World of Warships: Legends ship guide

Dido

Also called: 黛朵 Beta
U.K. · Tier V · CL Cruiser · Premium
HE fire-spam cruiserGuns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
Heavy torpedoesLobs over islandsSmoke + SonarReload BoosterDefensive AASlow HE shells
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Community Data

Dido Community Stats

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Playstyle

Overview

Dido is a Tier V British light cruiser whose 133mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. A Smoke Generator on top means she can fight from cover the sonar has already cleared, with the bubble out to 4.2 km. Standout traits: best extra smoke charges in T5 CAs (5) and best deck armor in T5 CAs (89 mm).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.2 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. 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 4.6 km, and a destroyer here is spotted at about 6.5 km, so you see it coming with roughly 2 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (4.2 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4 km) and radar (about 8.1 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. She is genuinely evasive in both phases of a turn, answering the helm in 6.5 s and carving a 580 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

ELITE SMOKE
  • Extra smoke charges · 5 Smoke
  • Quiet smoke gunnery · 4.6 km
  • Fast smoke cycle · 70 s
Thick deck armor

89 mm armor deck, best of T5 CAs. Eats plunging fire and HE that peers don't.

Nimble for the tonnage

11.59 hp per ton, top decile of T5 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

High-arc AP shells

26.72° AP impact angle at max range, top decile of T5 CAs. Lobs over island cover.

Slow HE shells

792 m/s HE muzzle velocity, bottom decile of T5 CAs. Lobby trajectory, harder to land at range.

Thin bow plate

13 mm bow, bottom quartile of T5 CAs. Bow-on doesn't save you against same-tier guns.

Acquisition

How to get Dido

Dido 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

  • Mystic Lantern 0.2% Tier V Premium ship Event · Mystic Lantern · 1 of 25 ships
  • Mystic Box 0.012% Tier V Premium ship Event · Mystic Box · 1 of 25 ships
Official WG availability sources
Show direct source rows

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.

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Cohort position

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Where Dido sits among Tier V CAs (27 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.

BestSmoke fire bloom4.58 km (1/28) BestAP fuse timer0.03 s (1 of 10 tied) BestDisplacement6,900 t (1 of 2 tied) BestDeck armor89 mm (1 of 2 tied) Top 10%Turning circle580 m (3/28) Top 10%AP arming threshold22 mm (3/28) Top 10%Power-to-weight11.59 hp/t (3/28) Top 25%Stealth profile10.79 km / 6.47 km (5/28 / 5/28) Top 25%Rudder shift6.5 s (4/28) Top 25%Acceleration23.8 s (6/28) Top 25%Flak per wave (expected)684 (7/26) Top 25%Torpedo damage≈14,767 (5/24) Bottom 25%Main battery range14.26 km (22/28) Bottom 25%HE shell damage1,900 (21/24) Bottom 25%AP pen at 10 km110 mm (23/28) Bottom 25%Max armor89 mm (24/28) Bottom 10%AP shell damage2,550 (27/28) Bottom 10%AP velocity792 m/s (27/28) WorstMain battery caliber133 mm (1 of 2 tied) WorstHE fire chance8% (1 of 4 tied) WorstNo secondaries (3 of 28 in cohort) WorstHE velocity792 m/s (1 of 2 tied) WorstEnd plates13 mm (1 of 4 tied / 1 of 4 tied)
See 23 mid-pack stats

