Druid
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
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Druid Community Stats
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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. 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: top-decile close-range AP pen in T8 DDs (269.6 mm) and best AP always-pen window in T8 DDs (60°).
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. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on.
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
- Close-range AP brick · 269.6 mm
- Wide always-pen zone · 60.0°
- Late auto-bounce · 75.0°
- Sensitive AP fuse · 12.0 mm
6.0 Smoke Generator charges, best of T8 DDs.
180.0 s Sonar duration, best of T8 DDs.
- Sluggish for the tonnage · 11.91 hp
- Sluggish rudder · 5.4 s
How to get Druid
Druid is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
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.
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 12 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
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS 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
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: . 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: .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 = 118ƒ
Time to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (34.6 kt of 35 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active
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
Heal per second (1%) x effective active time (10 s) = up to 10% of max HP restored per charge.ƒ
10% per charge x 2 charges = up to 20% of max HP if the whole Repair Party loadout is used.ƒ
1% of max HP (22,000 HP) per second = 220 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11130}{30}\cdot\dfrac{6-0.5}{1000} + 0.5\right)\cdot 30 = 76.2\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 76.2 \cdot 0.6 = 45.7\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 76.2 \cdot 0.32\;(\sigma = 2) = 24.4\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 45.7 \cdot 0.319\;(\sigma = 2) = 14.6\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 3000 \cdot 23^{0.69} \cdot 0.127^{-1.07} \cdot 975^{1.38} = 316.6\,\text{mm}$. 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: $P = 10^{-7}\cdot 3000 \cdot 23^{0.69} \cdot 0.127^{-1.07} \cdot 358.7^{1.38} = 79.6\,\text{mm}$.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 Beta
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.
Overmatched by 129+ 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 ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | 3,800 (17% of HP) | Overmatched by 283mm+ (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+ (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+ (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 | 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.
3D armor viewer
Acceleration and Ballistics 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.
