World of Warships: Legends ship guide

Dallas

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracyHigh HE / fire outputSonarDefensive AASlow AP shells
Community Data

Dallas Community Stats

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Playstyle

Overview

Dallas is a Tier V American light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best AA reach in T5 CAs (5 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 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.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 28,300-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Long-reach AA

5.0 km AA reach, best of T5 CAs.

Punch-through secondaries

21.0 mm best HE pen across secondary families, top decile of T5 CAs. Pens hull plates peers' secondaries shatter on.

High fire pressure

8.37 fires/min, top decile of T5 CAs. Keeps DCP on cooldown.

High-arc HE shells

43.4° HE impact angle at max range, top decile of T5 CAs. Lobs over cover.

Slow AP shells

762.0 m/s AP muzzle velocity, bottom decile of T5 CAs. Lobby trajectory, more lead, easier to dodge at range.

Quick-fuse AP

0.01 s AP fuse timer, bottom quartile of T5 CAs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Dallas

Dallas is available in the Fire-Starting Light Cruisers branch of the U.S. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 480,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Dallas sits in the Fire-Starting Light Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. light cruisers are perfect for starting fires with hails of high-explosive shells thanks to their numerous rapid-firing guns, but they lack torpedoes entirely. Starting from Tier VII, they bring Radar and Sonar together to the battle to detect hidden enemy warships.
Advantages
High rate of fire, Long-duration Radar starting at Tier VII
Disadvantages
Low-velocity shells, Poor protection

Best listed chance for this ship

  • USN Cruisers Big Crate 9.51% V Dallas, VI Helena, or VI Boise* Early access containers · USN Cruisers Big Crate · 1 of 2 ships
Official WG availability sources
Show direct source rows

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Cohort position

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Where Dallas sits among Tier V CAs (28 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.

BestAA range5 km (1 of 10 tied) Top 10%Fires per minute8.37 (3/26) Top 10%HE alpha1,800 (3/25) Top 10%Secondary HE pen21 mm (3/25) Top 25%Main dispersion122.4 m (4/28) Top 25%AA DPS278 (6/28) Top 25%AA threat905 (6/28) Bottom 25%Main battery range14.24 km (24/28) Bottom 25%Secondary DPM (per side)54,000 (22/25) Bottom 25%Secondary fire chance5% (22/25) Bottom 25%HE velocity812 m/s (22/26) Bottom 25%AP fuse timer0.01 s (25/28) Bottom 25%Max armor89 mm (24/28) WorstAP velocity762 m/s (28/28) WorstSecondary range4 km (1 of 9 tied) WorstNo torpedoes (4 of 28 in cohort)
See 26 mid-pack stats

