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Druid

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Druid
Druid_wows_main.jpg
Destroyer | U.K. | Tier X
Tech Tree Position
Druid_icon_small.png
General
Purchase priceSpecial Doubloons
Hit Points25,300 
Main Battery
127 mm/56 QF on a Mk.N2 twin mount2 х 2 pcs.
Rate of Fire31.58 shots/min.
Reload Time1.9 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Firing Range12.1 km.
Maximum Dispersion105 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell127 mm AP 58 lb Mk N2 
Maximum AP Shell Damage2,200 
Initial AP Shell Velocity975 m./s.
AP Shell Weight23 kg.
AA Defense
127 mm/56 QF on a Mk.N2 twin mount2 х 2 pcs.
. . . Average Damage per Second70 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk.II on a Mk.V mount8 х 2 pcs.
. . . Average Damage per Second48.8 
. . . Firing Range2.01 km.
40 mm/56 OQF Mk.IX on a Mk.VI mount4 х 6 pcs.
. . . Average Damage per Second80.8 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed35 knot
Turning Circle Radius690 m.
Rudder Shift Time5.4 sec.
Concealment
Surface Detectability Range8.16 km.
Air Detectability Range4.08 km.
Battle Levels
12345678910
Wows_anno_flag_uk.png
X
Ship_PBSD510_Druid.png
Special

Druid — British special premium Tier X destroyer.

After giving the green light to the construction of Daring-class ships, the Admiralty soon came to realize that their combat characteristics would not allow them to counter the new American and Soviet destroyers as equals. During the first half of the 1950s, design work commenced on ships that would be capable of opposing Project 68-bis cruisers owing to their new rapid-firing guns. These ships were also meant to serve as escorts for aircraft carrier groups and convoys, as well as to hunt down enemy submarines. While the project never reached the design drawing stage, the drafts were used as a basis for the project to build County-class guided missile destroyers.

Modules

Main Battery Guns Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
127 mm/56 QF Mk.N2 on a twin mount31.67.21052,200 00
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Druid25,300102028/4/2 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk X mod. 10 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 60,000 hp35 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
 Slot 4 
Damage Control System Modification 2
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion

Performance

Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Druid is a British Tier X destroyer armed with dual-purpose 127 mm gun mounts. Despite lacking torpedoes, she poses a significant threat to other ships due to the rapid rate of fire of her main battery guns. In addition, her anti-aircraft armament creates an effective defense against attacking aircraft.

Fully specialized for concealment, Druid has a somewhat high detectability range, meaning that Druid will often be spotted first in an engagement. Players must account for enemy destroyers with lower detectability ranges that will expose them in a flanking maneuver. In an engagement, Druid excels at punishing enemy destroyers foolish enough to show their broadside. Armed only with armor-piercing (AP) shells, Druid may have trouble penetrating the armored hulls of angled ships. In a scenario where a ship is running from an engagement or turning, players should aim for the superstructure to increase the likelihood of an effective penetrating hit. If players find themselves in a predicament, Druid is armed with a long-lasting Short-Range Hydro-Acoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumable as well as a Short-Burst Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.. Although a bit limited in their function, they may be just enough to help the player avoid torpedoes or break line of sight with an enemy to return to concealment or briefly engage from the smokescreen. Perhaps the most useful consumable is her Repair PartyWhile active, restores a percentage of the ship's health points each second.. Druid is equipped with a decent repair party that can help her recover hit points after taking damage in a fight, increasing her usefulness and longevity in gameplay. Both of her gun mounts are located in a forward-facing configuration, leaving her stern unprotected when running or facing away from enemy ships.

Due to her high detectability range and lack of torpedoes, players must plan their attacks and take special note of where enemy destroyers were last spotted to avoid being detected unexpectedly. Druid excels at hunting and gunfighting other destroyers but she will likely be spotted first. She is fully capable of harassing and dealing decent damage to larger ships. To increase the likelihood of a successful engagement, players must account for an exit strategy to disengage from the fight while also utilizing consumables to maximize the ship's effectiveness in combat.

Pros:

  • Main battery has a high rate of fire with decent ballistic properties
  • Forward facing gun configuration makes her a small target when hunting and charging enemy ships
  • Decent anti-aircraft suite offers protection against aircraft attacks
  • Has access to the Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable as a destroyer
  • Reload time of the Short-Burst Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. allows for small smokescreens in quick succession

Cons:

  • Lacks a torpedo armament
  • No rear-facing gun mounts
  • Somewhat high detectability range, even when fully specialized for concealment
  • Short-Range Hydro-Acoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. is limited in its usefulness
  • Does not have access to main battery high-explosive (HE) shells

Research

As a premium ship, Druid doesn't have any upgrades to research.

Optimal Configuration

The optimal configuration appears below in the recommended upgrades list. This build balances gunfighting with concealment, providing players with the opportunity to return to concealment more easily. For skilled players intending to fully utilize Druid as a gunboat, engaging other ships at long range, they may opt to install Steering Gears Modification 2 : -40% rudder shift time. / -80% repair time. in Slot 5, sacrificing concealability. For players wishing to specialize in anti-aircraft duties, AA Guns Modification 1 +20% reduction in the preparation time of the priority AA sector. should be installed in Slot 3 and Auxiliary Armaments Modification 1 : +100% survivability to each. in Slot 6.

Upgrades

The recommended upgrades for Druid are as follows:

Commander Skills

Priority skills: Preventive Maintenance, Extra-Heavy AP Shells, Last Stand, Survivability Expert and Main Battery & AA Expert.

Consumables

Druid is one of a limited number of destroyers with access to the Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable. The Short-Burst Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. gives players the opportunity to break line of sight with the enemy and return to concealment in the smokescreen, as long as no enemy ship has used Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. or Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. within its respective range of Druid. The smoke generator on Druid provides a small smokescreen that lasts less than a minute. The reload time is quick, allowing for smokescreens to be produced in rapid succession with a short period of time where Druid is exposed. This consumable is particularly effective when playing aggressively, as it may be deployed when Druid ventures too close to enemies, or in a situation where she is being targeted by multiple ships. The very limited range of her Short-Range Hydro-Acoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. means that it will mostly be effective for spotting torpedoes while in smoke.

Druid can equip the following consumables:

Camouflage

As a premium ship, Druid comes with Default permanent camouflage and a set of permanent combat bonuses.

Signals

Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery

References

Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.10.3.

Testing Changes

  • DevBlog 131:
    • Preliminary characteristics.
  • DevBlog 135:
    • Main battery reload time increased from 1.7 to 1.8 s.
    • Main battery firing range decreased from 14.1 to 12.1 km.
    • Maximum AP shell damage decreased from 2,350 to 2,200.
  • DevBlog 145:
    • Detectability range by sea increased from 8.1 to 8.4 km. Other detectability ranges increased accordingly.
    • With the release of Update 0.10.4:
      • Specialized Repair Teams consumable replaced with the standard Repair Party consumable for British Destroyers.
  • DevBlog 159:
    • Main battery reload time increased from 1.8 to 1.9 s.
  • Update 0.10.5:
    • Available in the "Research Bureau" section of the Armory for 56,000 Research points.

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