World of Warships: Legends ship guide

Kléber

Also called: 克莱贝尔 Beta
France · Tier ★ · Destroyer · Premium
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 your fires-per-minute
  • Avoid: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
Heavy AP penReload BoosterEngine BoostHigh fire chance (HE sidearm)Deep-fuse APSlow reload
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Community Data

Kléber Community Stats

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Playstyle

Overview

Kléber is a Legendary 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. With no smoke to reset a bad trade, her positioning has to do the work the consumable would. Her 139mm guns reload in 6.3 s. Standout traits: best AP overmatch threshold in Legendary DDs (9.7 mm) and best long-range AP brick in Legendary DDs (122.8 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; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 11 km of reach against 7.3 km of detection leaves about 3.7 km in which you can shoot before the answer arrives.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

Engine Boost

+20% speed (about +8.8 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Big-caliber AP overmatch · 9.7 mm
  • Long-range AP brick · 122.75 mm
  • Close-range AP brick · 244.6 mm
  • High fire chance · 10%
  • Deep-fuse AP · 0.03 s
MIXED MAIN BATTERY
  • Slow reload · 6.3 s
  • Stiff AP fuse · 23 mm
Acquisition

How to get Kléber

Kléber is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds

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

Open in Build Tool →

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Cohort position

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Where Kléber sits among Legendary DDs (11 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.

BestMax speed44 kt (1/12) BestMain battery caliber139 mm (1 of 2 tied) BestHE fire chance10% (1 of 2 tied) BestAP fuse timer0.03 s (1/10) BestAP pen at 10 km132 mm (1/10) Top 25%HE shell damage2,000 (3/12) Top 25%Engine power96,842 hp (3/11) Top 25%Turn-speed retention130.9 hp/m (3/11) Top 25%Power-to-weight23.57 hp/t (3/11) Top 25%Torpedo speed75 kt (3/12) Top 25%Torpedo reload85 s (3/12) Bottom 25%Stealth profile7.3 km / 3.65 km (10/12 / 10/12) Bottom 25%Smoke fire bloom2.94 km (11/12) Bottom 25%Traverse-to-turn ratio5.71 × (11/12) Bottom 25%AP DPM205,714 (9/10) Bottom 25%AA DPS200 (10/12) Bottom 25%AA range4.5 km (10/12) Bottom 25%Torpedo range6.03 km (11/12) Bottom 25%Torpedo reaction time8.9 s (11/12) WorstMain battery reload6.3 s (1 of 2 tied) WorstAcceleration19.3 s (11/11) WorstAP arming threshold23 mm (1 of 2 tied)
See 21 mid-pack stats

Not standouts for Kléber -- 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 points21,900 HP(5/12) Rudder shift4.8 s(9/12) Turning circle740 m(9/12) Main battery range11.04 km(8/12) Fires per minute7.62(6/12) HE DPM152,381(7/12) AP shell damage2,700(4/10) Main dispersion97.8 m(6/12) AP velocity840 m/s(4/10) HE velocity840 m/s(5/12) Displacement4,108 t(8/12) Effective HE DPM (incl. fire)214,844(7/12) AA threat900(7/12) Torpedo damage≈16,000(6/12) NormSigma2(11 of 12 tied at this value) NormAP ricochet start45°(7 of 10 tied at this value) NormAP auto-bounce angle60°(7 of 10 tied at this value) NormTurn speed retained81%(9 of 12 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(10 of 12 tied at this value) NormDeck armor19 mm(8 of 10 tied at this value)
Survivability
Hit Points21,900
Displacement4,108 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
141 x 13.2 m
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,971 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (2,190 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
11,000
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
6,600
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 139 mm/50 Mle 1929
Mounts / barrels4 mounts / 8 barrels
Reload time7 s
Firing range11 km
Turret traverse10 °/s
Turret armor10 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
4x ±156°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
24° off bow / 24° off stern
HE fire DPM vs T8 BB56209
Effective HE DPM vs T8 BB193352
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 =(1104530·80.51000+0.5)·30=97.8m
97.8 m at 11 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.8·0.6=58.7m
58.7 m at 11 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.8·0.62=29.4m
29.4 m at 11 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.7·0.62=17.6m
17.6 m at 11 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 7 s base reload = 68.6. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 6.3 s all-upgrades reload = 76.2.
Initial: 68.6 → 76.2
HE shells
HE Damage2,000
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,000 HE damage x 8 broadside guns = 16,000.
16,000
HE DPM
ƒZero upgrades: 16,000 HE full-salvo alpha x 60 / 7 s base reload = 137,143. All upgrades (Main Battery Mod. 3 = -10% reload): 16,000 HE full-salvo alpha x 60 / 6.3 s all-upgrades reload = 152,381.
Initial: 137,143 → 152,381
Fires/min
ƒZero upgrades: 68.6 shells/min x 10% fire chance = 6.86. All upgrades (Main Battery Mod. 3 = -10% reload): 76.2 shells/min x 10% fire chance = 7.62.
Initial: 6.86 → 7.62
AP shells
AP Damage2,700
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 point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11 km), where the shell has slowed to 469.8 m/s: P=107·2400·39.90.69·0.1391.07·469.81.38=122.8mm.
122.8 mm at 11 km
AP full-salvo alpha
ƒ2,700 AP damage x 8 broadside guns = 21,600.
21,600
AP DPM
ƒZero upgrades: 21,600 AP full-salvo alpha x 60 / 7 s base reload = 185,143. All upgrades (Main Battery Mod. 3 = -10% reload): 21,600 AP full-salvo alpha x 60 / 6.3 s all-upgrades reload = 205,714.
Initial: 185,143 → 205,714
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 / tubes4 launchers × 3 tubes = 12 tubes
Reload time85 s
Projectile speed75 kt
Range6.03 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=48,000·0.333=16,000.
≈ 16,000
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
17,200
Torpedo detectability1.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.8 km75 kt×2.6855=8.9 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.11 per hit, shown as 3.11×100=311%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
311%
Torpedo launcher traverse25 °/s
Launch arcsstarboard 161°, 161°, 156°, 162°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming231 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 16,000 = 192,000.
192,000
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
4.5 km
57 mm/60 ACAD Mle 19514×2 57mm
Medium aura
Guns57 mm/60 ACAD Mle 1951
Continuous DPS
ƒEffective DPS: 57 raw aura damage × 3.5 × 1 hit probability = 200 - the same in-game units as the Close-range AA DPS headline.
200
Range4.5 km
Maneuverability
Engine power96,842 hp
Maximum speed44 kt
Turning circle radius740 m
Rudder shift time4.8 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 44 / 4 + 4.9 = 15.9 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
15.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
16.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
13.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (39.6 kt of 44 kt), from our in-house acceleration model.
19.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (43.6 kt of 44 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·44.0·0.5144740=1.75°/s, so ratio=ωturretωhull=101.75=5.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.7× slow
Concealment
Detectability by sea7.3 km
Detectability by air3.65 km
Smoke firing penalty2.94 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
11.04 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.78 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.43 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
9.3 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
6.65 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

