World of Warships: Legends ship guide

AL Vittorio Veneto

Beta
Italy · Tier VII · Battleship · Vittorio Veneto Variant
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Use concealment, smoke timing, and islands to close distance without being farmed, then let SAP seconda…
  • Sonar gives safer pushes, but only when support is nearby
  • Avoid: Do not yolo-smoke into unsupported brawls
Community Data

AL Vittorio Veneto Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

AL Vittorio Veneto is an Italian battleship variant focused on SAP efficiency, secondary pressure, and Smoke Generator play, with improved secondary range and Sonar access alongside Exhaust Smoke. Play her as a controlled-push battleship that creates close-to-mid-range pressure on her terms.

Positioning

Use concealment, smoke timing, and islands to close distance without being farmed, then let SAP secondaries and main guns pressure committed ships. Sonar gives safer pushes, but only when support is nearby.

Potato Avoidance

Yolo-smoke into unsupported brawls

AL Vittorio Veneto’s tools enable controlled approaches; using them as a panic button leaves her isolated and burned down.

Acquisition

How to get AL Vittorio Veneto

AL Vittorio Veneto 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

  • Azur Lane VII Crate 1% One of the Azur Lane Tier VII Premium Ships Collaboration containers · Azur Lane VII Crate · 1 of 2 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Giuseppe Verdi Ship feature / release Start: 2023-08-22 · 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.
  • Through the Spy Glass: Victoria Ship feature / release Start: 2026-03-31 · 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

Build for survivability, secondary SAP pressure, smoke/sonar utility, and main-battery consistency. Commander choices should reinforce SAP damage and Smoke Generator gameplay.

Open in Build Tool →

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

Most stats below come from the base ship, Vittorio Veneto. Rows where this variant differs are marked with a badge; hover the badge to see the base value.

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

SonarRepair 4SmokeFighter
Survivability
Hit Points61,000 Δ
Displacement45,752 t
Armor range13–375 mm
Plate armor thicknesses13, 19, 32, 40, 44, 45, 50, 60, 70, 85, 90, 100, 102, 108, 112, 130, 150, 162, 200, 210, 260, 280, 350, 375 mm
Armor material/layer entries78
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction38%
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.
32,400
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.
19,400
Main Battery
ModuleArtillery: 381 mm/50 OTO 1934
Mounts / barrels3 mounts / 9 barrels
Reload time32 s Δ
Firing range (base)15.3 km
Firing range (top fire control)16.8 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15261/30·(12−2.2)/1000 + 2.2)·30 = 215.6 m
215.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 215.6 × 0.6 = 129.3 m
129.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 215.6 × 0.356 (σ=1.7) = 76.8 m
76.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 129.3 × 0.357 (σ=1.7) = 46.1 m
46.1 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 32 s base reload = 16.86
16.86 Δ
HE shells
HE Damage5,400
HE Velocity880 m/s
Fire Chance24%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,400 HE damage x 9 broadside guns = 48,600.
48,600
Base HE DPM
ƒ48,600 HE full-salvo alpha x 60 / 32 s base reload = 91,125
91,125 Δ
Installed HE DPM
ƒ48,600 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 101,250
101,250 Δ
Base fires/min
ƒ9 HE shells x 60 / 32 s reload x 24% fire chance = 4.05
4.05 Δ
AP shells
AP Damage11,000
AP Velocity850 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 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 × 2434 × 884.8^0.69 × 0.381^-1.07 × 850^1.38 = 814.1 mm. Matches the in-game spec card.
814.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21 km), where the shell has slowed to 547.5 m/s: 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 547.5^1.38 = 443.6 mm.
443.6 mm
AP full-salvo alpha
ƒ11,000 AP damage x 9 broadside guns = 99,000.
99,000
Base AP DPM
ƒ99,000 AP full-salvo alpha x 60 / 32 s base reload = 185,625
185,625 Δ
Installed AP DPM
ƒ99,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 206,250
206,250 Δ
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.
120
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.75) + (30×3.5×0.7) + (41×3.5×0.75) = 368. 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.
368
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 193812×2 37mm
20 mm/70 Breda 19416×6 20mm
20 mm/70 Breda 19412×6 20mm
90 mm/50 OTO 1939 (DP)12×1 90mm
Far aura
DPS
ƒIncludes 41 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
41
Range4 km
Medium aura
DPS71
Range3.5 km
Total DPS in Aura
ƒFar 41 + Medium 71 = 112
112
Near aura
DPS30
Range2 km
Total DPS in Aura
ƒFar 41 + Medium 71 + Near 30 = 142
142
S
Secondary Battery
Mounts16
Firing range6.3 km Δ
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%) Δ
Max secondary dispersion @ 6.3 km
ƒ6.3 km × 43.5 + 30 = 304.1 m.
304.1 m Δ
152 mm/55 OTO 1934 (×4)
Caliber152 mm
Reload time5 s
SAP Damage3,800
Muzzle Velocity930 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
90 mm/50 OTO 1939 (×12)
Caliber90 mm
Reload time3.5 s
SAP Damage2,000
Muzzle Velocity850 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine moduleEngine: 130,000 hp
Engine power130,000 hp
Maximum speed30 kt
Turning circle radius810 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.5× slow
Concealment
Detectability by sea15.23 km
Detectability by air12.18 km
Smoke firing penalty10.46 km
Detect after firing main guns15.23 km
Detect Fire Sea17.23 km
Detect Fire Air15.18 km
Guaranteed Detect2 km
Consumables
Variant consumable changes
Sonar (added to the Repair Party slot)3 charges · 100 s active
  • Sonar added to the Repair Party slot (3 charges, 100 s duration)
  • Exhaust Smoke Generator reload 125 s (was 150 s)
  • Exhaust Smoke Generator duration 50 s (was 45 s)
Source: Azur Lane Wave VII is Coming (Wargaming) · 2025-12-29. Values appear here as WG published them; per-consumable timings WG did not list are omitted rather than estimated.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Exhaust Smoke Generator3 charges · 150 s reload · 30 s emit / 10 s cloud active
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

