World of Warships: Legends ship guide

Druid

Also called: 德鲁伊 Beta
U.K. · Tier VIII · Destroyer · Premium
Smoke destroyerUse the smoke cycle to fight on your terms; shoot from cover, reset when spotted.
Playstyle
  • 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
Key characteristics
Wide always-pen zoneStrong AASmoke + SonarClose-range AP brickLate auto-bounceSluggish for the tonnage
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Community Data

Druid Community Stats

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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. She also packs the super-heal (1%/s, for 10 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (408 AA DPS at 5 km) ranks 3 of 27 in T8 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. 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. Shooting from the cloud gives you away at 2.6 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (3.2 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. With 5.4 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

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

ELITE MAIN BATTERY
  • Close-range AP brick · 269.6 mm
  • Wide always-pen zone · 60°
  • Late auto-bounce · 75°
  • Sensitive AP fuse · 12 mm
Extra smoke charges

6 Smoke Generator charges, best of the 21 T8 DDs with smoke.

Long-duration sonar

180 s Sonar duration, best of T8 DDs.

WEAK MOBILITY
  • Sluggish for the tonnage · 11.91 hp
  • Sluggish rudder · 5.4 s
Acquisition

How to get Druid

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

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Druid sits among Tier VIII DDs (26 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 (1/25) BestAP ricochet start60° (1 of 6 tied) BestAP auto-bounce angle75° (1/25) Top 10%Main battery reload1.9 s (3/27) Top 10%AP velocity975 m/s (2/25) Top 10%Turn speed retained92.9% (3/27) Top 10%AA DPS408 (3/27) Top 10%AA threat1,410 (3/27) Top 10%Flak per wave (expected)1,960 (2/22) Top 25%Hit points22,000 HP (5/27) Top 25%Traverse-to-turn ratio16.72 × (5/27) Top 25%Main battery range11.13 km (6/27) Top 25%Main dispersion76.2 m (4/27) Top 25%Acceleration7.8 s (4/27) Top 25%AP pen at 10 km112 mm (4/25) Bottom 25%Max speed35 kt (23/27) Bottom 25%Rudder shift5.4 s (25/27) Bottom 25%Turn-speed retention87 hp/m (22/27) Bottom 10%Displacement5,039 t (26/27) WorstAP fuse timer0.01 s (25/25) WorstPower-to-weight11.91 hp/t (27/27) WorstNo torpedoes (1 of 27 in cohort)
See 14 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(17/27) Smoke fire bloom2.63 km(14/27) Air detection3.53 km(17/27) Turning circle690 m(14/27) Main battery caliber127 mm(18/27) AP shell damage2,200(17/25) AP DPM277,895(8/25) Engine power60,000 hp(19/27) AA range5 km(15/27) Repair heal rate1 %/s(7/11) Deck armor19 mm(11/21) NormMax armor20 mm(23 of 27 tied at this value) NormCitadel belt20 mm(23 of 27 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit Points22,000
Displacement5,039 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
130.5 x 14.63 m
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,980 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (2,200 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 22,000 HP plus everything Repair Party can restore: 1%/s x 10 s = 2,200 HP per charge, x2 charges = 4,400 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
26,400
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm/56 QF Mk.N2
Mounts / barrels2 mounts / 4 barrels
Reload time2.1 s
Firing range11.1 km
Turret traverse25 °/s
Turret armor15 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. 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.
2x ±150°
Guns to bear
ƒHow 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
all guns bear at the bow
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1113030·60.51000+0.5)·30=76.2m
76.2 m at 11.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =76.2·0.6=45.7m
45.7 m at 11.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =76.2·0.62=22.9m
22.9 m at 11.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =45.7·0.62=13.7m
13.7 m at 11.1 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 2.1 s base reload = 114.3. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 1.9 s all-upgrades reload = 126.3.
Initial: 114.3 → 126.3
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: P=107·K·m0.69·d1.07·v01.38 =107·3000·230.69·0.1271.07·9751.38=316.6mm. Matches the in-game spec card.
316.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.1 km), where the shell has slowed to 423.7 m/s: P=107·3000·230.69·0.1271.07·423.71.38=100.2mm.
100.2 mm at 11.1 km
AP full-salvo alpha
ƒ2,200 AP damage x 4 broadside guns = 8,800.
8,800
AP DPM
ƒZero upgrades: 8,800 AP full-salvo alpha x 60 / 2.1 s base reload = 251,429. All upgrades (Main Battery Mod. 3 = -10% reload): 8,800 AP full-salvo alpha x 60 / 1.9 s all-upgrades reload = 277,895.
Initial: 251,429 → 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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk VI4×6 40mm
20 mm Oerlikon Mk V8×2 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective 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 91 from dual-purpose main battery firing as AA in this range band.
91
Range5 km
Medium aura
Guns40 mm Bofors Mk VI
Continuous DPS
ƒEffective DPS: 61 raw aura damage × 3.5 × 1 hit probability = 214 - the same in-game units as the Close-range AA DPS headline.
214
Range3.5 km
Total DPS in Aura
ƒFar 91 + Medium 214 = 305
305
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 0.95 hit probability = 103 - the same in-game units as the Close-range AA DPS headline.
103
Range2 km
Total DPS in Aura
ƒFar 91 + Medium 214 + Near 103 = 408
408
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 280 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
280
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
Maneuverability
Engine power60,000 hp
Maximum speed35 kt
Turning circle radius690 m
Rudder shift time5.4 s
Engine power-boost threshold32.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.7 kt
Crash stop
ƒSeconds 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
17.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
7.8 s
Acceleration 0-99%
ƒTime 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.
20.4 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·35.0·0.5144690=1.50°/s, so ratio=ωturretωhull=251.50=16.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
16.7× snappy
Concealment
Detectability by sea7.06 km
Detectability by air3.53 km
Smoke firing penalty2.63 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
11.13 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.54 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.07 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
9.06 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
6.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Sonar2 charges · 180 s reload · 180 s active · 3.21 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 107×301000=3.21 km
· 2.79 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 93×301000=2.79 km
Repair Party2 charges · 80 s reload · 10 s active · 2,200 HP (10% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (10 s) = up to 10% of max HP restored per charge.
· 4,400 HP (20% of max HP) total heal (all charges)
ƒ10% per charge x 2 charges = up to 20% of max HP if the whole Repair Party loadout is used.
· 220 HP/s (1% of max HP) heal per second
ƒ1% 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