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 Disp97.8 m at 11 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1104530·80.51000+0.5)·30=97.8m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 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 Disp58.7 m at 11 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.8·0.6=58.7m
Shell scatter height @ 10 km52.3 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11045=5522 m, and radiusOnMax=0.6 at 11045 m. Above the kink: k=0.5+(0.60.5)·100005522110455522=0.5811, so σV=σH·k=90·0.5811=52.3m.
Med Horiz Disp29.4 m at 11 km
50%-hit horizontal radius: σH,50=σH·0.6σ =97.8·0.62=29.4m
Med Vert Disp17.6 m at 11 km
50%-hit vertical radius: σV,50=σV·0.6σ =58.7·0.62=17.6m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close273.8 mm point-blank
Canonical 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.
AP Pen Far122.8 mm at 11 km
Same formula at the ship's max firing range (11 km), where the shell has slowed to 469.8 m/s: P=107·2400·39.90.69·0.1391.07·469.81.38=122.8mm.
AP pen 5 km188 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km132 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.7 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.234·0.13928·40.2=4.42×105. That runs from a 840 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.72 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.234·0.13928·39.9=4.45×105. That runs from a 840 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha16,000
2,000 HE damage x 8 broadside guns = 16,000.
AP full-salvo alpha21,600
2,700 AP damage x 8 broadside guns = 21,600.
HE DPMInitial: 137,143 → 152,381
Zero upgrades: 16,000 HE full-salvo alpha x 60 / 7 s base reload = 137,143. All upgrades (Main Battery Mod. 3 = -10% reload): 16,000 HE full-salvo alpha x 60 / 6.3 s all-upgrades reload = 152,381.
AP DPMInitial: 185,143 → 205,714
Zero upgrades: 21,600 AP full-salvo alpha x 60 / 7 s base reload = 185,143. All upgrades (Main Battery Mod. 3 = -10% reload): 21,600 AP full-salvo alpha x 60 / 6.3 s all-upgrades reload = 205,714.
Shells/minInitial: 68.6 → 76.2
Zero upgrades: 8 broadside guns x 60 / 7 s base reload = 68.6. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 6.3 s all-upgrades reload = 76.2.
Fires/minInitial: 6.86 → 7.62
Zero upgrades: 68.6 shells/min x 10% fire chance = 6.86. All upgrades (Main Battery Mod. 3 = -10% reload): 76.2 shells/min x 10% fire chance = 7.62.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time8.9 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed75 kt
Travel time to max range29.9 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,200
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage192,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 16,000 = 192,000.
Per-side salvo damage192,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 16,000 = 192,000.

AA defense

AA DPS at max range200
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 57mm 60 2 25 1951 4x2 -> 200 DPS @ 4.5 km.
Maximum AA range4.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
AA DPS layered by range200 DPS @ 4.5 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank200
Sum of every family's average DPS, achievable only inside the closest-range family (4.5 km).
AA threat index900
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 21,900, 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 74+ AP 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 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,550 (12% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)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 mm16,400 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)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)1,800 (8% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)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 mm800 (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 HP11,000 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (57 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 HP6,600 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.

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Ship Charts

Balance History

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

Nerf ×5Buff ×4Rework ×1Main Battery ×5Torpedo ×4
2025-11-27

Holiday Update: Christmas on the Waves

  • Detectability by sea increased from 6.95 to 7.3 km.
  • Detectability by air increased from 3.48 to 3.65 km.
  • Detectability after firing in smoke increased from 2.8 to 2.94 km.
Read the full official post
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Main battery armament.
  • Main Battery Reload Booster charges increased from 1 to 2.
  • Main Battery Reload Booster duration increased from 15 to 20 s.
  • Torpedo armament.
  • Torpedo reload speed reduced from 77 to 85 s.
  • Torpedo damage decreased from 18,400 to 17,200.
  • Tier IV Premium Siroco, Royal Navy Tier VII Premium Caprice, and German Tier VII Premium ZF-6 have also received the following changes to their Main Battery Reload booster:
  • • Main Battery Reload Booster cooldown time decreased from 150 to 120 s.
Read the full official post
2021-11-04

November update: Fury on the wings of wisdom

  • The maximum torpedo range for Legendary Tier Kléber was decreased from 8 to 6 km.
  • The Evasive Maneuver (Tier VII aircraft carriers) consumable was changed. Instead of granting invulnerability, it now decreases incoming damage to planes by 50%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.