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Kidd

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Kidd
Kidd_wows_main.jpg
Destroyer | U.S.A. | Tier VIII
Tech Tree Position
Kidd_icon_small.png
General
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.
Maneuverability
Maximum Speed38 knot
Turning Circle Radius620 m.
Rudder Shift Time3.9 sec.
Concealment
Surface Detectability Range7.38 km.
Air Detectability Range3.29 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VIII
Ship_PASD508_Kidd.png
9,100

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. She was first released for sale worldwide on 10 November 2017.

Modules

Main Battery 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/38 Mk30 mod. 0185.291051,80052,100 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)
Kidd16,700132053/2/6/510 00
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk15 mod. 30.51227.216,633559.2 00
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk8 mod. 1012.1 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
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

Performance

Kidd plays like the love-child of Fletcher, Benson, and Sims. Hull-wise, she is a Fletcher-class destroyer, with the guns of her Tier IX parent. However, unlike Fletcher, Kidd fulfills a more niche role and plays similarly to Sims. She also has a single launcher of Benson torpedoes, completing the composition of this Frankenstein-esque Tier VIII 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 Anti-Aircraft Build will cause Kidd to become a respectable opponent for enemy aircraft carriers (or, more precisely, a target to be actively avoided). Even without fully investing in the skill and modules for AA firepower, triggering Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) will cause no small amount of concern to enemy planes. In addition, Kidd has all the firepower of Tier IX's Fletcher, boasting five (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 latter, but not as fast as the former. Her rudder shift is slightly better than that found on either ship, but she has a wider turning circle. Her concealment is on par with both ships, and her health pool sits in the middle between the two.

However, all is not sunshine and roses with Kidd, as her primary fault is rather glaring: the lack of an effective torpedo armament. With only a single rack 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 short when compared to the usability of other equal-tiered destroyer torpedoes. It takes a whopping 122 seconds for them to reload; additionally, they move at an uninspiring 55 knots. In short, Kidd’s torpedo armament is the same as Benson, minus one whole launcher.

In playstyle, Kidd can most closely be likened to Sims. They greatly resemble each other, taking up a primary role of a gunboat that hunts 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 carrier strikes. Playing Kidd in a scouting or hunter/killer role will prove greatly rewarding, as she is best suited to the front line of combat. If taking capture points is the name of the game, then 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 an edge that no other Tier VIII destroyer can match.


Pros:

  • Large health pool for a Tier VIII destroyer, trailing only German Z-23 and Japanese Akizuki (and slightly ahead of Russians Kiev and Ognevoi).
  • Excellent main battery guns feature fast traverse, quick rate of fire, and decent firing range.
  • Only American destroyer with access to Repair Party (While active, restores a fixed percentage of a ship's hit points each second.), giving her a clear edge in survivability when facing other destroyers.
  • Very good anti-air capabilities, even without equipping Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.).
  • Very low detection radius when kitted out with appropriate upgrades and commander skills.
  • Higher top speed than her tier 9 sister, Fletcher (38 knots vs 36.5 knots)

Cons:

  • Has only one torpedo launcher with a long reload; it is difficult to consistently deal high burst damage to enemy capital ships.
  • Torpedoes are identical to Fletcher's stock ones; 55 knots with 9.2 km range
  • Sluggish maneuverability; Kidd has a worse turning radius and rudder shift time than tech tree counterpart Benson.
  • Relies on spotting damage, capping, and bullying other destroyers to earn credits and experience.
  • Shell velocity makes landing main battery rounds at long range difficult.

Research

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

Optimal Configuration

Upgrades

The recommended upgrades for Kidd are as follows:

Slot 2 allows players to mount Defensive AA Fire Modification 1 (+20% to duration of Defensive AA Fire.), 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 an Anti-Aircraft Build. Propulsion Modification 2 (-50% to time for reaching full power. / Increases engine power when the ship starts moving.) is also a viable choice for Slot 4.

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 an Anti-Aircraft Build by investing in a mix of Basic Firing Training, Advanced Firing Training, or Manual Fire Control for AA Armament.

Consumables

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.

Camouflage

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.

Signals

As a destroyer with great anti-aircraft firepower, Kidd can utilize a variety of combat signal flags to her advantage. November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) can be mounted to further boost Kidd’s anti-aircraft firepower, while signal flags such as India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.), Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.), and Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) boost the strength of her main battery guns and torpedoes. November Foxtrot (-5% reload time on all consumables.) and Sierra Mike (+5% to the ship's maximum speed.) are standard fare for most destroyers, however unlike most destroyers Kidd can make use of India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) flags as she is one of the few destroyers in the game with the Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) consumable. Finally, Juliet Charlie (-100% to the risk of your ship's magazine detonating.) is a recommended option for captains concerned about an unfortunate early exit to port via detonation.

As Kidd is a premium ship, the economic and special signal flags can be mounted to further boost the economic and experience gains of the ship.

Gallery

Historical Info

Historical Gallery

Video


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