World of Warships: Legends ship guide

Texas

Beta
Bow-tank battleshipHold the line bow-in; your armor shrugs what peers can't crack.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Sailing broadside while reloading
Key characteristics
356 mm overmatchHeavy AP pen1.8 sigma accuracyStrong AASlow
Community Data

Texas Community Stats

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Playstyle

Overview

Texas is the Tier IV American AA-specialist battleship with 564 AA DPS at 3.5 km. Match value is air denial as much as direct damage; she anchors the team's AA umbrella so peer ships rotate into the air-defended cell rather than away from it.

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Sailing broadside while reloading

The main battery cycle is long enough that a punished broadside loses more HP than the next salvo gains; commit angles and finish reloads behind cover when the line allows.

Signature Traits

Big-caliber overmatch

24.9 mm overmatch threshold, best of T4 BBs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

360.2 mm AP pen at max range, top decile of T4 BBs. Threatens citadels even from range.

Close-range AP brick

666.5 mm AP pen at 1.5 km, top decile of T4 BBs. Citadels broadside cruisers up close.

Top-tier AA

564.0 AA DPS, best of T4 BBs (median 147.5).

Slow reload

30.9 s reload, worst of T4 BBs. Salvos punish more, but cycle is slower than peers.

Stiff AP fuse

59.0 mm AP arming threshold, worst of T4 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Texas

Texas 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

  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Event containers · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Event containers · Santa Level 2 · 1 of 15 ships
  • Santa Level 1 0.078333% Tier IV Premium ship Event containers · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
Show all 7 containers (4 more)
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Event containers · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Event containers · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Event containers · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Colorado, AL New Jersey, and Al Massachusetts are useful American battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

Open in Build Tool →

Commanders frequently paired with this ship AL ColoradoAL New Jersey

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Texas sits among Tier IV BBs (24 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.

BestMain battery caliber356 mm (1 of 10 tied) BestAA DPS564 (1/24) BestAA threat1,486 (1/23) Top 10%AP shell damage10,300 (3/24) Top 25%Hit points49,100 HP (7/24) Top 25%HE velocity834 m/s (7/24) Top 25%Acceleration7.1 s (5/24) Top 25%Max armor305 mm (7/24) Top 25%Citadel belt305 mm (5/23) Bottom 25%Max speed20.5 kt (22/24) Bottom 25%Stealth profile13.59 km / 10.87 km (19/24 / 19/24) Bottom 25%Rudder shift18.2 s (20/24) Bottom 25%Main dispersion206.5 m (19/24) Bottom 25%Engine power28,100 hp (21/24) Bottom 25%Turn-speed retention46.8 hp/m (21/24) Bottom 25%Displacement32,436 t (19/24) Bottom 25%Power-to-weight0.87 hp/t (21/24) Bottom 25%Deck armor75 mm (19/23) WorstMain battery reload30.9 s (1 of 2 tied) WorstSecondary DPM (per side)46,286 (24/24) WorstSecondary fire chance6% (1 of 4 tied) WorstAP arming threshold59 mm (1 of 9 tied) WorstNo torpedoes (21 of 24 in cohort)
See 19 mid-pack stats

Not standouts for Texas -- 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.

Traverse-to-turn ratio2.98 ×(15/24) Main battery range14.65 km(17/24) Sigma1.8(11/24) HE shell damage5,000(11/24) HE fire chance30%(11/24) Fires per minute5.83(14/24) HE DPM97,087(15/24) AP DPM200,000(11/24) HE alpha1,800(15/23) Secondary HE pen21 mm(17/23) AP velocity792 m/s(13/24) AA range3.5 km(12/24) Repair charges3(11/24) Bow armor30 mm(12/23) Stern armor30 mm(13/23) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)