Not standouts for Dido -- 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 points29,500 HP(17/28) Max speed34 kt(10/28) Traverse-to-turn ratio5.79 ×(15/28) Main battery reload8 s(9/28) Sigma2(15/28) Fires per minute6(14/24) HE DPM142,500(8/24) AP DPM191,250(15/28) Main dispersion131.4 m(9/28) Engine power80,000 hp(18/28) Turn-speed retention137.9 hp/m(10/28) Effective HE DPM (incl. fire)187,687(8/24) AA DPS204(15/28) AA range4.5 km(14/28) AA threat588(18/28) Torpedo range8.01 km(13/24) Torpedo speed61 kt(10/24) Torpedo reaction time7.9 s(17/24) Torpedo reload72 s(11/24) Citadel belt89 mm(17/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormTurn speed retained81%(25 of 28 tied at this value)
Survivability
Hit Points29,500
Displacement6,900 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.
156 x 15.51 m
Armor range10–89 mm
Plate armor thicknesses10, 13, 25, 30, 38, 51, 89 mm
Armor material/layer entries53
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.
23.3%
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 (2,655 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 (2,950 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.
4%
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.
11,800
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.
8,900
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 133 mm/50 QF Mk.I
Mounts / barrels5 mounts / 10 barrels
Reload time8 s
Firing range14.3 km
Turret traverse10 °/s
Turret armor13 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.
3x ±143°
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.
46° off bow / 37° off stern
HE fire DPM vs T5 BB45187
Effective HE DPM vs T5 BB187687
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 =(1425530·81.11000+1.1)·30=131.4m
131.4 m at 14.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =131.4·0.6=78.8m
78.8 m at 14.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =131.4·0.62=39.4m
39.4 m at 14.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =78.8·0.62=23.6m
23.6 m at 14.3 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ10 broadside guns x 60 / 8 s base reload = 75.
75
HE shells
HE Damage1,900
HE Velocity792 m/s
Fire Chance8%
HE penetration
ƒIn-game data: 25 mm = 133 mm caliber / 5.32 (non-standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ1,900 HE damage x 10 broadside guns = 19,000.
19,000
HE DPM
ƒ19,000 HE full-salvo alpha x 60 / 8 s base reload = 142,500.
142,500
Fires/min
ƒ75 shells/min x 8% fire chance = 6.
6
AP shells
AP Damage2,550
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(133 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2882·36.30.69·0.1331.07·7921.38=297.7mm. Matches the in-game spec card.
297.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.3 km), where the shell has slowed to 311.7 m/s: P=107·2882·36.30.69·0.1331.07·311.71.38=82.2mm.
82.2 mm at 14.3 km
AP full-salvo alpha
ƒ2,550 AP damage x 10 broadside guns = 25,500.
25,500
AP DPM
ƒ25,500 AP full-salvo alpha x 60 / 8 s base reload = 191,250.
191,250
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.
10
Torpedoes
ModuleTorpedoes: 533 mm TR Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time72 s
Projectile speed61 kt
Range8.01 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=44,300·0.333=14,767.
≈ 14,767
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.
15,867
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km61 kt×2.6855=7.9 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.
7.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.65 per hit, shown as 2.65×100=265%. 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.
265%
Torpedo launcher traverse25 °/s
Launch arcs147° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming194 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,767 = 44,301.
44,301
AA Defense
AA mount points9
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
4.5 km
40 mm Vickers 2-pdr. Mk VII2×4 40mm
20 mm Oerlikon Mk IV2×1 20mm
20 mm Oerlikon Mk V4×2 20mm
20 mm Oerlikon Mk.IIIA1×1 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective 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 60 from dual-purpose main battery firing as AA in this range band.
60
Range4.5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VII
Continuous DPS
ƒEffective DPS: 19 raw aura damage × 3.5 × 0.9 hit probability = 60 - the same in-game units as the Close-range AA DPS headline.
60
Range2.5 km
Total DPS in Aura
ƒFar 60 + Medium 60 = 120
120
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V + 20 mm Oerlikon Mk.IIIA
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.85 hit probability = 83 - the same in-game units as the Close-range AA DPS headline.
83
Range2 km
Total DPS in Aura
ƒFar 60 + Medium 60 + Near 83 = 203
203
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 190 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.
2 salvos × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe 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 4.5 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.
2.5-4.5 km
Maneuverability
Engine power80,000 hp
Maximum speed34 kt
Turning circle radius580 m
Rudder shift time6.5 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 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.
13.4 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.
23.3 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 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
23.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
38.1 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·34.0·0.5144580=1.73°/s, so ratio=ωturretωhull=101.73=5.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.8× slow
Concealment
Detectability by sea10.79 km
Detectability by air6.47 km
Smoke firing penalty4.58 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.
14.26 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.66 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9.13 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.
12.79 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.
9.47 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active · 600 m radius
Main Battery Reload Booster2 charges · 180 s reload · 16 s active · +67% reload boost