Not standouts for Dallas -- 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 points28,300 HP(21/28) Max speed32.5 kt(17/28) Concealment11.59 km(14/28) Air detection6.95 km(13/28) Rudder shift10.4 s(19/28) Traverse-to-turn ratio5.43 ×(16/28) Main battery caliber152 mm(19/28) Main battery reload8.6 s(15/28) Sigma2(15/28) HE shell damage2,200(17/26) HE fire chance12%(16/26) HE DPM153,488(8/26) AP shell damage3,200(21/28) AP DPM223,256(9/28) Acceleration9.75 s(19/28) AP arming threshold25 mm(11/28) Engine power80,000 hp(18/28) Turn-speed retention123.1 hp/m(15/28) Displacement9,700 t(10/28) Power-to-weight8.25 hp/t(15/28) Citadel belt89 mm(18/28) Stern armor30 mm(15/28) Deck armor64 mm(19/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 4.4 kmDef-AAFighter
Survivability
Hit PointsInitial: 24,000 → 28,300
Displacement9,700 t
Armor range6–89 mm
Plate armor thicknesses6, 13, 16, 25, 30, 32, 37, 51, 64, 89 mm
Armor material/layer entries49
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction4%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
14,200
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.
8,500
Main Battery
ModuleArtillery: 152 mm Mk16 Twin
Mounts / barrels4 mounts / 10 barrels
Reload time9.5 s
Firing range (base)12.9 km
Firing range (top fire control)14.2 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12950/30·(8−1.1)/1000 + 1.1)·30 = 122.4 m
122.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 122.4 × 0.6 = 73.4 m
73.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 122.4 × 0.319 (σ=2) = 39.1 m
39.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 73.4 × 0.32 (σ=2) = 23.5 m
23.5 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ10 broadside guns x 60 / 9.5 s base reload = 63.2.
63.2
HE shells
HE Damage2,200
HE Velocity812 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 10 broadside guns = 22,000.
22,000
Base HE DPM
ƒ22,000 HE full-salvo alpha x 60 / 9.5 s base reload = 138,947.
138,947
Base fires/min
ƒ10 HE shells x 60 / 9.5 s reload x 12% fire chance = 7.58.
7.58
AP shells
AP Damage3,200
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 290.2 mm. Matches the in-game spec card.
290.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.8 km), where the shell has slowed to 324.4 m/s: 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 324.4^1.38 = 89.3 mm.
89.3 mm
AP full-salvo alpha
ƒ3,200 AP damage x 10 broadside guns = 32,000.
32,000
Base AP DPM
ƒ32,000 AP full-salvo alpha x 60 / 9.5 s base reload = 202,105.
202,105
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.
15
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×0.9) + (34×3.5×0.85) + (18×3.5×0.9) = 278. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
278
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk1 (upgraded hull only)6×2 40mm
20 mm Oerlikon Mk4 (upgraded hull only)14×1 20mm
28 mm Mk2 mod. 2 (stock hull only)6×4 28mm
12.7 mm Browning M2 mod. 1 (stock hull only)14×1 13mm
127 mm Mk24 (DP)2×1 127mm
127 mm/38 Mk29 mod. 0 (DP)2×2 127mm
Far aura
DPS
ƒIncludes 18 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
18
Range5 km
Medium aura
DPS38
Range3.5 km
Total DPS in Aura
ƒFar 18 + Medium 38 = 56
56
Near aura
DPS34
Range2 km
Total DPS in Aura
ƒFar 18 + Medium 38 + Near 34 = 90
90
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
127 mm Mk24 (×2)
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
127 mm/38 Mk29 mod. 0 (×2)
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed32.5 kt
Turning circle radius650 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.4× slow
Concealment
Detectability by sea11.59 km
Detectability by air6.95 km
Smoke firing penalty5.44 km
Detect after firing main guns11.59 km
Detect Fire Sea13.59 km
Detect Fire Air9.95 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 92 s active · 4.4 km ship detect · 3.13 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter4 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points24,000 → 28,300
  • Rudder shift14.5 → 10.4 s
  • Close-range AA DPS62 → 72
  • Maximum AA range3.1 → 3.5 km
  • Turret traverse8 → 11 °/s
Fire controlUpgrade
  • Main battery range12,950 → 14,245 m

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp122.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12950/30·(8−1.1)/1000 + 1.1)·30 = 122.4 m
Max Vert Disp73.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 122.4 × 0.6 = 73.4 m
Med Horiz Disp39.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 122.4 × 0.319 (σ=2) = 39.1 m
Med Vert Disp23.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 73.4 × 0.32 (σ=2) = 23.5 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close290.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 290.2 mm. Matches the in-game spec card.
AP Pen Far89.3 mm
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 324.4 m/s: 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 324.4^1.38 = 89.3 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha22,000
2,200 HE damage x 10 broadside guns = 22,000.
AP full-salvo alpha32,000
3,200 AP damage x 10 broadside guns = 32,000.
Base HE DPM138,947
22,000 HE full-salvo alpha x 60 / 9.5 s base reload = 138,947.
Base AP DPM202,105
32,000 AP full-salvo alpha x 60 / 9.5 s base reload = 202,105.
Base shells/min63.2
10 broadside guns x 60 / 9.5 s base reload = 63.2.
Base fires/min7.58
10 HE shells x 60 / 9.5 s reload x 12% fire chance = 7.58.

AA defense

Close-range AA DPS278
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×0.9) + (34×3.5×0.85) + (18×3.5×0.9) = 278. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index905
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)54,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 2×1 127 mm (1/side) × 60/6 × 1800 = 18,000 + 2×2 127 mm (2/side) × 60/6 × 1800 = 36,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 21 mm from the 127 mm family.

Armor

Hull HP 24,00028,300 with hull upgrade, 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.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 16–37 mm)2,100 (7% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)13 mm primary (range 13–89 mm)21,200 (75% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–30 mm)1,600 (6% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 16–89 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–64 mm)900 (3% 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 HP14,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (127 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 HP8,500 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Dallas. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×4Main Battery ×5
2024-04-25

Ministry of Balance: Old Gold

  • Dallas is a sleeping monster at Tier V, so we're reducing her damage output. We're also taking this opportunity to make the ship's progression simpler, with direct upgrades for artillery.
  • Stock main battery reload speed increased from 8.5 to 9.5 seconds.
  • Upgraded main battery reload speed increased from 7.5 to 8.5 seconds.
  • Removed "side-grade" change of shells from the artillery upgrade.
  • Upgraded main battery AP shell damage increased from 3,000 to 3,200.
  • Upgraded main battery HE shell damage increased from 2,100 to 2,200.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Dallas 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.