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

Repair 3
Survivability
Hit Points49,100
Displacement32,436 t
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 68, 75, 76, 89, 152, 165, 178, 210, 229, 254, 280, 305 mm
Armor material/layer entries60
Fire resistance16.6%
Fire duration60 s
Torp Reduction31%
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.
24,600
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.
14,700
Main Battery
ModuleArtillery: 356 mm Mk8
Mounts / barrels5 mounts / 10 barrels
Reload time34.3 s
Firing range14.7 km
Turret traverse3 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14652/30·(12−2)/1000 + 2)·30 = 206.5 m
206.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 206.5 × 0.6 = 123.9 m
123.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 206.5 × 0.344 (σ=1.8) = 71 m
71 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 123.9 × 0.344 (σ=1.8) = 42.6 m
42.6 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ10 broadside guns x 60 / 34.3 s base reload = 17.5.
17.5
HE shells
HE Damage5,000
HE Velocity834 m/s
Fire Chance30%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,000 HE damage x 10 broadside guns = 50,000.
50,000
Base HE DPM
ƒ50,000 HE full-salvo alpha x 60 / 34.3 s base reload = 87,464.
87,464
Base fires/min
ƒ10 HE shells x 60 / 34.3 s reload x 30% fire chance = 5.25.
5.25
AP shells
AP Damage10,300
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 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 × 2604 × 680.4^0.69 × 0.356^-1.07 × 792^1.38 = 708.7 mm. Matches the in-game spec card.
708.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.3 km), where the shell has slowed to 485 m/s: 1e-7 × 2604 × 680.4^0.69 × 0.356^-1.07 × 485^1.38 = 360.2 mm.
360.2 mm
AP full-salvo alpha
ƒ10,300 AP damage x 10 broadside guns = 103,000.
103,000
Base AP DPM
ƒ103,000 AP full-salvo alpha x 60 / 34.3 s base reload = 180,175.
180,175
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.
60
AA Defense
AA mount points64
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
3.5 km
76.2 mm Mk22 mod. 210×1 76mm
40 mm Bofors Mk210×4 40mm
20 mm Oerlikon Mk444×1 20mm
Far + Medium aura
Far DPS10
Medium DPS81
Range3.5 km
Total DPS in Aura
ƒFar 10 + Medium 81 = 91
91
Near aura
DPS96
Range2 km
Total DPS in Aura
ƒFar 10 + Medium 81 + Near 96 = 187
187
S
Secondary Battery
Mounts6
Firing range4.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time7 s
HE Damage1,800
Muzzle Velocity960 m/s
Fire Chance6%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
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
Maneuverability
Engine moduleEngine: 28,100 hp
Engine power28,100 hp
Maximum speed20.5 kt
Turning circle radius600 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.0× drags
Concealment
Detectability by sea13.59 km
Detectability by air10.87 km
Smoke firing penalty11.78 km
Detect after firing main guns13.59 km
Detect Fire Sea15.59 km
Detect Fire Air13.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse3 → 4 °/s

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp206.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14652/30·(12−2)/1000 + 2)·30 = 206.5 m
Max Vert Disp123.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 206.5 × 0.6 = 123.9 m
Med Horiz Disp71 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 206.5 × 0.344 (σ=1.8) = 71 m
Med Vert Disp42.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 123.9 × 0.344 (σ=1.8) = 42.6 m
AP Pen Close708.7 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 × 2604 × 680.4^0.69 × 0.356^-1.07 × 792^1.38 = 708.7 mm. Matches the in-game spec card.
AP Pen Far360.2 mm
Same formula at the ship's max firing range (18.3 km), where the shell has slowed to 485 m/s: 1e-7 × 2604 × 680.4^0.69 × 0.356^-1.07 × 485^1.38 = 360.2 mm.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha50,000
5,000 HE damage x 10 broadside guns = 50,000.
AP full-salvo alpha103,000
10,300 AP damage x 10 broadside guns = 103,000.
Base HE DPM87,464
50,000 HE full-salvo alpha x 60 / 34.3 s base reload = 87,464.
Base AP DPM180,175
103,000 AP full-salvo alpha x 60 / 34.3 s base reload = 180,175.
Base shells/min17.5
10 broadside guns x 60 / 34.3 s base reload = 17.5.
Base fires/min5.25
10 HE shells x 60 / 34.3 s reload x 30% fire chance = 5.25.

AA defense

AA DPS at max range239
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm 10x4 -> 213 DPS @ 3.5 km; 76mm 10x1 -> 26 DPS @ 3.5 km; 20mm 44x1 -> 325 DPS @ 2 km.
Maximum AA range3.5 km
Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range239 DPS @ 3.5 km, 564 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-blank564
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1486
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)46,286
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: 6×1 127 mm (3/side) × 60/7 × 1800 = 46,286. 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 chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% 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 49,100, 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 19–30 mm)1,800 (4% of HP)
Overmatch not possible at T VAngle 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)19 mm primary (range 19–280 mm)36,800 (75% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 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 19–152 mm)1,500 (3% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 13–305 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).
Superstructure13 mm primary (range 13–305 mm)900 (2% 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 HP24,600 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 (76 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 HP14,700 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.

Historical context

The real USS Texas (BB-35) that gave this ship her name. Facts cross-checked against the linked Wikipedia article.

ClassNew York-class battleship
OperatorUnited States Navy
Era1914–1948
WarsWorld War I, World War II
BuilderNewport News Shipbuilding
Launched18 May 1912
Commissioned12 March 1914
DeploymentsContinuous service 1914–1948 across two world wars; among the first US battleships fitted with anti-aircraft guns and commercial radar.

Notable engagements

  • Operation Torch (November 1942) — Shore bombardment supporting Allied landings in North Africa.
  • D-Day, Omaha Beach (6 June 1944) — Among the warships providing naval gunfire support to Allied troops on Omaha Beach.
  • Iwo Jima and Okinawa (1945) — Pacific shore bombardment in the war's final phase.

Fate

Decommissioned 1948 and turned over to the State of Texas as a memorial. The oldest surviving dreadnought battleship in the world. As of recent years, undergoing extensive hull restoration in Galveston, Texas.

Read more on Wikipedia ↗

Exteriors

Skins & permanent camouflages

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

  • Texas 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.