Druid
Also called: 德鲁伊 Beta- Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
- The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
- Avoid: Rotating mid-smoke
On this page
Druid Community Stats
Across 5,400+ Standard battles from 70 players, Druid averages a 69% win rate, 65,200 damage and 1.4 kills per battle, and survives 51% of them.
Druid Community Stats
Log in to GamingDiver and upload your data to see Community Data for Druid: community win rate, damage, survival, spotting, and your own comparison.
Druid Community Stats
Record History
Playstyle
Overview
Druid is a Tier VIII British smoke destroyer with 6 smoke charges on a short cooldown: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes. She also packs the super-heal (1%/s, for 10 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (408 AA DPS at 5 km) ranks 3 of 28 in T8 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: close-range AP pen in T8 DDs (269.6 mm, 3rd of 26) and high HP pool in T8 DDs (22,000 HP, 5th of 28). The trade is rudder shift in T8 DDs (5.4 s, 26th of 28).
Positioning
Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest. Shooting from the cloud gives you away at 2.6 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (3.2 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. With 5.4 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
Potato Avoidance
Rotating mid-smoke
The smoke is a static firing position; if you leave it before the cycle ends, you give up the trade you set up and the next contest opens without a smoke to fall back on.
Signature Traits
408 AA DPS, top decile of T8 DDs (median 237.5).
- Close-range AP brick · 269.6 mm
- Sensitive AP fuse · arms on 12 mm+ plate
- Wide always-pen zone · 60°
- Late auto-bounce · 75°
180 s Sonar duration, best of T8 DDs.
22000 HP, top quartile of T8 DDs.
6 Smoke Generator charges, best of the 21 T8 DDs with smoke.
5.4 s rudder shift, bottom decile of T8 DDs. Hard to dodge incoming AP; lean on island cover.
How to get Druid
Druid is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Steel.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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Developer Q&A
Steel
Start: 2024-08-29
- To give you a sneak peek at what to expect, we can announce two new ships coming to the game by the end of this year: Druid (for Steel) and Gdańsk (as a Bureau Project)!
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Halloween Update: Crimson Tale
25,000 Steel
Start: 2024-10-10
- Starting from October 14, new British Tier VIII Premium destroyer Druid will be available in the Store for 25,000 Steel.
Builds
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, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Druid sits among Tier VIII DDs (27 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 11 mid-pack stats
Not standouts for Druid -- 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
Compare Tier VIII DestroyersStats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. 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.ƒ
Counted from each mount's firing arc: no mount leaves a blind wedge, so every gun bears straight ahead. How 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.ƒ
In practice: 23% tighter (better) horizontal dispersion and 23% less vertical spread at max range (11.1 km) than a standard destroyer: about 76 m wide × 46 m tall, against 98 m × 59 m. No other ship uses this curve.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 2.143 s (2.1 s = 15 ticks) base reload = 112. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2 s (1.9 s = 14 ticks) all-upgrades reload (2.1 s × 0.9 Main Battery Mod. 3 = 1.9 s) = 120.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (11.1 km), where the shell has slowed to 423.7 m/s: .ƒ
2,200 AP damage x 4 broadside guns = 8,800.ƒ
Zero upgrades: 8,800 AP full-salvo alpha x 60 / 2.143 s (2.1 s = 15 ticks) base reload = 246,400. All upgrades (Main Battery Mod. 3 = -10% reload): 8,800 AP full-salvo alpha x 60 / 2 s (1.9 s = 14 ticks) all-upgrades reload (2.1 s × 0.9 Main Battery Mod. 3 = 1.9 s) = 264,000.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 91 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 61 raw aura damage × 3.5 × 1 hit probability = 214 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 91 + Medium 214 = 305ƒ
Effective DPS: 31 raw aura damage × 3.5 × 0.95 hit probability = 103 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 91 + Medium 214 + Near 103 = 408ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 280 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.ƒ
Seconds 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (31.5 kt of 35.0 kt).ƒ
Time to reach 99% of top speed (34.6 kt of 35.0 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
With the rudder hard over the hull turns 7.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 7.2 = +17.8°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.06 km x 0.955 = 6.74 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 7.06 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.74 km.ƒ
max(main battery range, sea detectability 7.06 km) = 11.13 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 3.53 km + gun-firing bloom 2.54 km = 6.07 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.ƒ
Sea detectability 7.06 km + 2.0 km while burning = 9.06 km.ƒ
Air detectability 3.53 km + 3.0 km while burning = 6.53 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Sonar2 charges · 180 s reload · 180 s active · 3.21 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Repair Party2 charges · 80 s reload · 10 s active · 2,200 HP (10% of max HP) total heal (per charge) ƒ
0.01 of max HP per second (1%) × 10 s effective active time = 0.1 of max HP × 22,000 HP = 2,200 HP: up to 10% of max HP restored per charge.ƒ
0.1 of max HP per charge × 2 charges = 0.2 × 22,000 HP = 4,400 HP: up to 20% of max HP if the whole Repair Party loadout is used.ƒ
0.01 (1% of max HP) × 22,000 HP = 220 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
H = horizontal, V = vertical spread. This ship's curve against the standard destroyer curve, both evaluated at this ship's max range (11.1 km) with the same model as Max Horiz/Vert Disp: horizontal 76 / 98 m − 1 = -23%, vertical 46 / 59 m − 1 = -23%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (6 − 0.5) / 1000 + 0.5) × 30 = 42.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (6 − 0.5) / 1000 + 0.5) × 30 = 70 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.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 11130 m. Below the kink: , so .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: at 0 m, at m, and at 11130 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 662 m/s is the shell's speed when it arrives at 5 km (from 975 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 457.8 m/s is the shell's speed when it arrives at 10 km (from 975 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 975 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.2 mounts × 2 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors MK VI 4x6 -> 214 DPS @ 3.5 km; 20mm Oerlikon MK V 8x2 -> 103 DPS @ 2 km; Far AA (?) -> 91 DPS @ 5 km.@ 5 km: 91 from one family; @ 3.5 km: 214 + 91 = 305; @ 2 km: 214 + 103 + 91 = 408. 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.214 + 103 + 91 = 408 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).214 × 3.5 + 103 × 2 + 91 × 5 = 1410. 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.Ship Charts
Background
After giving the green light to the construction of the Daring-class ships, the Admiralty soon realized that their combat characteristics would not allow them to counter the new American and Soviet destroyers as equals. During the first half of the 1950s, design work commenced on ships that would be capable of opposing Project 68-bis cruisers owing to their new rapid-firing guns. These ships were also meant to serve as escorts for aircraft carrier groups and convoys and hunt down enemy submarines. While the project never reached the design drawing stage, the drafts were used as a basis for the County-class guided missile destroyers.
Armor Beta
Hull HP 22,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 134+ AP 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 40%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | 3,800 (17% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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 mm primary (range 16–19 mm) | 16,500 (75% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 16–20 mm) | 1,500 (7% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 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. |
| Superstructure | 19 mm | 1,300 (6% 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 | 11,000 magazine HP | Turret knocked out | Per-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 (40 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 | 6,600 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.
Balance History
Balance updates affecting Druid. Cards are condensed; use each source link for full context.
Ministry of Balance: Breaking the Ice
- Druid could use some improvements, so we've combined the most popular suggestions by reducing her main battery AP shell fuse thresholds and increasing her turret durability by 50%, giving her a better edge in gunnery duels against other destroyers.
- Main battery AP shell fuse threshold decreased from 21 to 12 mm.
- Main battery gun HP increased from 4,000 to 6,000.
Skins & permanent camouflages
Every custom exterior Druid can equip.
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.
