World of Warships: Legends ship guide

Adriatico

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • 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
Key characteristics
Long torps (14 km)2 sigma accuracyHigh fire chanceEngine BoostWeak AA
Community Data

Adriatico Community Stats

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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

Long-range torps

13.5 km torpedo range, best of T8 DDs.

Holds speed in turns

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.

Nimble for the tonnage

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.

Heavy powerplant

100000.0 hp engine, top decile of T8 DDs. More headroom for accelerating out of stops and maintaining speed in turns.

Heavy belt

Citadel belt in the top bracket. Incoming AP rarely citadels through angle.

Weak AA

146.0 AA DPS, bottom decile of T8 DDs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

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
Italy Tech Tree

Adriatico sits in the Destroyer Hunters branch. The highlighted path shows the local branch context inside the full Italy tree.

Official WG availability sources

Builds Beta

Build for gun reload, SAP damage, concealment, Exhaust Smoke utility, and survivability.

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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.

BestTorpedo range13.5 km (1 of 3 tied) Top 10%Engine power100,000 hp (3/25) Top 10%Turn-speed retention133.3 hp/m (2/25) Top 10%Power-to-weight23.95 hp/t (2/25) Top 25%Hit points21,800 HP (5/25) Top 25%Max speed39 kt (5/25) Top 25%Main battery caliber135 mm (6/25) Top 25%Fires per minute8.1 (6/24) Bottom 25%Stealth profile7.3 km / 3.72 km (22/25 / 23/25) Bottom 25%Rudder shift6.3 s (21/25) Bottom 25%Traverse-to-turn ratio6.52 × (22/25) Bottom 25%Acceleration12.48 s (20/25) Bottom 25%Displacement4,175 t (21/25) Bottom 25%AA range3.5 km (23/25) Bottom 25%Torpedo damage13,900 (20/24) Bottom 25%Torpedo speed56 kt (20/24) Bottom 10%AA DPS146 (24/25) Bottom 10%AA threat398 (24/25)
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.

Main battery range11.02 km(10/25) Main battery reload4 s(17/25) HE shell damage1,950(8/24) HE DPM175,500(12/24) Main dispersion90.1 m(12/25) HE velocity875 m/s(10/24) Torpedo reload90 s(9/24) Deck armor19 mm(9/18) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 16,800 → 21,800
Displacement4,175 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries21
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.
10,900
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.
6,500
Main Battery
ModuleArtillery: 135 mm/45 OTO 1938
Mounts / barrels3 mounts / 6 barrels
Reload time4.5 s
Firing range (base)10 km
Firing range (top fire control)11 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 = (10015/30·(8−0.5)/1000 + 0.5)·30 = 90.1 m
90.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.1 × 0.6 = 54.1 m
54.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.1 × 0.32 (σ=2) = 28.8 m
28.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.1 × 0.32 (σ=2) = 17.3 m
17.3 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 4.5 s base reload = 80.
80
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 6 broadside guns = 11,700.
11,700
Base HE DPM
ƒ11,700 HE full-salvo alpha x 60 / 4.5 s base reload = 156,000.
156,000
Installed HE DPM
ƒ11,700 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 175,500.
175,500
Base fires/min
ƒ6 HE shells x 60 / 4.5 s reload x 9% fire chance = 7.2.
7.2
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 time90 s
Projectile speed56 kt
Range13.5 km
Maximum simulated damage12,900 (est.)
Alpha damage38,700
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
103,200
AA Defense
AA mount points7
Close-range AA DPS
ƒSum 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.
146
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
20 mm/70 Breda 1941Initial: 20 mm/65 Breda 1935 (4×2) → 20 mm/70 Breda 1941 (4×6)
37 mm/54 Breda 19393×1 37mm
Medium aura
DPSInitial: 21 → 20
Range3.5 km
Near aura
DPSInitial: 13 → 23
Range2 km
Total DPS in Aura
ƒMedium 20 + Near 23 = 43
43
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed39 kt
Turning circle radius750 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.5× slow
Concealment
Detectability by sea7.3 km
Detectability by air3.72 km
Smoke firing penalty2.91 km
Detect after firing main guns7.3 km
Detect Fire Sea9.3 km
Detect Fire Air6.72 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
Module options (3)

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

HullUpgrade
  • Hit points16,800 → 21,800
  • Rudder shift8.9 → 6.3 s
  • Close-range AA DPS34 → 43
Fire controlUpgrade
  • Main battery range10,015 → 11016.5 m
TorpedoesUpgrade
  • Range12 → 13.5 km
  • Alpha damage35,000 → 38,700
  • Display damage11,667 → 12,900

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 Disp90.1 m
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 m
Max Vert Disp54.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.1 × 0.6 = 54.1 m
Med Horiz Disp28.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.1 × 0.32 (σ=2) = 28.8 m
Med Vert Disp17.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.1 × 0.32 (σ=2) = 17.3 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha11,700
1,950 HE damage x 6 broadside guns = 11,700.
Base HE DPM156,000
11,700 HE full-salvo alpha x 60 / 4.5 s base reload = 156,000.
Installed HE DPM175,500
11,700 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 175,500.
Base shells/min80
6 broadside guns x 60 / 4.5 s base reload = 80.
Installed shells/min90
6 broadside guns x 60 / 4 s installed Artillery reload = 90.
Base fires/min7.2
6 HE shells x 60 / 4.5 s reload x 9% fire chance = 7.2.
Installed fires/min8.1
6 HE shells x 60 / 4 s installed reload x 9% fire chance = 8.1.

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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage103,200
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS146
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.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index398
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 16,80021,800 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
Bow20 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 mm16,400 (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.
Stern20 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.
Citadel20 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).
Superstructure13 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 HP10,900 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 (37 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 HP6,500 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.

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.

Buff ×13Commander Skill ×3Main Battery ×2Torpedo ×6Concealment ×2
2026-04-30

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Adriatico 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.