Northern Dragon
Also called: 北方神龙 Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
- Avoid: Sitting on Torpedo Reload Booster waiting for a perfect target
On this page
Northern Dragon Community Stats
Across 5,000+ Standard battles from 140+ players, Northern Dragon averages a 63% win rate, 50,900 damage and 1.2 kills per battle, and survives 44% of them.
Northern Dragon Community Stats
Log in to GamingDiver and upload your data to see Community Data for Northern Dragon: community win rate, damage, survival, spotting, and your own comparison.
Northern Dragon Community Stats
Record History
Playstyle
Overview
Northern Dragon is a Tier VII Pan-Asian 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. Her torpedoes run deep and pass under destroyers, so against a peer DD the guns are the only answer she has. Both shells run cohort-strong (cohort-strong AP at 224,000 AP DPM and top-decile HE at 183,273 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: torpedo alpha in T7 DDs (19,567, 7th of 38) and fires per minute in T7 DDs (8.2, 2nd of 35).
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: 11.1 km of reach against 6.6 km of detection leaves about 4.5 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.1 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.8 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. Both phases of a turn are slow (4.5 s on the rudder, a 730 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.
Potato Avoidance
Sitting on Torpedo Reload Booster waiting for a perfect target
These torpedoes ignore the Destroyer class
With 3 charges it is a cycle, not a finisher: every minute it spends full is a torpedo salvo you never fired. It comes back every 160 s, so press it early, press it often, and treat a charge bar that is never empty as damage you have not collected. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.
Signature Traits
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 6/42 T7 DDs.
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 4/42 T7 DDs.
+8% speed (about +2.6 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.
- HE DPM machine · 183273 HE
- AP DPM machine · 224000 AP
- High fire pressure · 8.15 fires/min
- Heavy torpedoes · 19567 damage
- Short torpedo warning · 4.4 s
124 s smoke cloud linger, best of T7 DDs. Each puff stays up longer after you stop laying it, holding the shield.
How to get Northern Dragon
Northern Dragon is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Lunar New Year '23 Crate
1%
Lunar New Year Premium ship
Archived · Lunar New Year '23 Crate
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Lunar New Year '25 crate
1%
Lunar New Year Premium ship
Event · Lunar New Year '25 crate · 1 of 2 ships
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Piñata Chest
0.157895%
Tier V, VI, or VII Premium ship
Event · Piñata Chest · 1 of 19 ships
Show all 5 containers (2 more)
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Explorer's Chest
0.111111%
One of these ships
Event · Explorer's Chest · 1 of 27 ships
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Ultimate Crate
0.1%
Lunar New Year Premium ship
Archived · Ultimate Crate → Lunar New Year '23 Crate
Official WG availability sources
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February Update: The Dragon Strikes Back
Store / event post
Start: 2023-01-26
- Northern Dragon will be available in the Store from February 1 through March 6.
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Rabbit and Dragons: Lunar New Year and Early Access Pan-Asian Cruisers
Store / event post
Start: 2023-01-31
- Pan-Asian Tier VII Premium Destroyer Northern Dragon
- She’s available in the Store both on her own or as a part of an XXL bundle.
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Supply Shipment: New goods for New Year
Store / event post
Start: 2024-01-16
- A return of themed skins, crates, camos, Tier VII Northern Dragon destroyer, and the star of the show, Celestial Guardian Commander guise, will be happening between January 29 and February
-
Lunar New Year: Legendary Journey to the West
Store / event post
Start: 2025-01-24
- In addition to the new content, we’re bringing back some of the best Lunar New Year-themed items from previous years.
- Special Lunar New Year-themed ships: Pan-Asian destroyer Northern Dragon and Japanese cruisers Eastern Dragon and Southern Dragon, accompanied by Pan-Asian cruiser Huanghe in the unique Fury skin.
