World of Warships: Legends ship guide

Dido

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
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 accuracyLobs over islandsSmoke + SonarDefensive AASlow HE shells
Community Data

Dido Community Stats

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Playstyle

Overview

Dido is a Tier V British 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 AP fuse timer in T5 CAs (0.033 s).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.7 km on ships, 3.3 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.

Potato Avoidance

Open-water broadside trading

Her 133mm shells citadel cruisers on the wrong frame, and her 29,500-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

Fast turret traverse

10.0°/s turret traverse, top decile of T5 CAs. Tracks fast-rotating targets peers can't keep up with.

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

42.2° impact angle at max range, top decile of T5 CAs. Lobs over island cover.

Smoke cruiser

Smoke on a cruiser is rare. Fight from concealment, then disengage.

High-arc howitzer

Steep impact angle. Shells lob over island cover into targets you can't see directly.

Slow HE shells

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

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

Builds Beta

Build for concealment, reload, smoke utility, torpedo threat, and survivability.

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Cohort position

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Where Dido 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.

BestAP fuse timer0.03 s (1 of 11 tied) BestDisplacement6,900 t (1 of 2 tied) 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 (4/28 / 4/28) Top 25%Rudder shift8.5 s (4/28) Top 25%HE DPM158,333 (6/26) Top 25%Torpedo damage15,867 (6/24) Bottom 25%Main battery range14.26 km (23/28) Bottom 25%HE fire chance8% (23/26) Bottom 25%AP velocity792 m/s (26/28) Bottom 25%Max armor89 mm (24/28) WorstMain battery caliber133 mm (1 of 2 tied) WorstAP shell damage2,550 (1 of 2 tied) WorstNo secondaries (3 of 28 in cohort) WorstHE velocity792 m/s (1 of 3 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 ×(14/28) Main battery reload7.2 s(9/28) Sigma2(15/28) Fires per minute6.67(13/26) AP DPM212,500(13/28) Main dispersion131.4 m(19/28) Acceleration10 s(21/28) Engine power80,000 hp(18/28) Turn-speed retention137.9 hp/m(10/28) AA DPS203(16/28) AA range4.5 km(13/28) AA threat586(19/28) Torpedo range8.01 km(13/24) Torpedo speed61 kt(11/24) Torpedo reload72 s(9/24) Citadel belt89 mm(18/28) Stern armor30 mm(15/28) Deck armor89 mm(15/28) 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 4.67 kmMBRBDef-AASmoke
Survivability
Hit Points29,500
Displacement6,900 t
Armor range10–89 mm
Plate armor thicknesses10, 13, 25, 30, 38, 51, 89 mm
Armor material/layer entries53
Fire resistance23.3%
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.
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
Main Battery
ModuleArtillery: 133 mm/50 QF Mk.I
Mounts / barrels5 mounts / 10 barrels
Reload time8 s
Firing range14.3 km
Turret traverse10 °/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 = (14255/30·(8−1.1)/1000 + 1.1)·30 = 131.4 m
131.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.4 × 0.6 = 78.8 m
78.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.4 × 0.32 (σ=2) = 42 m
42 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.8 × 0.32 (σ=2) = 25.2 m
25.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base 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
Base HE DPM
ƒ19,000 HE full-salvo alpha x 60 / 8 s base reload = 142,500.
142,500
Base fires/min
ƒ10 HE shells x 60 / 8 s reload 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2882 × 36.3^0.69 × 0.133^-1.07 × 792^1.38 = 297.7 mm. Matches the in-game spec card.
297.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.8 km), where the shell has slowed to 294.6 m/s: 1e-7 × 2882 × 36.3^0.69 × 0.133^-1.07 × 294.6^1.38 = 76 mm.
76 mm
AP full-salvo alpha
ƒ2,550 AP damage x 10 broadside guns = 25,500.
25,500
Base 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 damage14,767 (est.)
Alpha damage44,300
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming188 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
44,301
AA Defense
AA mount points9
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.9) + (28×3.5×0.85) + (19×3.5×0.9) = 203. 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.
203
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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
DPS
ƒIncludes 19 continuous AA damage from dual-purpose main battery firing as AA in this range band.
19
Range4.5 km
Medium aura
DPS19
Range2.5 km
Total DPS in Aura
ƒFar 19 + Medium 19 = 38
38
Near aura
DPS28
Range2 km
Total DPS in Aura
ƒFar 19 + Medium 19 + Near 28 = 66
66
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed34 kt
Turning circle radius580 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.8× slow
Concealment
Detectability by sea10.79 km
Detectability by air6.47 km
Smoke firing penalty4.58 km
Detect after firing main guns10.79 km
Detect Fire Sea12.79 km
Detect Fire Air9.47 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 · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active
Main Battery Reload Booster2 charges · 180 s reload · 16 s active · +67% reload boost

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 Disp131.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14255/30·(8−1.1)/1000 + 1.1)·30 = 131.4 m
Max Vert Disp78.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.4 × 0.6 = 78.8 m
Med Horiz Disp42 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.4 × 0.32 (σ=2) = 42 m
Med Vert Disp25.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.8 × 0.32 (σ=2) = 25.2 m
AP Pen Close297.7 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 × 2882 × 36.3^0.69 × 0.133^-1.07 × 792^1.38 = 297.7 mm. Matches the in-game spec card.
AP Pen Far76 mm
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 294.6 m/s: 1e-7 × 2882 × 36.3^0.69 × 0.133^-1.07 × 294.6^1.38 = 76 mm.
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.
Base HE DPM142,500
19,000 HE full-salvo alpha x 60 / 8 s base reload = 142,500.
Base AP DPM191,250
25,500 AP full-salvo alpha x 60 / 8 s base reload = 191,250.
Base shells/min75
10 broadside guns x 60 / 8 s base reload = 75.
Base fires/min6
10 HE shells x 60 / 8 s reload x 8% fire chance = 6.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.5 s
range / (speed kt x 2.6 community game-speed factor).
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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage44,301
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS203
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.9) + (28×3.5×0.85) + (19×3.5×0.9) = 203. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index586
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

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.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 13–30 mm)4,000 (14% 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)25 mm primary (range 13–38 mm)22,100 (75% of HP)
Overmatched by 380mm+ (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.
Stern30 mm primary (range 13–30 mm)1,700 (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 13–89 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).
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 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.
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.

Shell ballistics chart

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