World of Warships: Legends ship guide

Amalfi

Also called: 阿马尔菲 Beta
Italy · Tier VII · CA Cruiser · Tech Tree
All-rounder cruiserCompetent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Playstyle
  • Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides…
  • The AP kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (12 km)Stealthy (11.4 km)Long smoke deploymentFast for the classHeavy magazine armorSlow heal cycle
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Community Data

Amalfi Community Stats

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Playstyle

Overview

Amalfi is a Tier VII Italian all-rounder heavy cruiser with 203mm guns at 15.4 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best top speed in T7 CAs (37 kt) and best power per turn radius in T7 CAs (282.4 HP).

Positioning

Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides as they rotate rather than baiting them. The AP kit pays best when you choose your salvo target, not when you chase one.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 42,800-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

Long smoke deployment

30.0 s smoke deployment window, best of T7 CAs. Lays a longer rolling smoke trail while moving.

ELITE MOBILITY
  • Fast for the class · 37.0 kt
  • Holds speed in turns · 282.4 hp
  • Heavy powerplant · 192000.0 hp
ELITE ARMOR
  • Heavy magazine · 75.0 mm
  • Armored casemates · 75.0 mm
Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Shatter-prone secondaries

15.0 mm best HE pen across secondary families, bottom decile of T7 CAs. Shatters on plates peers' secondaries pen, so direct damage trails the brackets above.

Acquisition

How to get Amalfi

Amalfi is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

Open in Build Tool →

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Cohort position

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Where Amalfi sits among Tier VII CAs (56 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.

BestMax speed37 kt (1 of 3 tied) BestAP fuse timer0.03 s (1 of 24 tied) BestTurn-speed retention282.4 hp/m (1 of 2 tied) Top 10%Stealth profile11.37 km / 6.82 km (3/56 / 3/56) Top 10%Engine power192,000 hp (3/55) Top 10%Power-to-weight9.97 hp/t (5/55) Top 10%Torpedo range12 km (4/41) Top 25%Hit points42,800 HP (13/56) Top 25%Main dispersion129.6 m (10/56) Top 25%AP pen at 10 km278 mm (10/55) Top 25%Deck armor75 mm (11/50) Bottom 25%Rudder shift11 s (47/56) Bottom 25%Traverse-to-turn ratio4.36 × (51/56) Bottom 25%Main battery reload13.1 s (46/56) Bottom 25%Fires per minute6.18 (40/49) Bottom 25%HE DPM119,542 (43/49) Bottom 25%AP DPM197,863 (51/56) Bottom 25%HE alpha1,300 (41/49) Bottom 25%Displacement19,254 t (47/56) Bottom 25%Effective HE DPM (incl. fire)165,384 (43/49) Bottom 10%AA range4 km (55/56) Bottom 10%Torpedo damage≈11,667 (39/41) WorstSecondary fire chance5% (1 of 22 tied) WorstSecondary HE pen15 mm (1 of 2 tied) WorstTorpedo speed51 kt (41/41) WorstRepair heal rate0.5 %/s (1 of 18 tied)
See 24 mid-pack stats