See all derived stats

Show

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 Disp131.4 m at 14.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1425530·81.11000+1.1)·30=131.4m
Shell scatter width @ 5 km67.5 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.
Shell scatter width @ 10 km102 m
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.
Max Vert Disp78.8 m at 14.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =131.4·0.6=78.8m
Shell scatter height @ 10 km55.1 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14255=7128 m, and radiusOnMax=0.6 at 14255 m. Above the kink: k=0.5+(0.60.5)·100007128142557128=0.5403, so σV=σH·k=102·0.5403=55.1m.
Med Horiz Disp39.4 m at 14.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =131.4·0.62=39.4m
Med Vert Disp23.6 m at 14.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =78.8·0.62=23.6m
AP Pen Close297.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2882·36.30.69·0.1331.07·7921.38=297.7mm. Matches the in-game spec card.
AP Pen Far82.2 mm at 14.3 km
Same formula at the ship's max firing range (14.3 km), where the shell has slowed to 311.7 m/s: P=107·2882·36.30.69·0.1331.07·311.71.38=82.2mm.
AP pen 5 km178 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.
AP pen 10 km110 mm
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 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 flight time @ 10 km6.8 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3209·0.13328·36.3=6.14×105. That runs from a 792 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.
AP flight time @ 10 km6.8 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3209·0.13328·36.3=6.14×105. That runs from a 792 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.
HE penetration25 mm
In-game data: 25 mm = 133 mm caliber / 5.32 (non-standard HE penetration ratio).
AP overmatch9 mm
floor(133 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha19,000
1,900 HE damage x 10 broadside guns = 19,000.
AP full-salvo alpha25,500
2,550 AP damage x 10 broadside guns = 25,500.
HE DPM142,500
19,000 HE full-salvo alpha x 60 / 8 s base reload = 142,500.
AP DPM191,250
25,500 AP full-salvo alpha x 60 / 8 s base reload = 191,250.
Shells/min75
10 broadside guns x 60 / 8 s base reload = 75.
Fires/min6
75 shells/min x 8% fire chance = 6.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.9 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 speed61 kt
Travel time to max range48.9 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
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 count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage88,602
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,767 = 88,602.
Per-side salvo damage44,301
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,767 = 44,301.

AA defense

AA DPS at max range60
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 2x4 -> 60 DPS @ 2.5 km; 20mm Oerlikon MK4 2x1 -> 24 DPS @ 2 km; 20mm Oerlikon MK V 4x2 -> 48 DPS @ 2 km; 20mm Oerlikon MK4 1x1 -> 12 DPS @ 2 km; Far AA (?) -> 60 DPS @ 4.5 km.
Maximum AA range4.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range60 DPS @ 4.5 km, 120 DPS @ 2.5 km, 204 DPS @ 2 km
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.
AA DPS at point-blank204
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index588
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.
Near aura range2 km

Armor Beta

Hull HP 29,500, 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 & stern13 mm

Overmatched by 125+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel89 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–30 mm)4,000 (14% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 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)25 mm primary (range 13–38 mm)22,100 (75% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–30 mm)1,700 (6% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 13–89 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.
Superstructure10 mm primary (range 10–89 mm)1,900 (6% 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 HP11,800 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.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP8,900 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Dido can equip, from in-game data.

  • Dido default exterior
    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.