World of Warships: Legends ship guide

Attilio Regolo

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 7.4 km detection
  • Avoid: Burning the 7.4 km concealment advantage on guns
Key characteristics
Long torps (14 km)2 sigma accuracyEngine BoostSluggish rudder
On this page
Community Data

Attilio Regolo Community Stats

Log in to GamingDiver and upload your data to see Community Data for Attilio Regolo: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Attilio Regolo is a Legendary Italian stealth-leaning destroyer with strong surface detection (7.4 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best high HP pool in Legendary DDs (26,800 HP) and top-decile torpedo reload in Legendary DDs (80 s).

Positioning

Hold concealment edges on the contested cap at 7.4 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 7.4 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Engine Boost

+25% speed, 25 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

High HP pool

26800.0 HP, best of Legendary DDs.

Fast torp reload

80.0 s torpedo reload, top decile of Legendary DDs. More frequent drops than peers.

Heavy powerplant

110000.0 hp engine, top decile of Legendary DDs. More headroom for accelerating out of stops and maintaining speed in turns.

Sluggish rudder

5.7 s rudder shift, bottom decile of Legendary DDs. Hard to dodge incoming AP; lean on island cover.

Easily spotted

7.4 km surface detect, bottom decile of Legendary DDs. Visible before you can react; position early.

Acquisition

How to get Attilio Regolo

Attilio Regolo is available in the Attilio Regolo branch of the Italy Tech Tree for 48,750,000 credits after researching it in the branch.

Show Italy tech-tree branch diagram
Italy Tech Tree

Attilio Regolo sits in the Attilio Regolo branch. The highlighted path shows the local branch context inside the full Italy tree.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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

Cohort position

Hide

Where Attilio Regolo sits among Legendary DDs (12 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.

BestHit points26,800 HP (1/12) BestTorpedo reload80 s (1/12) Top 10%Engine power110,000 hp (2/11) Top 10%Turn-speed retention142.9 hp/m (2/11) Top 25%Max speed41 kt (4/12) Top 25%Main battery caliber135 mm (4/12) Top 25%Main battery range11.2 km (4/12) Top 25%Fires per minute8.64 (4/12) Top 25%HE velocity875 m/s (3/12) Top 25%Torpedo range13.5 km (3/12) Bottom 25%Stealth profile7.4 km / 3.79 km (11/12 / 11/12) Bottom 25%Rudder shift5.7 s (11/12) Bottom 25%Acceleration19.1 s (10/11) Bottom 25%AA threat681 (11/12) Bottom 25%Torpedo damage≈12,900 (10/12) Bottom 25%Torpedo speed56 kt (11/12) WorstDisplacement5,420 t (12/12) WorstAA range3.7 km (12/12)
See 11 mid-pack stats