Not standouts for Amalfi -- 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 caliber203 mm(18/56) Main battery range15.4 km(37/56) Sigma2(29/56) HE fire chance15%(15/49) AP shell damage4,800(17/56) Secondary DPM (per side)117,000(25/49) AP velocity910 m/s(20/56) HE velocity850 m/s(28/49) Acceleration26.3 s(25/55) AP arming threshold34 mm(40/56) AA DPS366(35/56) AA threat1,154(41/56) Flak per wave (expected)1,620(25/56) Torpedo reload95 s(21/41) Max armor150 mm(23/56) Citadel belt150 mm(18/52) Bow armor25 mm(32/52) Stern armor25 mm(32/52) NormSecondary dispersion bracket57(46 of 49 tied at this value) NormAP ricochet start45°(40 of 56 tied at this value) NormAP auto-bounce angle60°(40 of 56 tied at this value) NormTurn speed retained81%(52 of 56 tied at this value) NormSecondary range5 km(45 of 49 tied at this value) NormRepair charges2(49 of 55 tied at this value)
Survivability
Hit PointsInitial: 38,500 → 42,800
Displacement19,254 t
Armor range16–150 mm
Plate armor thicknesses16, 19, 21, 25, 27, 30, 40, 50, 70, 75, 90, 100, 120, 140, 150 mm
Armor material/layer entries57
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 203 mm/55 1934
Mounts / barrels3 mounts / 9 barrels
Reload time14.5 s
Firing range (base)14 km
Firing range (top fire control)15.4 km
Turret traverse7 °/s
AP pen max range214 mm
HE fire DPM vs T7 BB41437
Effective HE DPM vs T7 BB149437
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1399830·81.11000+1.1)·30=129.6m
129.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =129.6·0.6=77.8m
77.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =129.6·0.319(σ=2)=41.4m
41.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.8·0.319(σ=2)=24.8m
24.8 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 14.5 s base reload = 37.2. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 13.1 s all-upgrades reload = 41.2.
Initial: 37.2 → 41.2
HE shells
HE Damage2,900 → 3,200
HE Velocity850 m/s
Fire Chance15% → 17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒZero upgrades: 2,900 HE damage x 9 broadside guns = 26,100. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 3,200 HE damage x 9 broadside guns = 28,800.
Initial: 26,100 → 28,800
HE DPM
ƒZero upgrades: 26,100 HE full-salvo alpha x 60 / 14.5 s base reload = 108,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 28,800 HE full-salvo alpha x 60 / 13.1 s all-upgrades reload = 131,908.
Initial: 108,000 → 131,908
Fires/min
ƒZero upgrades: 37.2 shells/min x 17% fire chance = 6.33. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 41.2 shells/min x 17% fire chance = 7.01.
Initial: 6.33 → 7.01
AP shells
AP Damage4,800 → 5,100
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2500·125.30.69·0.2031.07·9101.38=467.7mm. Matches the in-game spec card.
467.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.2 km), where the shell has slowed to 474.3 m/s: P=107·2500·125.30.69·0.2031.07·474.31.38=190.3mm.
190.3 mm
AP full-salvo alpha
ƒZero upgrades: 4,800 AP damage x 9 broadside guns = 43,200. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 5,100 AP damage x 9 broadside guns = 45,900.
Initial: 43,200 → 45,900
AP DPM
ƒZero upgrades: 43,200 AP full-salvo alpha x 60 / 14.5 s base reload = 178,759. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 45,900 AP full-salvo alpha x 60 / 13.1 s all-upgrades reload = 210,229.
Initial: 178,759 → 210,229
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time95 s
Projectile speed51 kt
Range12 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=35,000·0.333=11,667.
≈ 11,667
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
12,667
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km51 kt×2.6=7.5 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.07 per hit, shown as 2.07×100=207%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
207%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming157 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 11,667 = 46,668.
46,668
AA Defense
AA mount points18
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) + (48×3.5×0.85) + (43×3.5×0.9) = 366. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
366
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
20 mm/70 Breda 1941Initial: 20 mm/65 Breda 1935 (12×2) → 20 mm/70 Breda 1941 (12×6)
65 mm/64 1939 (upgraded hull only)6×1 65mm
37 mm/54 Breda 1938 (stock hull only)6×2 37mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×1 90mm
Far aura
Guns90 mm/50 OTO 1939 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 135 from dual-purpose secondaries firing as AA in this range band.
135
Range4 km
Medium aura
Guns65 mm/64 1939
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.9 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.
88
Range3.7 km
Total DPS in Aura
ƒFar 135 + Medium 88 = 223
223
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.85 hit probability = 143 - the same in-game units as the Close-range AA DPS headline.
Initial: 80 → 143
Range2 km
Total DPS in Aura
ƒFar 135 + Medium 88 + Near 143 = 366
366
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 180 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop.
2.5-4 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
12×1 90mm
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power192,000 hp
Maximum speed37 kt
Turning circle radius680 m
Rudder shift time11 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 (33.3 kt of 37 kt), from our in-house acceleration model.
26.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 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.
42.9 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·37.0·0.5144680=1.60°/s, so ratio=ωturretωhull=71.60=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea11.37 km
Detectability by air6.82 km
Smoke firing penalty6.31 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.37 km
Detect Fire Sea13.37 km
Detect Fire Air9.82 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 30 s emit / 35 s cloud active · 450 m radius
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 5,992 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.
· 11,984 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 214 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (42,800 HP) per second = 214 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (2)

