Druid
Beta- 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
Druid Community Stats
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Druid Community Stats
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
269.6 mm AP pen at 1.5 km, top decile of T8 DDs. Citadels broadside cruisers up close.
60.0° AP min ricochet angle, best of T8 DDs. Larger impact-angle window where shells always penetrate.
75.0° AP guaranteed ricochet angle, best of T8 DDs. Auto-bounce kicks in later than peers'.
20.0 s Smoke Generator duration, best of T8 DDs. Holds the smoke shield longer.
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.
7.1 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: Premium/Event.
Builds Beta
Build for gun reload, AP consistency, concealment, Repair Party value, turret durability/survivability, and smoke or utility comfort.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 76.2 × 0.6 = 45.7 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 76.2 × 0.32 (σ=2) = 24.4 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.7 × 0.319 (σ=2) = 14.6 mƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
4 broadside guns x 60 / 2.1 s base reload = 114.3.HE shells
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floor(127 mm caliber / 6): standard HE penetration.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
2,200 AP damage x 4 broadside guns = 8,800.ƒ
8,800 AP full-salvo alpha x 60 / 2.1 s base reload = 251,429.ƒ
8,800 AP full-salvo alpha x 60 / 1.9 s installed reload (Main Battery Mod. 3 = -10%) = 277,895.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
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 26 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 26 + Medium 61 = 87ƒ
Far 26 + Medium 61 + Near 31 = 118
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
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 76.2 × 0.6 = 45.7 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 76.2 × 0.32 (σ=2) = 24.4 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.7 × 0.319 (σ=2) = 14.6 mCanonical 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.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.floor(127 mm caliber / 6): standard HE penetration.floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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.All 4 barrels bear on the broadside.180 degrees / 25 deg/s traverse speed = 7.2 s.2,200 AP damage x 4 broadside guns = 8,800.8,800 AP full-salvo alpha x 60 / 2.1 s base reload = 251,429.8,800 AP full-salvo alpha x 60 / 1.9 s installed reload (Main Battery Mod. 3 = -10%) = 277,895.4 broadside guns x 60 / 2.1 s base reload = 114.3.4 broadside guns x 60 / 1.9 s installed Artillery reload = 126.3.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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
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 |
|---|---|---|---|---|
| Bow | 20 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. |
| Stern | 20 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. |
| Citadel | 20 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). |
| 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 | Magazine detonation1–30% chance · below ~75% HP | Per-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 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.
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.
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, from in-game data.
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.