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)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp215.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15261/30·(12−2.2)/1000 + 2.2)·30 = 215.6 m
Max Vert Disp129.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 215.6 × 0.6 = 129.3 m
Med Horiz Disp76.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 215.6 × 0.356 (σ=1.7) = 76.8 m
Med Vert Disp46.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 129.3 × 0.357 (σ=1.7) = 46.1 m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close814.1 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 × 2434 × 884.8^0.69 × 0.381^-1.07 × 850^1.38 = 814.1 mm. Matches the in-game spec card.
AP Pen Far443.6 mm
Same formula at the ship's max firing range (21 km), where the shell has slowed to 547.5 m/s: 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 547.5^1.38 = 443.6 mm.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha48,600
5,400 HE damage x 9 broadside guns = 48,600.
AP full-salvo alpha99,000
11,000 AP damage x 9 broadside guns = 99,000.
Base HE DPM91,125 Δ
48,600 HE full-salvo alpha x 60 / 32 s base reload = 91,125
Base AP DPM185,625 Δ
99,000 AP full-salvo alpha x 60 / 32 s base reload = 185,625
Installed HE DPM101,250 Δ
48,600 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 101,250
Installed AP DPM206,250 Δ
99,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 206,250
Base shells/min16.86 Δ
9 broadside guns x 60 / 32 s base reload = 16.86
Installed shells/min18.79 Δ
9 broadside guns x 60 / 28.8 s installed Artillery reload = 18.79
Base fires/min4.05 Δ
9 HE shells x 60 / 32 s reload x 24% fire chance = 4.05
Installed fires/min4.5 Δ
9 HE shells x 60 / 28.8 s installed reload x 24% fire chance = 4.5

AA defense

Close-range AA DPS368
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.75) + (30×3.5×0.7) + (41×3.5×0.75) = 368. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1230
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 typeImproved (22.5%) Δ
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.3 km304.1 m Δ
6.3 km × 43.5 + 30 = 304.1 m.

Secondary battery firepower

Secondary DPM (per side)479,314
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: 4×3 152 mm (6/side) × 60/5 × 3800 = 273,600 + 12×1 90 mm (6/side) × 60/3.5 × 2000 = 205,714. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3800
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3800 from the 152 mm family.
Max SAP pen42.3 mm
Maximum SAP armor penetration across secondary SAP families. SAP auto-bounces past its ricochet angles but never shatters on plate it can pen, and it starts no fires. Best on this ship: 42.3 mm from the 152 mm family.
Exteriors

Skins & permanent camouflages

Every custom exterior AL Vittorio Veneto can equip, from in-game data.

  • AL Vittorio Veneto default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur VenetoAzur Lane

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.