Not standouts for Attilio Regolo -- 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 ratio9.56 ×(9/12) Main battery reload5 s(8/12) HE shell damage1,950(5/12) HE DPM187,200(6/12) Main dispersion99 m(9/12) Power-to-weight20.3 hp/t(6/11) AA DPS217(8/12) NormSigma2(11 of 12 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(8 of 10 tied at this value) NormDeck armor19 mm(6 of 8 tied at this value)
Survivability
Hit Points26,800
Displacement5,420 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries22
Fire resistance40%
Fire duration30 s
Torp Reduction0%
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.
13,400
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.
8,000
Main Battery
ModuleArtillery: 135 mm/45 OTO 1938
Mounts / barrels4 mounts / 8 barrels
Reload time5.5 s
Firing range11.2 km
Turret traverse15 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1120030·80.51000+0.5)·30=99m
99 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =99·0.6=59.4m
59.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =99·0.319(σ=2)=31.6m
31.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =59.4·0.32(σ=2)=19m
19 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Base shells/min
ƒ8 broadside guns x 60 / 5.5 s base reload = 87.3.
87.3
HE shells
HE Damage1,950
HE Velocity875 m/s
Fire Chance9%
HE penetration
ƒ23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ1,950 HE damage x 8 broadside guns = 15,600.
15,600
Base HE DPM
ƒ15,600 HE full-salvo alpha x 60 / 5.5 s base reload = 170,182.
170,182
Installed HE DPM
ƒ15,600 HE full-salvo alpha x 60 / 5 s installed reload (Main Battery Mod. 3 = -10%) = 187,200.
187,200
Base fires/min
ƒ8 HE shells x 60 / 5.5 s reload x 9% fire chance = 7.85.
7.85
SAP shells
SAP Damage2,750
SAP Velocity875 m/s
SAP Pen (mm)38
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time80 s
Projectile speed56 kt
Range13.5 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=38,700·0.333=12,900.
≈ 12,900
Torpedo detectability1 km
Flooding chance230%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.
103,200
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (22×3.5×1) + (22×3.5×1) + (19×3.5×0.95) = 217. 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.
217
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.7 km
65 mm/64 19394×1 65mm
37 mm/54 Breda 19394×1 37mm
20 mm/70 Breda 19414×6 20mm
Outer Medium aura
DPS22
Range3.7 km
Inner Medium aura
DPS22
Range3.5 km
Total DPS in Aura
ƒOuter Medium 22 + Inner Medium 22 = 44
44
Near aura
DPS19
Range2 km
Total DPS in Aura
ƒOuter Medium 22 + Inner Medium 22 + Near 19 = 63
63
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed41 kt
Turning circle radius770 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (36.9 kt of 41). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(110,0005,420)0.42=3.5408; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=19.1s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
19.1 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (40.6 kt of 41). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=32.7s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
32.7 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·41.0·0.5144770=1.57°/s, so ratio=ωturretωhull=151.57=9.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
9.6× ok
Concealment
Detectability by sea7.4 km
Detectability by air3.79 km
Smoke firing penalty2.97 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.4 km
Detect Fire Sea9.4 km
Detect Fire Air6.79 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator4 charges · 80 s reload · 15 s emit / 10 s cloud active
Engine Boost4 charges · 120 s reload · 25 s active · +25% speed bonus

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp99 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11200}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 99\,\text{m}$
Max Vert Disp59.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 99 \cdot 0.6 = 59.4\,\text{m}$
Med Horiz Disp31.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 99 \cdot 0.319\;(\sigma = 2) = 31.6\,\text{m}$
Med Vert Disp19 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 59.4 \cdot 0.32\;(\sigma = 2) = 19\,\text{m}$
HE penetration23 mm
23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha15,600
1,950 HE damage x 8 broadside guns = 15,600.
Base HE DPM170,182
15,600 HE full-salvo alpha x 60 / 5.5 s base reload = 170,182.
Installed HE DPM187,200
15,600 HE full-salvo alpha x 60 / 5 s installed reload (Main Battery Mod. 3 = -10%) = 187,200.
Base shells/min87.3
8 broadside guns x 60 / 5.5 s base reload = 87.3.
Installed shells/min96
8 broadside guns x 60 / 5 s installed Artillery reload = 96.
Base fires/min7.85
8 HE shells x 60 / 5.5 s reload x 9% fire chance = 7.85.
Installed fires/min8.64
8 HE shells x 60 / 5 s installed reload x 9% fire chance = 8.64.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time6.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range92.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage103,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.
Per-side salvo damage103,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.

AA defense

Close-range AA DPS217
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (22×3.5×1) + (22×3.5×1) + (19×3.5×0.95) = 217. 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 range3.7 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index681
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 26,800, 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 & stern19 mm

Overmatched by 70+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 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
Bow19 mm primary (range 19–20 mm)2,700 (10% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 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)19 mm20,100 (75% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)2,700 (10% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Superstructure13 mm primary (range 13–19 mm)2,700 (10% 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 HP13,400 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 (65 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 HP8,000 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.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Attilio Regolo 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.