World of Warships: Legends ship guide

Longjiang

Also called: 龙江 Beta
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (8 km)SmokeEngine BoostFast for the classPattern widens fast with range
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Community Data

Longjiang Community Stats

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Playstyle

Overview

Longjiang is a Tier II 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. Standout traits: best smoke duration in T2 DDs (30 s) and best AP DPM in T2 DDs (103,500).

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: 7.7 km of reach against 5.5 km of detection leaves about 2.3 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 1.8 km, and a destroyer here is spotted at about 5.6 km, so you see it coming with roughly 3.8 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. Once the rudder is over she turns tightly for her cohort (440 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Trading guns in open water against peer DDs These torpedoes ignore the Destroyer class

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 5.5 km with 7,700 HP to spend, so the second ship to join the trade decides it. 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 2/23 T2 DDs.

Engine Boost

+8% speed (about +2.9 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.

Long smoke deployment

30 s smoke deployment window, best of T2 DDs. Lays a longer rolling smoke trail while moving.

AP DPM machine

103500 AP DPM, best of T2 DDs. Punishes broadsides.

Long-range torps

8.4 km torpedo range, best of T2 DDs.

MIXED MAIN BATTERY
  • Pattern widens fast with range
  • Short gun range · 7.7 km
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

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

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Cohort position

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Where Longjiang sits among Tier II DDs (22 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) BestTurning circle440 m (1 of 3 tied) BestAP DPM103,500 (1 of 2 tied) BestMain dispersion73 m (1/23) BestTorpedo range8.4 km (1/23) Top 10%Smoke fire bloom1.76 km (3/23) Top 10%Main battery caliber105 mm (3/23) Top 10%Main battery reload4 s (3/23) Top 10%Power-to-weight25.44 hp/t (3/23) Top 25%Turn-speed retention56.4 hp/m (5/23) Bottom 25%Traverse-to-turn ratio4.15 × (19/23) Bottom 25%HE shell damage1,200 (21/23) Bottom 25%HE fire chance5% (21/23) Bottom 25%AP velocity715 m/s (17/21) Bottom 25%HE velocity715 m/s (19/23) Bottom 25%AP arming threshold18 mm (19/21) Bottom 25%Torpedo speed49 kt (21/23) Bottom 25%Torpedo reaction time8.4 s (19/23) WorstMain battery range7.74 km (23/23) WorstNo AA (6 of 23 in cohort)
See 18 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(17/23) Concealment5.47 km(7/23) Air detection2.74 km(7/23) Rudder shift2.1 s(7/23) Fires per minute2.25(11/23) HE DPM54,000(11/23) Acceleration15.9 s(11/23) Engine power24,800 hp(9/23) Displacement975 t(7/23) Torpedo damage≈8,433(10/23) Torpedo reload32 s(7/23) Max armor9 mm(15/23) Citadel belt9 mm(15/23) Deck armor9 mm(12/23) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormAP ricochet start45°(20 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit Points7,700
Displacement975 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.
79.3 x 8.38 m
Armor range6–9 mm
Plate armor thicknesses6, 9 mm
Armor material/layer entries24
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.
3.3%
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 (693 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 (770 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.
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
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 105 mm/45 Tbts C/16
Mounts / barrels3 mounts / 3 barrels
Reload time4 s
Firing range7.7 km
Turret traverse10 °/s
Turret armor6 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.
±160°
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.
30° off bow / 35° off stern
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 =(774030·80.51000+0.5)·30=73m
73 m at 7.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =73·0.6=43.8m
43.8 m at 7.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =73·0.62=21.9m
21.9 m at 7.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =43.8·0.62=13.1m
13.1 m at 7.7 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
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
HE DPM
ƒ3,600 HE full-salvo alpha x 60 / 4 s base reload = 54,000.
54,000
Fires/min
ƒ45 shells/min 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 point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (7.7 km), where the shell has slowed to 294.1 m/s: P=107·1870·18.20.69·0.1051.07·294.11.38=39.4mm.
39.4 mm at 7.7 km
AP full-salvo alpha
ƒ2,300 AP damage x 3 broadside guns = 6,900.
6,900
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
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
9,233
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km49 kt×2.6855=8.4 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.75 per hit, shown as 1.75×100=175%. Torpedo flood 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. Not shown on the in-game port screen.
175%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming162 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
AA Defense
AA mount points0
Maximum AA range
ƒIn-game AA card max range: None km. Only the longest-reach family contributes at this distance.
None km
Maneuverability
Engine power24,800 hp
Maximum speed36 kt
Turning circle radius440 m
Rudder shift time2.1 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36 / 4 + 4.9 = 13.9 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.
13.9 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.
13.3 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).
10.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
15.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
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 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.
7.74 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
4.84 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.
7.47 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.
5.74 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 30 s emit / 70 s cloud active · 450 m radius
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
Max Horiz Disp73 m at 7.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(774030·80.51000+0.5)·30=73m
Shell scatter width @ 5 km52.5 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.
Max Vert Disp43.8 m at 7.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =73·0.6=43.8m
Med Horiz Disp21.9 m at 7.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =73·0.62=21.9m
Med Vert Disp13.1 m at 7.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =43.8·0.62=13.1m
AP Pen Close134.1 mm point-blank
Canonical 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.
AP Pen Far39.4 mm at 7.7 km
Same formula at the ship's max firing range (7.7 km), where the shell has slowed to 294.1 m/s: P=107·1870·18.20.69·0.1051.07·294.11.38=39.4mm.
AP pen 5 km59 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.
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.
HE DPM54,000
3,600 HE full-salvo alpha x 60 / 4 s base reload = 54,000.
AP DPM103,500
6,900 AP full-salvo alpha x 60 / 4 s base reload = 103,500.
Shells/min45
3 broadside guns x 60 / 4 s base reload = 45.
Fires/min2.25
45 shells/min x 5% fire chance = 2.25.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8.4 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed49 kt
Travel time to max range63.8 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage800
Per-torpedo module/blast damage parameter from in-game data. 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; the exact module-HP conversion is not published.
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

AA DPS at point-blankNone
In-game AA card sum: None DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at None km is unknown.
Maximum AA rangeNone km
In-game AA card max range: None km. Only the longest-reach family contributes at this distance.

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 105+ AP 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–9 mm)1,100 (14% of HP)
Overmatched by 127mm+ AP (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+ AP (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: 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.
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 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.
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.

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Ship Charts

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