page
Community Data

Le Fantasque Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Le Fantasque 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: top-decile close-range AP pen in T7 DDs (244.6 mm) and top-decile long-range AP brick in T7 DDs (104.5 mm).

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.

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.

ELITE MAIN BATTERY
  • Close-range AP brick · 244.6 mm
  • Long-range AP brick · 104.5 mm
  • Heavy HE shells · 2200.0 damage
  • Deep-fuse AP · 0.03 s
Fast for the class

42.7 kt, top decile of T7 DDs. Lets you rotate flanks or escape disengagements.

Slow acceleration

~19.3 s to 90% of top speed, bottom decile of T7 DDs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Visible torps

1.8 km torpedo detect, bottom decile of T7 DDs. Easy to dodge if targets are looking.

Acquisition

How to get Le Fantasque

Le Fantasque is available in the Ambush 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.

Show France tech-tree branch diagram
France Tech Tree

Le Fantasque 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.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Le Fantasque 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.

BestHE shell damage2,200 (1 of 4 tied) BestAP fuse timer0.03 s (1 of 7 tied) Top 10%Max speed42.7 kt (3/34) Top 25%Main battery caliber139 mm (7/34) Top 25%HE fire chance10% (7/34) Top 25%AP shell damage2,950 (9/32) Top 25%Engine power74,000 hp (7/34) Top 25%Turn-speed retention107.2 hp/m (9/34) Top 25%Power-to-weight21.89 hp/t (7/34) Top 25%Torpedo speed72 kt (7/33) Bottom 25%Traverse-to-turn ratio5.48 × (29/34) Bottom 25%AP arming threshold23 mm (25/32) Bottom 25%Torpedo range8.01 km (27/33) Bottom 10%Acceleration19.3 s (32/34)
See 25 mid-pack stats

Not standouts for Le Fantasque -- 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 points18,500 HP(15/34) Concealment6.95 km(19/34) Air detection3.48 km(19/34) Rudder shift4.3 s(25/34) Main battery range10.95 km(14/34) Main battery reload5.4 s(25/34) Fires per minute5.56(17/34) HE DPM122,222(21/34) AP DPM163,889(24/32) Main dispersion89.7 m(11/34) AP velocity840 m/s(17/32) HE velocity840 m/s(17/34) Displacement3,380 t(25/34) AA DPS174(19/34) AA range3.5 km(21/34) AA threat490(19/34) Torpedo damage≈15,467(18/33) Torpedo reload90 s(11/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) Deck armor19 mm(11/28) 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: 15,400 → 18,500
Displacement3,380 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 139 mm/50 Mle 1929
Mounts / barrels5 mounts / 5 barrels
Reload time6 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 =(995930·80.51000+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
ƒ5 broadside guns x 60 / 6 s base reload = 50.
50
HE shells
HE Damage2,200
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,200 HE damage x 5 broadside guns = 11,000.
11,000
Base HE DPM
ƒ11,000 HE full-salvo alpha x 60 / 6 s base reload = 110,000.
110,000
Installed HE DPM
ƒ11,000 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 122,222.
122,222
Base fires/min
ƒ50 shells/min x 10% fire chance = 5.
5
AP shells
AP Damage2,950
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(139 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 =107·2400·39.90.69·0.1391.07·8401.38=273.8mm. Matches the in-game spec card.
273.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 418 m/s: P=107·2400·39.90.69·0.1391.07·4181.38=104.5mm.
104.5 mm
AP full-salvo alpha
ƒ2,950 AP damage x 5 broadside guns = 14,750.
14,750
Base AP DPM
ƒ14,750 AP full-salvo alpha x 60 / 6 s base reload = 147,500.
147,500
Installed AP DPM
ƒ14,750 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 163,889.
163,889
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 time90 s
Projectile speed72 kt
Range8.01 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=46,400·0.333=15,467.
≈ 15,467
Torpedo detectability1.8 km
Flooding chance311%
Torpedo launcher traverse26 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°26°/s=6.9s.
6.9 s
Torp Arming222 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 15,467 = 139,203.
139,203
AA Defense
AA mount points11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) + (24×3.5×0.95) = 174. 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.
174
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm/56 Bofors Mk2 (upgraded hull only)1×4 40mm
40 mm/56 Bofors Mk1 (upgraded hull only)2×2 40mm
20 mm/70 Mk48×1 20mm
40 mm/56 Bofors Mk3 (stock hull only)3×1 40mm
Medium aura
DPSInitial: 17 → 27
Range3.5 km
Near aura
DPSInitial: 26 → 24
Range2 km
Total DPS in Aura
ƒMedium 27 + Near 24 = 51
51
Maneuverability
Engine moduleEngine: 74,000 hp
Engine power74,000 hp
Maximum speed42.7 kt
Turning circle radius690 m
Rudder shift time4.3 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 (38.4 kt of 42.7 kt), from our in-house acceleration model.
19.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (42.3 kt of 42.7 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.
33 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·42.7·0.5144690=1.82°/s, so ratio=ωturretωhull=101.82=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea6.95 km
Detectability by air3.48 km
Smoke firing penalty2.8 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.95 km
Detect Fire Sea8.95 km
Detect Fire Air6.48 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost
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 points15,400 → 18,500
  • Rudder shift7.8 → 5.6 s
  • Close-range AA DPS43 → 51
Fire controlUpgrade
  • Main battery range9,959 → 10954.9 m
TorpedoesUpgrade
  • Reload95 → 90 s
  • Speed69 → 72 kt

