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Destroyer | U.S.A. | Tier VIII
Tech Tree Position
Purchase price9,100  Doubloons
Hit Points16,700 
Main Battery
127 mm/38 Mk30 mod. 05 х 1 pcs.
Rate of Fire17.96 shots/min.
Reload Time3.34 sec.
Rotation Speed34 deg./sec.
180 Degree Turn Time5.29 sec.
Firing Range12.1 km.
Maximum Dispersion105 m.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity792 m./s.
HE Shell Weight24.5 kg.
AP Shell127 mm AP/SC Mk38 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity792 m./s.
AP Shell Weight25 kg.
Torpedo Tubes
533 mm Mk151 х 5 pcs.
Rate of Fire0.49 shots/min.
Reload Time122 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk15 mod. 3 
Maximum Damage16,633 
Torpedo Speed55 knot
Torpedo Range9.15 km.
AA Defense
127 mm/38 Mk30 mod. 05 х 1 pcs.
. . . Average Damage per Second53.5 
. . . Firing Range5.01 km.
40 mm Bofors Mk22 х 4 pcs.
. . . Average Damage per Second31.8 
. . . Firing Range3.51 km.
40 mm Bofors Mk13 х 2 pcs.
. . . Average Damage per Second33.9 
. . . Firing Range3.51 km.
20 mm Oerlikon Mk206 х 2 pcs.
. . . Average Damage per Second36.6 
. . . Firing Range2.01 km.
Maximum Speed38 knot
Turning Circle Radius620 m.
Rudder Shift Time3.9 sec.
Surface Detectability Range7.38 km.
Air Detectability Range3.29 km.
Battle Levels

Kidd — American premium Tier VIII destroyer.

A Fletcher-class destroyer that has powerful anti-aircraft armament and a high speed. In May 1945, she was modernized to receive enhanced AA armament by removing her forward torpedo launcher.

USS Kidd is now preserved as a military museum ship in Baton Rouge, Louisiana.


Main Battery Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
127 mm/38 Mk30 mod. 0185.291051,80052,100 00
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Kidd16,700132053/2/6/510 00
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
Mk15 mod. 30.51227.216,633559.2 00
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
Mk8 mod. 1012.1 00
Engine Maximum Speed
Research price
Purchase price
Propulsion: 60,000 hp38 00

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3

Player Opinion


Kidd plays like the love-child of a Fletcher, Benson, and Sims. Hull wise, she is a Fletcher class, with the guns of her tier nine counterpart. However, unlike the Fletcher, Kidd fulfils a more niche role and plays similarly to the Sims. She also has a single launcher of Benson torpedoes, completing the Frankenstein-esque tier eight premium destroyer.

Having the hull of a Fletcher class destroyer, Kidd gains access to a rather impressive array of anti-aircraft armament and the Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) consumable. Fully committing to an AA build will cause the Kidd to become a respectable opponent to any Aircraft Carrier, or a target to be actively avoided. Even without fully investing in the skill and modules for AA firepower, triggering Defensive AA Fire will cause no small amount of concern to enemy planes. In addition, Kidd has all the firepower of the tier nine Fletcher, boosting of 5 fast firing 127mm guns; perfect for the role of decimating enemy destroyers or severely annoying larger surface ships. She's also uniquely equipped with the Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) consumable, adding to the survivability afforded by her relatively large health pool.

Maneuverability wise, Kidd straddles a line between the Benson and Fletcher. She is faster than the former, but not as fast as the latter. Her rudder shift is slightly better than that found on either ship, but she has a worse turning circle. Her concealment is on par with both ships, and her health pool sits in the middle between the two.

However, it is not all roses and sunshine with the Kidd, as her primary fault is rather glaring: The lack of an effective torpedo armament. With only a single launcher of five cumbersome torpedoes, she cannot be expected to reliably make use of them. That is not to say that they are completely useless. Rather, they simply fall steeply short when compared to the usability of equal tiered destroyer torpedoes. For one, the rate at which they reload can be disadvantageous at 122 seconds. In addition, they move at an uninspiring 55 knots. In short, this is the torpedo armament given to the Benson, sans a torpedo launcher.

In playstyle, the Kidd can most closely be likened to the Sims. They greatly resemble each other, taking up a primary role of gunboating and hunting down enemy destroyers while having the Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) consumable to discourage enemy Aircraft Carrier strikes. Playing the Kidd in a scouting or hunter/killer role will prove greatly rewarding, as she is greatly suited to the front line of combat. If taking capture points is the name of the game, then the Kidd might be one of the most frightening things to come across with her Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) consumable allowing her to heal a portion of damage taken and engage in brutal destroyer on destroyer knife fights with a distinct edge.




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

      Optimal Configuration


      The recommended upgrades for Kidd are as follows:

      Upgrade Slot 4 allows players to mount Defensive AA Fire Modification 1, a special upgrade which boosts the duration of the Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) consumable by 20%. This is a useful upgrade to mount when fully specializing for AA duties.

      Commander Skills

      Key skills for Kidd commanders include most common Destroyer captain skills, such as Last Stand, Adrenaline Rush, Survivability Expert, and Concealment Expert. With only a single torpedo launcher, Kidd is not well suited to a torpedo build, so torpedo-related captain skills are less useful for her. Kidd can be specialized for AA using Basic Firing Training, Advanced Firing Training, and Manual Fire Control for AA Armament.


      Kidd can equip the following consumables:

      Mounting Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) is recommended over mounting Engine Boost (While active, increases a ship's speed by a fixed percentage.) to help shoot down or deter enemy aircraft nearby. Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) and Repair Party II (While active, restores a fixed percentage of a ship's hit points each second.) are recommended for captains looking to improve the ship's survivability. Additionally, mounting Smoke Generator II (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) is recommended for the shortened cooldown time it offers.


      As a premium ship, Kidd comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.


      Historical Info

      Historical Gallery

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