World of Warships: Legends ship guide

Longjiang

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 8.4-km torpedoes for a perfect shot
Key characteristics
Long torps (8 km)2 sigma accuracySmokeEngine BoostNo AA
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Community Data

Longjiang Community Stats

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Playstyle

Overview

Longjiang is a Tier II Pan-Asian torpedo destroyer reaching 8.4 km. The torpedoes travel at 49 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best top speed in T2 DDs (36 kt).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8.4 km reach at 49 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 8.4-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/24 T2 DDs.

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

AP DPM machine

115000 AP DPM, best of T2 DDs. Punishes broadsides.

Long-range torps

8.4 km torpedo range, best of T2 DDs.

Fast for the class

36.0 kt, best of T2 DDs. Lets you rotate flanks or escape disengagements.

Short gun range

7.74 km main battery reach, bottom decile of T2 DDs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Longjiang

Longjiang is available in the Capital Ship Destroyers branch of the Pan-Asia Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Longjiang sits in the Capital Ship Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Builds Beta

Prioritize concealment, torpedo reliability, and destroyer survivability. Build around your best national destroyer commander, then add inspirations that improve concealment, torpedo reload/speed, or emergency disengage tools.

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Cohort position

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Where Longjiang sits among Tier II DDs (24 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 speed36 kt (1 of 3 tied) BestAP DPM115,000 (1 of 2 tied) BestMain dispersion73 m (1 of 2 tied) BestTorpedo range8.4 km (1/24) Top 10%Main battery caliber105 mm (3/24) Top 10%Power-to-weight25.44 hp/t (3/24) Top 25%Stealth profile5.47 km / 2.74 km (7/24 / 7/24) Top 25%Rudder shift2.1 s (7/24) Top 25%Main battery reload3.6 s (5/24) Top 25%Turn-speed retention56.4 hp/m (5/24) Bottom 25%Traverse-to-turn ratio4.15 × (19/24) Bottom 25%HE shell damage1,200 (21/24) Bottom 25%HE fire chance5% (21/24) Bottom 25%AP velocity715 m/s (19/22) Bottom 25%HE velocity715 m/s (21/24) Bottom 25%Torpedo speed49 kt (22/24) Bottom 10%AP arming threshold18 mm (21/22) WorstMain battery range7.74 km (24/24) WorstNo AA (6 of 24 in cohort)
See 14 mid-pack stats

Not standouts for Longjiang -- 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 points7,700 HP(17/24) Fires per minute2.5(9/24) HE DPM60,000(10/24) Acceleration15.9 s(9/20) Engine power24,800 hp(9/24) Displacement975 t(9/24) Torpedo damage≈8,433(10/24) Torpedo reload32 s(8/24) Max armor9 mm(15/24) Citadel belt9 mm(13/20) Deck armor9 mm(11/20) NormAP fuse timer0.01 s(19 of 22 tied at this value) NormAP ricochet start45°(21 of 22 tied at this value) NormStern armor6 mm(18 of 20 tied at this value)
Survivability
Hit Points7,700
Displacement975 t
Armor range6–9 mm
Plate armor thicknesses6, 9 mm
Armor material/layer entries24
Fire resistance3.3%
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.
3,900
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.
2,300
Main Battery
ModuleArtillery: 105 mm/45 Tbts C/16
Mounts / barrels3 mounts / 3 barrels
Reload time4 s
Firing range7.7 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(774030·80.51000+0.5)·30=73m
73 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =73·0.6=43.8m
43.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =73·0.319(σ=2)=23.3m
23.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =43.8·0.32(σ=2)=14m
14 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ3 broadside guns x 60 / 4 s base reload = 45.
45
HE shells
HE Damage1,200
HE Velocity715 m/s
Fire Chance5%
HE penetration
ƒ18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
18 mm
HE full-salvo alpha
ƒ1,200 HE damage x 3 broadside guns = 3,600.
3,600
Base HE DPM
ƒ3,600 HE full-salvo alpha x 60 / 4 s base reload = 54,000.
54,000
Base fires/min
ƒ3 HE shells x 60 / 4 s reload x 5% fire chance = 2.25.
2.25
AP shells
AP Damage2,300
AP Velocity715 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold18 mm
AP overmatch
ƒfloor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1870·18.20.69·0.1051.07·7151.38=134.1mm. Matches the in-game spec card.
134.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (9.7 km), where the shell has slowed to 251.1 m/s: P=107·1870·18.20.69·0.1051.07·251.11.38=31.7mm.
31.7 mm
AP full-salvo alpha
ƒ2,300 AP damage x 3 broadside guns = 6,900.
6,900
Base AP DPM
ƒ6,900 AP full-salvo alpha x 60 / 4 s base reload = 103,500.
103,500
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.
3
Torpedoes
ModuleTorpedoes: 500 mm Zwilling
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time32 s
Projectile speed49 kt
Range8.4 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=25,300·0.333=8,433.
≈ 8,433
Torpedo detectability1.1 km
Flooding chance175%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming151 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 8,433 = 33,732.
33,732
Maneuverability
Engine moduleEngine: 24,800 hp
Engine power24,800 hp
Maximum speed36 kt
Turning circle radius440 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (32.4 kt of 36). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(24,800975)0.42=3.893; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=15.9s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
15.9 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (35.6 kt of 36). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=26.8s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
26.8 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·36.0·0.5144440=2.41°/s, so ratio=ωturretωhull=102.41=4.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.1× drags
Concealment
Detectability by sea5.47 km
Detectability by air2.74 km
Smoke firing penalty1.76 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.47 km
Detect Fire Sea7.47 km
Detect Fire Air5.74 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 15 s emit / 70 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% 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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp73 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{7740}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 73\,\text{m}$
Max Vert Disp43.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 73 \cdot 0.6 = 43.8\,\text{m}$
Med Horiz Disp23.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 73 \cdot 0.319\;(\sigma = 2) = 23.3\,\text{m}$
Med Vert Disp14 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 43.8 \cdot 0.32\;(\sigma = 2) = 14\,\text{m}$
AP Pen Close134.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 715^{1.38} = 134.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far31.7 mm
Same formula at the ship's max firing range (9.7 km), where the shell has slowed to 251.1 m/s: $P = 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 251.1^{1.38} = 31.7\,\text{mm}$.
HE penetration18 mm
18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha3,600
1,200 HE damage x 3 broadside guns = 3,600.
AP full-salvo alpha6,900
2,300 AP damage x 3 broadside guns = 6,900.
Base HE DPM54,000
3,600 HE full-salvo alpha x 60 / 4 s base reload = 54,000.
Base AP DPM103,500
6,900 AP full-salvo alpha x 60 / 4 s base reload = 103,500.
Base shells/min45
3 broadside guns x 60 / 4 s base reload = 45.
Base fires/min2.25
3 HE shells x 60 / 4 s reload x 5% fire chance = 2.25.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed49 kt
Travel time to max range65.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage33,732
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 8,433 = 33,732.
Per-side salvo damage33,732
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 8,433 = 33,732.

AA defense

Close-range AA DPS0
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.

Armor Beta

Hull HP 7,700, 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 & stern6 mm

Overmatched by 104+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–9 mm)1,100 (14% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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.
Stern6 mm primary (range 6–9 mm)700 (9% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel9 mm primary (range 6–9 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).
Superstructure6 mm primary (range 6–9 mm)600 (8% 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 HP3,900 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.
Rudder (module)separate HP pool, does not drain ship HP2,300 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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Longjiang default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision

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