Adriatico
Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
- Avoid: Holding 13.5-km torpedoes for a perfect shot
Adriatico Community Stats
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Adriatico Community Stats
Playstyle
Overview
Adriatico is a Tier VIII Italian torpedo destroyer reaching 13.5 km. The torpedoes travel at 56 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: end-plate armor (20 mm) and top-decile power per turn radius in T8 DDs (133.3 HP).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 13.5 km reach at 56 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.
Potato Avoidance
Holding 13.5-km torpedoes for a perfect shot
The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.
Signature Traits
13.5 km torpedo range, best of T8 DDs.
133.3 hp per metre of turn radius, top decile of T8 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.
23.95 hp per ton, top decile of T8 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.
100000.0 hp engine, top decile of T8 DDs. More headroom for accelerating out of stops and maintaining speed in turns.
Citadel belt in the top bracket. Incoming AP rarely citadels through angle.
146.0 AA DPS, bottom decile of T8 DDs. Aircraft chew through with impunity; lean on positioning over AA.
How to get Adriatico
Adriatico is available in the Destroyer Hunters branch of the Italy Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.
Show Italy tech-tree branch diagram
Adriatico sits in the Destroyer Hunters branch. The highlighted path shows the local branch context inside the full Italy tree.
Official WG availability sources
- Full Speed Ahead: Italian Destroyers in Early Access Early Access Start: 2023-05-17 · End: 2023-06-14 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
Builds Beta
Build for gun reload, SAP damage, concealment, Exhaust Smoke utility, and survivability.
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 Adriatico sits among Tier VIII DDs (25 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.
See 10 mid-pack stats
Not standouts for Adriatico -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10015/30·(8−0.5)/1000 + 0.5)·30 = 90.1 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.1 × 0.6 = 54.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.1 × 0.32 (σ=2) = 28.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.1 × 0.32 (σ=2) = 17.3 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
6 broadside guns x 60 / 4.5 s base reload = 80.HE shells
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23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).ƒ
1,950 HE damage x 6 broadside guns = 11,700.ƒ
11,700 HE full-salvo alpha x 60 / 4.5 s base reload = 156,000.ƒ
11,700 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 175,500.ƒ
6 HE shells x 60 / 4.5 s reload x 9% fire chance = 7.2.SAP shells
AP shells
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floor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (23×3.5×0.95) = 146. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Medium 20 + Near 23 = 43
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
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10015/30·(8−0.5)/1000 + 0.5)·30 = 90.1 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.1 × 0.6 = 54.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.1 × 0.32 (σ=2) = 28.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.1 × 0.32 (σ=2) = 17.3 mStandard destroyer dispersion baseline.23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).floor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).All 6 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,950 HE damage x 6 broadside guns = 11,700.11,700 HE full-salvo alpha x 60 / 4.5 s base reload = 156,000.11,700 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 175,500.6 broadside guns x 60 / 4.5 s base reload = 80.6 broadside guns x 60 / 4 s installed Artillery reload = 90.6 HE shells x 60 / 4.5 s reload x 9% fire chance = 7.2.6 HE shells x 60 / 4 s installed reload x 9% fire chance = 8.1.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.8 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (23×3.5×0.95) = 146. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Armor
Hull HP 16,800 → 21,800 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 |
|---|---|---|---|---|
| Bow | 20 mm primary (range 19–20 mm) | 2,700 (12% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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 mm | 16,400 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 20 mm primary (range 19–20 mm) | 2,000 (9% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 13 mm primary (range 13–19 mm) | 1,800 (8% 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 HP | 10,900 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (37 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 6,500 module HP | Incapacitated at 0 HP | When 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 Adriatico. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Main battery firing range increased from 9.81 to 10.01 km.
- Detectability range by sea reduced from 7.75 to 7.3 km.
- Stock torpedo damage increased from 10,000 to 12,667.
- Stock torpedo range increased from 10 to 12 km.
- Stock torpedo flooding chance increased from 160 to 207%.
- Stock torpedo detectability range reduced from 1.1 to 1.0 km.
- Upgraded torpedo range increased from 12 to 13.5 km.
- Upgraded torpedo damage increased from 12,667 to 13,900.
- Upgraded torpedo flooding chance increased from 207 to 230%.
- Added the Go All Out skill to the fourth row (reduces detectability by up to 10% while Engine Boost is active but increases its cooldown time by up to 35%).
- +2 more official change lines in the source post.
Ministry of Balance: Spring Changes
- Main Battery reload time reduced from 5.7 to 4.5 seconds.
Skins & permanent camouflages
Every custom exterior Adriatico can equip, from in-game data.
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.