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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9959}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 89.7\,\text{m}$
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 Close273.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 39.9^{0.69} \cdot 0.139^{-1.07} \cdot 840^{1.38} = 273.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far104.5 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 418 m/s: $P = 10^{-7}\cdot 2400 \cdot 39.9^{0.69} \cdot 0.139^{-1.07} \cdot 418^{1.38} = 104.5\,\text{mm}$.
HE penetration23 mm
23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(139 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 alpha5
All 5 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha11,000
2,200 HE damage x 5 broadside guns = 11,000.
AP full-salvo alpha14,750
2,950 AP damage x 5 broadside guns = 14,750.
Base HE DPM110,000
11,000 HE full-salvo alpha x 60 / 6 s base reload = 110,000.
Base AP DPM147,500
14,750 AP full-salvo alpha x 60 / 6 s base reload = 147,500.
Installed HE DPM122,222
11,000 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 122,222.
Installed AP DPM163,889
14,750 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 163,889.
Base shells/min50
5 broadside guns x 60 / 6 s base reload = 50.
Installed shells/min55.6
5 broadside guns x 60 / 5.4 s installed Artillery reload = 55.6.
Base fires/min5
50 shells/min x 10% fire chance = 5.
Installed fires/min5.56
55.6 shells/min x 10% fire chance = 5.56.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time9.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed72 kt
Travel time to max range42.8 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 damage139,203
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 15,467 = 139,203.
Per-side salvo damage139,203
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 15,467 = 139,203.

AA defense

Close-range AA DPS174
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) + (24×3.5×0.95) = 174. 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 index490
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 15,40018,500 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)1,500 (8% 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 mm13,900 (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)1,000 (5% 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 mm700 (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 HP9,300 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 (40 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 HP5,600 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Nerf ×4Buff ×8Main Battery ×5Torpedo ×4Concealment ×2
2023-01-12

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 2,700 to 2,950.
  • Main Battery Reload Booster charges increased from 1 to 2.
  • Main Battery Reload Booster duration increased from 15 to 20 s.
  • Torpedo armament.
  • Reload speed reduced from 90 to 95 s.
  • Torpedo detectability range decreased from 1.9 to 1.8 km.
  • Torpedo damage decreased from 18,400 to 16,667.
  • Reload speed reduced from 86 to 90 s.
  • +2 more official change lines in the source post.
Read the full official post
2021-05-13

May Update: Things Are Heating Up!

  • Default torpedo speed decreased from 75 kts to 69 kts; upgraded torpedoes—from 76 kts to 70 kts.
  • Default and upgraded torpedo detectability range by sea increased from 1.8 km to 1.9 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Le Fantasque 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.