World of Warships: Legends ship guide

Dalian

Beta
Pan-Asia · Tier VIII · CL Cruiser · Premium
Light cruiserHE fires and sustained DPM rather than picking AP citadels.
Playstyle
  • Hold 12-15 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (10 km)High HE / fire outputImproved HE penStealthy (10.7 km)SmokeFragile
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Community Data

Dalian Community Stats

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Playstyle

Overview

Dalian is a Tier VIII Pan-Asian light cruiser with 130mm guns at 14.9 km, 4.4-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best Repair Party charges in T8 CAs (3) and best extra smoke charges in T8 CAs (4).

Positioning

Hold 12-15 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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.

Potato Avoidance

Open-water broadside trading

Her 130mm shells citadel cruisers on the wrong frame, and her 35,000-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

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 7/33 T8 CAs.

Extra heal charges

3.0 Repair Party charges, best of T8 CAs. More total HP available across a match.

Extra smoke charges

4.0 Smoke Generator charges, best of T8 CAs.

ELITE MOBILITY
  • Sharp rudder · 7.0 s
  • Nimble for the tonnage · 10.44 hp
Short gun range

14.93 km main battery reach, bottom decile of T8 CAs. Outranged by peers; close distance or lean on terrain.

Underpowered engine

80000.0 hp engine, bottom decile of T8 CAs. Less headroom for re-accelerating from a stop and holding speed through turns.

Acquisition

How to get Dalian

Dalian is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
Official WG availability sources
  • Dragon’s Voyage Campaign Breakdown Campaign Start: 2025-04-07 · End: 2025-05-18 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Dalian Ship feature / release Start: 2025-04-08 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

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Cohort position

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Where Dalian sits among Tier VIII CAs (33 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.

BestStealth profile10.66 km / 6.4 km (1/33 / 1/33) BestRudder shift7 s (1/33) BestDisplacement7,666 t (1/33) BestRepair charges3 (1 of 2 tied) Top 10%Main battery reload4.4 s (2/33) Top 10%Fires per minute13.64 (3/29) Top 10%HE DPM272,727 (2/29) Top 10%AP velocity950 m/s (3/33) Top 10%HE velocity950 m/s (2/29) Top 10%Acceleration24.2 s (4/33) Top 10%Power-to-weight10.44 hp/t (2/33) Top 25%Traverse-to-turn ratio13.41 × (6/33) Top 25%AP DPM354,545 (7/33) Top 25%AP arming threshold22 mm (5/33) Top 25%Torpedo reload90 s (5/19) Bottom 25%AP fuse timer0.01 s (30/33) Bottom 25%AA DPS410 (27/33) Bottom 25%Citadel belt100 mm (29/33) Bottom 10%Hit points35,000 HP (31/33) Bottom 10%Main battery caliber130 mm (32/33) Bottom 10%Turn-speed retention121.2 hp/m (32/33) Bottom 10%Max armor100 mm (31/33) WorstMain battery range14.93 km (33/33) WorstNo secondaries (7 of 33 in cohort) WorstEngine power80,000 hp (33/33) WorstRepair heal rate0.5 %/s (1 of 16 tied) WorstEnd plates16 mm (1 of 5 tied / 1 of 4 tied)
See 11 mid-pack stats

Not standouts for Dalian -- 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.