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

HullUpgrade
  • Hit points38,500 → 42,800
  • Rudder shift20 → 14.3 s
  • Close-range AA DPS65 → 76
  • Maximum AA range3.5 → 3.7 km
Fire controlUpgrade
  • Main battery range13,998 → 15397.8 m

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
Max Horiz Disp129.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1399830·81.11000+1.1)·30=129.6m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
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 Disp77.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =129.6·0.6=77.8m
Shell scatter height @ 10 km55.4 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 Disp41.4 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =129.6·0.319(σ=2)=41.4m
Med Vert Disp24.8 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.8·0.319(σ=2)=24.8m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close467.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2500·125.30.69·0.2031.07·9101.38=467.7mm. Matches the in-game spec card.
AP Pen Far190.3 mm
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 474.3 m/s: P=107·2500·125.30.69·0.2031.07·474.31.38=190.3mm.
AP pen 5 km364 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km278 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km218 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alphaInitial: 26,100 → 28,800
Zero upgrades: 2,900 HE damage x 9 broadside guns = 26,100. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 3,200 HE damage x 9 broadside guns = 28,800.
AP full-salvo alphaInitial: 43,200 → 45,900
Zero upgrades: 4,800 AP damage x 9 broadside guns = 43,200. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 5,100 AP damage x 9 broadside guns = 45,900.
HE DPMInitial: 108,000 → 131,908
Zero upgrades: 26,100 HE full-salvo alpha x 60 / 14.5 s base reload = 108,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 28,800 HE full-salvo alpha x 60 / 13.1 s all-upgrades reload = 131,908.
AP DPMInitial: 178,759 → 210,229
Zero upgrades: 43,200 AP full-salvo alpha x 60 / 14.5 s base reload = 178,759. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 45,900 AP full-salvo alpha x 60 / 13.1 s all-upgrades reload = 210,229.
Shells/minInitial: 37.2 → 41.2
Zero upgrades: 9 broadside guns x 60 / 14.5 s base reload = 37.2. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 13.1 s all-upgrades reload = 41.2.
Fires/minInitial: 6.33 → 7.01
Zero upgrades: 37.2 shells/min x 17% fire chance = 6.33. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 41.2 shells/min x 17% fire chance = 7.01.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range90.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage93,336
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 11,667 = 93,336.
Per-side salvo damage46,668
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 11,667 = 46,668.

AA defense

Close-range AA DPS366
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) + (48×3.5×0.85) + (43×3.5×0.9) = 366. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1154
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)117,000
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: 12×1 90 mm (6/side) × 60/4 × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 15 mm from the 90 mm family.

Armor Beta

Hull HP 38,50042,800 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.

Bow & stern25 mm

Overmatched by 102+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel150 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–50 mm)3,500 (8% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
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 16–150 mm)32,100 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–90 mm)3,400 (8% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel150 mm primary (range 27–150 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.
Superstructure16 mm primary (range 16–150 mm)1,500 (4% 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 HP21,400 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.
Secondary mount (90 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 HP12,800 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.

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Ship Charts

Balance History

Balance updates affecting Amalfi. Cards are condensed; use each source link for full context.

Buff ×5Main Battery ×8Consumable ×1
2024-09-05

Ministry of Balance: Season of Change

  • Stock and upgraded HE main battery reload time reduced from 16 to 14.5 seconds.
  • Upgraded SAP main battery reload time reduced from 17.5 to 16 seconds.
  • Smoke screen duration increased from 20 to 30 seconds.
Read the full official post
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Upgraded main battery AP shell damage increased from 4,800 to 5,100.
  • Added SAP upgrade module — Artillery: 203 mm/55 Model 1934 SAP.
  • Increases reload time to 17.5 s.
  • SAP shell damage: 5,200.
  • Penetrates 55 mm of armor.
  • HE Penetration Logic.
  • This is a fundamental change to how all high-explosive (HE) munitions work in the game (main battery guns, ATBA guns, carrier bombs).
  • , HE of all types had to have greater penetration than the armor the shell (or bomb) struck. So, if an HE shell had 25 mm of penetration, it could only penetrate up to 24 mm of armor. This was called the "Greater Than" or "–1 Rule.".
  • , HE of all types will now penetrate armor that is thinner.
  • their penetration value. So, if an HE shell has 25 mm of penetration, it can penetrate up to 25 mm of armor. We call this the "Equal To" rule.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.