Show direct source rows
- Explorer's Chest 0.111111% · One of these ships
- Lunar New Year '23 Crate 1% · Lunar New Year Premium ship
- Lunar New Year '25 crate 1% · Lunar New Year Premium ship
- Piñata Chest 0.157895% · Tier V, VI, or VII Premium ship
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
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 Northern Dragon sits among Tier VII DDs (41 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 16 mid-pack stats
Not standouts for Northern Dragon -- 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 VII DestroyersShow all 41 peers
Stats & 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
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. 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: the baseline curve for a standard destroyer -- at max range (11.1 km) shells land in an ellipse about 98 m wide and 59 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.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 / 16 deg/s traverse speed = 11.2 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 4.714 s (4.7 s = 33 ticks) base reload = 101.8. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 4.286 s (4.2 s = 30 ticks) all-upgrades reload (4.7 s × 0.9 Main Battery Mod. 3 = 4.2 s) = 112.HE shells
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30 mm = 100 mm caliber / 3.33 (non-standard HE penetration ratio).ƒ
1,800 HE damage x 8 broadside guns = 14,400.ƒ
Zero upgrades: 14,400 HE full-salvo alpha x 60 / 4.714 s (4.7 s = 33 ticks) base reload = 183,273. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 HE full-salvo alpha x 60 / 4.286 s (4.2 s = 30 ticks) all-upgrades reload (4.7 s × 0.9 Main Battery Mod. 3 = 4.2 s) = 201,600.ƒ
Zero upgrades: 101.8 shells/min × 0.08 (8% fire chance) = 8.15. All upgrades (Main Battery Mod. 3 = -10% reload): 112 shells/min × 0.08 (8% fire chance) = 8.96.AP shells
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floor(100 mm caliber / 14.3) = 6 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 397.1 m/s: .ƒ
2,200 AP damage x 8 broadside guns = 17,600.ƒ
Zero upgrades: 17,600 AP full-salvo alpha x 60 / 4.714 s (4.7 s = 33 ticks) base reload = 224,000. All upgrades (Main Battery Mod. 3 = -10% reload): 17,600 AP full-salvo alpha x 60 / 4.286 s (4.2 s = 30 ticks) all-upgrades reload (4.7 s × 0.9 Main Battery Mod. 3 = 4.2 s) = 246,400.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
Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
58,700 warhead alpha / 3 + 1,400 blast = 20,967. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
Per-torpedo module/blast damage parameter. 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 3.55 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 19,567 = 78,268. Each hit on the target's torpedo belt is reduced by its torpedo protection %.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 112 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 39 raw aura damage × 3.5 × 1 hit probability = 136 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 112 + Medium 136 = 248ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 210 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 = 33 / 4 + 4.9 = 13.2 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 (29.7 kt of 33.0 kt).ƒ
Time to reach 99% of top speed (32.7 kt of 33.0 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 5.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 16 − 5.9 = +10.1°/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): 6.61 km x 0.955 = 6.31 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 6.61 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.31 km.ƒ
max(main battery range, sea detectability 6.61 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 3.31 km + gun-firing bloom 2 km = 5.31 km. The bloom tracks main-battery caliber 100 mm × 0.020 = 2 km.ƒ
Sea detectability 6.61 km + 2.0 km while burning = 8.61 km.ƒ
Air detectability 3.31 km + 3.0 km while burning = 6.31 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 28 s emit / 124 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Torpedo Reload Booster3 charges · 160 s reload · 1 s active · 5 s torpedo launchers reload time ƒ
While active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Under the hood
Show
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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
The standard destroyer dispersion curve.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 11132 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 11132 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 650.3 m/s is the shell's speed when it arrives at 5 km (from 1000 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 432.3 m/s is the shell's speed when it arrives at 10 km (from 1000 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 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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 1000 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.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 1000 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.This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.3 in this case. Lets HE pen ~25mm armor instead of ~16mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.4 mounts × 2 barrels = 8; all 8 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.Starting speed of the HE shell; sets its flight time and lead.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.Torpedoes
800 m / (67.0 kt × 2.6855) = 4.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).12000 m / (67.0 kt × 2.6855) = 66.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).1 launcher × 4 tubes.1 launcher × 4 tubes = 4, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 19,567 = 78,268. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk3 2x1 -> 39 DPS @ 3.5 km; 40mm Bofors 5x2 -> 98 DPS @ 3.5 km; Far AA (?) -> 112 DPS @ 5 km.@ 5 km: 112 from one family; @ 3.5 km: 39 + 98 + 112 = 249. 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.39 + 98 + 112 = 249 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).39 × 3.5 + 98 × 3.5 + 112 × 5 = 1040. 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
An Akizuki-class destroyer that was built for the Imperial Japanese Navy. In 1947, she was transferred to the Republic of China Navy. She was armed with dual-purpose gun mounts with a very high rate of fire.
Armor Beta
Hull HP 19,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 137+ 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 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | ≈ 985 (~5% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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 | ≈ 14,775 (~75% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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 19–20 mm) | ≈ 985 (~5% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 mm) | 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 | 13 mm | no cap | 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). |
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 Northern Dragon. Cards are condensed; use each source link for full context.
Ministry of Balance: Declaration of Changes
- Main battery HE shell penetration increased from 17 to 30 mm.
- Main battery maximum HE shell damage increased from 1,500 to 1,800.
- Main battery AP shells now have a flatter shell arc.
- Main battery AP shell penetration increased by 58%.
- Main battery maximum AP shell damage increased from 2,050 to 2,200.
Ministry of Balance: Italian Concerto
- Distinguishing Northern Dragon while improving her is a difficult task, so we're improving her torpedo reload and her concealment to give her a stealthy edge over her gunboat competitors.
- Torpedo reload time reduced from 122 to 105 s.
- Detectability range by sea reduced from 7.1 to 6.6 km.
- Detectability range by air reduced from 3.6 to 3.3 km.
- Detectability when firing in smoke reduced from 2.22 to 2.15 km.
Skins & permanent camouflages
Every custom exterior Northern Dragon 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.
