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
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Northern Dragon Community Stats
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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. Standout traits: best AP shell velocity in T7 DDs (1,000) and best flat arc HE shells in T7 DDs (1,000).
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 9.5 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 6/40 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 4/40 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.
- Flat AP shells · 1000 m
- Flat arc HE shells · 1000 m
- Wide always-pen zone · 60°
- Late auto-bounce · 67.5°
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.
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
0.166667%
Tier V, VI, or VII Premium ship
Event · Piñata Chest · 1 of 18 ships
Show all 5 containers (2 more)
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Explorer's Chest
0.115385%
One of these ships
New · Explorer's Chest · 1 of 26 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
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Explorer's Chest 0.115385% · 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 0.166667% · 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.
Cohort position
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Where Northern Dragon sits among Tier VII DDs (39 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 15 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 39 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, 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.ƒ
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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.ƒ
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 / 16 deg/s traverse speed = 11.2 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 4.7 s base reload = 102.1. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 4.2 s all-upgrades reload = 114.3.HE shells
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In-game data: 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 / 4.7 s base reload = 183,830. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 HE full-salvo alpha x 60 / 4.2 s all-upgrades reload = 205,714.ƒ
Zero upgrades: 102.1 shells/min x 8% fire chance = 8.17. All upgrades (Main Battery Mod. 3 = -10% reload): 114.3 shells/min x 8% fire chance = 9.14.AP shells
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floor(100 mm caliber / 14.3) = 6 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 (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 / 4.7 s base reload = 224,681. All upgrades (Main Battery Mod. 3 = -10% reload): 17,600 AP full-salvo alpha x 60 / 4.2 s all-upgrades reload = 251,429.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
Estimate 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: .ƒ
The 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 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.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 3.55 per hit, shown as . 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.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.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 wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 210 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every 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.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every other 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 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.ƒ
top speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 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.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. 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (32.7 kt of 33 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
Equal 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.ƒ
Air detectability plus the gun-firing bloom (2 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
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 wave - more clouds in the air over the wave, 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.
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: 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.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: 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 .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (11.1 km), where the shell has slowed to 397.1 m/s: .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 . 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, 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 . 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: 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.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: 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.In-game data: 30 mm = 100 mm caliber / 3.33 (non-standard HE penetration ratio).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.floor(100 mm caliber / 14.3) = 6 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 8 barrels bear on the broadside.180 degrees / 16 deg/s traverse speed = 11.2 s.1,800 HE damage x 8 broadside guns = 14,400.2,200 AP damage x 8 broadside guns = 17,600.Zero upgrades: 14,400 HE full-salvo alpha x 60 / 4.7 s base reload = 183,830. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 HE full-salvo alpha x 60 / 4.2 s all-upgrades reload = 205,714.Zero upgrades: 17,600 AP full-salvo alpha x 60 / 4.7 s base reload = 224,681. All upgrades (Main Battery Mod. 3 = -10% reload): 17,600 AP full-salvo alpha x 60 / 4.2 s all-upgrades reload = 251,429.Zero upgrades: 8 broadside guns x 60 / 4.7 s base reload = 102.1. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 4.2 s all-upgrades reload = 114.3.Zero upgrades: 102.1 shells/min x 8% fire chance = 8.17. All upgrades (Main Battery Mod. 3 = -10% reload): 114.3 shells/min x 8% fire chance = 9.14.Torpedoes
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).range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).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.1 launchers x 4 tubes.4 (centerline 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.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 19,567 = 78,268.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.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).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 19,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 136+ 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.
Ship Charts
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, 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.