Show

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
Max Horiz Disp76.2 m at 11.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1113030·60.51000+0.5)·30=76.2m
Shell scatter width @ 5 km42.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km70 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.
Max Vert Disp45.7 m at 11.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =76.2·0.6=45.7m
Shell scatter height @ 10 km40.6 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11130=5565 m, and radiusOnMax=0.6 at 11130 m. Above the kink: k=0.5+(0.60.5)·100005565111305565=0.5797, so σV=σH·k=70·0.5797=40.6m.
Med Horiz Disp22.9 m at 11.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =76.2·0.62=22.9m
Med Vert Disp13.7 m at 11.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =45.7·0.62=13.7m
AP Pen Close316.6 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·3000·230.69·0.1271.07·9751.38=316.6mm. Matches the in-game spec card.
AP Pen Far100.2 mm at 11.1 km
Same formula at the ship's max firing range (11.1 km), where the shell has slowed to 423.7 m/s: P=107·3000·230.69·0.1271.07·423.71.38=100.2mm.
AP pen 5 km186 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km112 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.58 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.23·0.12728·23=6.33×105. That runs from a 975 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
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.
AP DPMInitial: 251,429 → 277,895
Zero upgrades: 8,800 AP full-salvo alpha x 60 / 2.1 s base reload = 251,429. All upgrades (Main Battery Mod. 3 = -10% reload): 8,800 AP full-salvo alpha x 60 / 1.9 s all-upgrades reload = 277,895.
Shells/minInitial: 114.3 → 126.3
Zero upgrades: 4 broadside guns x 60 / 2.1 s base reload = 114.3. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 1.9 s all-upgrades reload = 126.3.

AA defense

AA DPS at max range91
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors MK VI 4x6 -> 214 DPS @ 3.5 km; 20mm Oerlikon MK V 8x2 -> 103 DPS @ 2 km; Far AA (?) -> 91 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range91 DPS @ 5 km, 305 DPS @ 3.5 km, 408 DPS @ 2 km
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.
AA DPS at point-blank408
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1410
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 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.

Bow & stern19 mm

Overmatched by 132+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

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 Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)3,800 (17% of HP)
Overmatched by 283mm+ AP (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+ AP (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.
Stern19 mm primary (range 16–20 mm)1,500 (7% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 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: 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.
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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

Open in Charting Tool

Ship Charts

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.