World of Warships: Legends ship guide

Druid

Beta
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
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
Strong AASmoke + SonarSluggish for the tonnage
Community Data

Druid Community Stats

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Playstyle

Overview

Druid is a Tier VIII British gunboat destroyer: she carries no torpedoes, so her damage comes from sustained main battery pressure on caps and open-water trades. AA (408 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP always-pen window in T8 DDs (60°) and best AP guaranteed-ricochet angle in T8 DDs (75°).

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; with no torpedoes the kit is gunfire, and gunfire from cover wins more than from blue water.

Potato Avoidance

Trading guns in open water against peer DDs

Without torpedoes you have only HE, so your damage comes from sustained pressure from cover; open-water duels stack incoming HE on you while you fire back.

Signature Traits

Close-range AP brick

269.6 mm AP pen at 1.5 km, top decile of T8 DDs. Citadels broadside cruisers up close.

Wide always-pen zone

60.0° AP min ricochet angle, best of T8 DDs. Larger impact-angle window where shells always penetrate.

Late auto-bounce

75.0° AP guaranteed ricochet angle, best of T8 DDs. Auto-bounce kicks in later than peers'.

Long-burning smoke

20.0 s Smoke Generator duration, best of T8 DDs. Holds the smoke shield longer.

Sluggish for the tonnage

11.91 hp per ton, bottom decile of T8 DDs. Engine struggles to overcome the hull's mass, so the ship bleeds speed harder than peers in sustained turns.

Sluggish rudder

7.1 s rudder shift, bottom decile of T8 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Druid

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

Builds Beta

Build for gun reload, AP consistency, concealment, Repair Party value, turret durability/survivability, and smoke or utility comfort.

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Cohort position

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Where Druid sits among Tier VIII DDs (25 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.

BestAP arming threshold12 mm (1/23) BestAP ricochet start60° (1 of 6 tied) BestAP auto-bounce angle75° (1/23) Top 10%Hit points22,000 HP (3/25) Top 10%Main battery reload1.9 s (3/25) Top 10%Main dispersion76.2 m (3/25) Top 10%AP velocity975 m/s (2/23) Top 10%AA DPS408 (3/25) Top 10%AA threat1,408 (3/25) Top 25%Traverse-to-turn ratio16.72 × (4/25) Top 25%Main battery range11.13 km (5/25) Top 25%Acceleration10.5 s (4/25) Bottom 25%Max speed35 kt (21/25) Bottom 25%Rudder shift7.1 s (23/25) Bottom 25%Turn-speed retention87 hp/m (20/25) Bottom 10%Displacement5,039 t (24/25) WorstAP fuse timer0.01 s (23/23) WorstPower-to-weight11.91 hp/t (25/25) WorstNo torpedoes (1 of 25 in cohort)
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.

Concealment7.06 km(17/25) Air detection3.53 km(17/25) Main battery caliber127 mm(17/25) AP shell damage2,200(15/23) AP DPM277,895(7/23) Engine power60,000 hp(17/25) AA range5 km(14/25) Repair heal rate1 %/s(6/9) Deck armor19 mm(9/18) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 3.57 kmRepair 2Smoke
Survivability
Hit Points22,000
Displacement5,039 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
ModuleArtillery: 127 mm/56 QF Mk.N2
Mounts / barrels2 mounts / 4 barrels
Reload time2.1 s
Firing range11.1 km
Turret traverse25 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11130/30·(6−0.5)/1000 + 0.5)·30 = 76.2 m
76.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 76.2 × 0.6 = 45.7 m
45.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 76.2 × 0.32 (σ=2) = 24.4 m
24.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.7 × 0.319 (σ=2) = 14.6 m
14.6 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ4 broadside guns x 60 / 2.1 s base reload = 114.3.
114.3
HE shells
HE penetration
ƒfloor(127 mm caliber / 6): standard HE penetration.
21 mm
AP shells
AP Damage2,200
AP Velocity975 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 3000 × 23^0.69 × 0.127^-1.07 × 975^1.38 = 316.6 mm. Matches the in-game spec card.
316.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 358.7 m/s: 1e-7 × 3000 × 23^0.69 × 0.127^-1.07 × 358.7^1.38 = 79.6 mm.
79.6 mm
AP full-salvo alpha
ƒ2,200 AP damage x 4 broadside guns = 8,800.
8,800
Base AP DPM
ƒ8,800 AP full-salvo alpha x 60 / 2.1 s base reload = 251,429.
251,429
Installed AP DPM
ƒ8,800 AP full-salvo alpha x 60 / 1.9 s installed reload (Main Battery Mod. 3 = -10%) = 277,895.
277,895
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
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×1) + (31×3.5×0.95) + (26×3.5×1) = 408. 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.
408
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk VI4×6 40mm
20 mm Oerlikon Mk V8×2 20mm
Far aura
DPS
ƒIncludes 26 continuous AA damage from dual-purpose main battery firing as AA in this range band.
26
Range5 km
Medium aura
DPS61
Range3.5 km
Total DPS in Aura
ƒFar 26 + Medium 61 = 87
87
Near aura
DPS31
Range2 km
Total DPS in Aura
ƒFar 26 + Medium 61 + Near 31 = 118
118
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed35 kt
Turning circle radius690 m
Engine power multiplier speed threshold32.5 kt
Traverse-to-turn ratio16.7× snappy
Concealment
Detectability by sea7.06 km
Detectability by air3.53 km
Smoke firing penalty2.63 km
Detect after firing main guns7.06 km
Detect Fire Sea9.06 km
Detect Fire Air6.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 20 s emit / 40 s cloud active
Sonar2 charges · 180 s reload · 180 s active · 3.57 km ship detect · 3.1 km torpedo detect
Repair Party2 charges · 80 s reload · 10 s active · 1% heal per second · 10% of max HP total heal

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp76.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11130/30·(6−0.5)/1000 + 0.5)·30 = 76.2 m
Max Vert Disp45.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 76.2 × 0.6 = 45.7 m
Med Horiz Disp24.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 76.2 × 0.32 (σ=2) = 24.4 m
Med Vert Disp14.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.7 × 0.319 (σ=2) = 14.6 m
AP Pen Close316.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 3000 × 23^0.69 × 0.127^-1.07 × 975^1.38 = 316.6 mm. Matches the in-game spec card.
AP Pen Far79.6 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 358.7 m/s: 1e-7 × 3000 × 23^0.69 × 0.127^-1.07 × 358.7^1.38 = 79.6 mm.
HE penetration21 mm
floor(127 mm caliber / 6): standard HE penetration.
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 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 alpha4
All 4 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
AP full-salvo alpha8,800
2,200 AP damage x 4 broadside guns = 8,800.
Base AP DPM251,429
8,800 AP full-salvo alpha x 60 / 2.1 s base reload = 251,429.
Installed AP DPM277,895
8,800 AP full-salvo alpha x 60 / 1.9 s installed reload (Main Battery Mod. 3 = -10%) = 277,895.
Base shells/min114.3
4 broadside guns x 60 / 2.1 s base reload = 114.3.
Installed shells/min126.3
4 broadside guns x 60 / 1.9 s installed Artillery reload = 126.3.

AA defense

Close-range AA DPS408
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×1) + (31×3.5×0.95) + (26×3.5×1) = 408. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1408
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

Hull HP 22,000, 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.

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 19–20 mm)3,800 (17% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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+ (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.
Stern20 mm primary (range 16–20 mm)1,500 (7% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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 ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure19 mm1,300 (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 HP11,000 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 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

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

Nerf ×1Buff ×1Main Battery ×3
2024-12-12

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Druid 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.