Max speed33.4 kt(15/33) Sigma2.05(15/33) Main dispersion136 m(16/33) AA range5.2 km(13/33) AA threat1,688(21/33) Torpedo range9.99 km(8/19) Torpedo damage≈14,000(12/19) Torpedo speed60 kt(15/19) Deck armor50 mm(19/32) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value)
Survivability
Hit Points35,000
Displacement7,666 t
Armor range12–100 mm
Plate armor thicknesses12, 13, 16, 30, 40, 50, 100 mm
Armor material/layer entries52
Fire resistance40%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 130 mm/60 BL-109A
Mounts / barrels5 mounts / 10 barrels
Reload time4.9 s
Firing range14.9 km
Turret traverse20 °/s
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1493030·81.11000+1.1)·30=136m
136 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =136·0.6=81.6m
81.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =136·0.314(σ=2.05)=42.7m
42.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =81.6·0.314(σ=2.05)=25.6m
25.6 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Base shells/min
ƒ10 broadside guns x 60 / 4.9 s base reload = 122.4.
122.4
HE shells
HE Damage2,000
HE Velocity950 m/s
Fire Chance10%
HE penetration
ƒIn-game data: 26 mm = 130 mm caliber / 5 (non-standard HE penetration ratio).
26 mm
HE full-salvo alpha
ƒ2,000 HE damage x 10 broadside guns = 20,000.
20,000
Base HE DPM
ƒ20,000 HE full-salvo alpha x 60 / 4.9 s base reload = 244,898.
244,898
Installed HE DPM
ƒ20,000 HE full-salvo alpha x 60 / 4.4 s installed reload (Main Battery Mod. 3 = -10%) = 272,727.
272,727
Base fires/min
ƒ122.4 shells/min x 10% fire chance = 12.24.
12.24
AP shells
AP Damage2,600
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 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 =107·1900·33.40.69·0.131.07·9501.38=244mm. Matches the in-game spec card.
244 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.7 km), where the shell has slowed to 318.8 m/s: P=107·1900·33.40.69·0.131.07·318.81.38=54.1mm.
54.1 mm
AP full-salvo alpha
ƒ2,600 AP damage x 10 broadside guns = 26,000.
26,000
Base AP DPM
ƒ26,000 AP full-salvo alpha x 60 / 4.9 s base reload = 318,367.
318,367
Installed AP DPM
ƒ26,000 AP full-salvo alpha x 60 / 4.4 s installed reload (Main Battery Mod. 3 = -10%) = 354,545.
354,545
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.
12
Torpedoes
ModuleTorpedoes: 533 mm 1-N
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time90 s
Projectile speed60 kt
Range9.99 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=42,000·0.333=14,000.
≈ 14,000
Torpedo detectability1.2 km
Flooding chance250%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming185 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000.
84,000
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×0.9) + (50×3.5×0.85) + (48×3.5×0.9) = 410. 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.
410
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
57 mm ZIF-31B4×2 57mm
25 mm 110-PM 4M-12010×4 25mm
Far aura
DPS
ƒIncludes 48 continuous AA damage from dual-purpose main battery firing as AA in this range band.
48
Range5.2 km
Medium aura
DPS35
Range4 km
Total DPS in Aura
ƒFar 48 + Medium 35 = 83
83
Near aura
DPS50
Range3.1 km
Total DPS in Aura
ƒFar 48 + Medium 35 + Near 50 = 133
133
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed33.4 kt
Turning circle radius660 m
Rudder shift time7 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.1 kt of 33.4 kt), from our in-house acceleration model.
24.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.1 kt of 33.4 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.
38.8 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·33.4·0.5144660=1.49°/s, so ratio=ωturretωhull=201.49=13.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
13.4× snappy
Concealment
Detectability by sea10.66 km
Detectability by air6.4 km
Smoke firing penalty4.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.66 km
Detect Fire Sea12.66 km
Detect Fire Air9.4 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 4,900 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 14,700 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 175 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (35,000 HP) per second = 175 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Smoke Generator4 charges · 110 s reload · 30 s emit / 70 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost

See all derived stats

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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)2.05
Max Horiz Disp136 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14930}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 136\,\text{m}$
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 Disp81.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 136 \cdot 0.6 = 81.6\,\text{m}$
Shell scatter height @ 10 km54.5 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.
Med Horiz Disp42.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 136 \cdot 0.314\;(\sigma = 2.05) = 42.7\,\text{m}$
Med Vert Disp25.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 81.6 \cdot 0.314\;(\sigma = 2.05) = 25.6\,\text{m}$
AP Pen Close244 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1900 \cdot 33.4^{0.69} \cdot 0.13^{-1.07} \cdot 950^{1.38} = 244\,\text{mm}$. Matches the in-game spec card.
AP Pen Far54.1 mm
Same formula at the ship's max firing range (18.7 km), where the shell has slowed to 318.8 m/s: $P = 10^{-7}\cdot 1900 \cdot 33.4^{0.69} \cdot 0.13^{-1.07} \cdot 318.8^{1.38} = 54.1\,\text{mm}$.
HE penetration26 mm
In-game data: 26 mm = 130 mm caliber / 5 (non-standard HE penetration ratio).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.2 in this case. Lets HE pen ~32mm armor instead of ~21mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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 time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha20,000
2,000 HE damage x 10 broadside guns = 20,000.
AP full-salvo alpha26,000
2,600 AP damage x 10 broadside guns = 26,000.
Base HE DPM244,898
20,000 HE full-salvo alpha x 60 / 4.9 s base reload = 244,898.
Base AP DPM318,367
26,000 AP full-salvo alpha x 60 / 4.9 s base reload = 318,367.
Installed HE DPM272,727
20,000 HE full-salvo alpha x 60 / 4.4 s installed reload (Main Battery Mod. 3 = -10%) = 272,727.
Installed AP DPM354,545
26,000 AP full-salvo alpha x 60 / 4.4 s installed reload (Main Battery Mod. 3 = -10%) = 354,545.
Base shells/min122.4
10 broadside guns x 60 / 4.9 s base reload = 122.4.
Installed shells/min136.4
10 broadside guns x 60 / 4.4 s installed Artillery reload = 136.4.
Base fires/min12.24
122.4 shells/min x 10% fire chance = 12.24.
Installed fires/min13.64
136.4 shells/min x 10% fire chance = 13.64.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage168,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 14,000 = 168,000.
Per-side salvo damage84,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000.

AA defense

Close-range AA DPS410
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×0.9) + (50×3.5×0.85) + (48×3.5×0.9) = 410. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1688
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 range3.1 km

Armor Beta

Hull HP 35,000, 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 & stern16 mm

Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

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

Farming12 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–40 mm)2,700 (8% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 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)16 mm primary (range 16–100 mm)26,300 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–50 mm)2,400 (7% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 13–100 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.
Superstructure12 mm primary (range 12–50 mm)1,200 (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 HP13,700 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 (57 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 HP10,500 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.

Approximated side profile.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Dalian 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.