Amalfi
Beta- Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull
- Avoid: Holding torpedoes for a perfect drop
Amalfi Community Stats
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Amalfi Community Stats
Playstyle
Overview
Amalfi is a Tier VII Italian heavy cruiser with a long-range torpedo battery reaching 12 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Standout traits: best top speed in T7 CAs (37 kt) and best power per turn radius in T7 CAs (282.4 HP).
Positioning
Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull. Drop on choke points and predictable rotations rather than direct lines; the torps are the threat tool, the guns are how you earn damage between waves.
Potato Avoidance
Holding torpedoes for a perfect drop
The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.
Signature Traits
37.0 kt, best of T7 CAs. Lets you rotate flanks or escape disengagements.
282.4 hp per metre of turn radius, best of T7 CAs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.
20.0 s Smoke Generator duration, best of T7 CAs. Holds the smoke shield longer.
150.0 mm armor deck, best of T7 CAs. Eats plunging fire and HE that peers don't.
80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.
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.
How to get Amalfi
Amalfi is available in the Evasive Cruisers branch of the Italy Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,950,000 credits.
Show Italy tech-tree branch diagram
Amalfi sits in the Evasive Cruisers branch. The highlighted path shows the local branch context inside the full Italy tree.
Builds Beta
Build for reload, SAP efficiency, smoke utility, rudder, concealment, 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 Amalfi sits among Tier VII CAs (46 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 22 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.
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 = (13998/30·(8−1.1)/1000 + 1.1)·30 = 129.6 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.6 × 0.6 = 77.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.6 × 0.319 (σ=2) = 41.4 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.8 × 0.319 (σ=2) = 24.8 mƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
9 broadside guns x 60 / 14.5 s base reload = 37.2.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
3,200 HE damage x 9 broadside guns = 28,800.ƒ
28,800 HE full-salvo alpha x 60 / 14.5 s base reload = 119,172.ƒ
28,800 HE full-salvo alpha x 60 / 13.1 s installed reload (Main Battery Mod. 3 = -10%) = 131,908.ƒ
9 HE shells x 60 / 14.5 s reload x 17% fire chance = 6.33.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2500 × 125.3^0.69 × 0.203^-1.07 × 910^1.38 = 467.7 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 474.3 m/s: 1e-7 × 2500 × 125.3^0.69 × 0.203^-1.07 × 474.3^1.38 = 190.3 mm.ƒ
5,100 AP damage x 9 broadside guns = 45,900.ƒ
45,900 AP full-salvo alpha x 60 / 14.5 s base reload = 189,931.ƒ
45,900 AP full-salvo alpha x 60 / 13.1 s installed reload (Main Battery Mod. 3 = -10%) = 210,229.ƒ
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.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: (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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 43 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 43 + Medium 28 = 71ƒ
Far 43 + Medium 28 + Near 48 = 119ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
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 = (13998/30·(8−1.1)/1000 + 1.1)·30 = 129.6 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.6 × 0.6 = 77.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.6 × 0.319 (σ=2) = 41.4 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.8 × 0.319 (σ=2) = 24.8 mStandard cruiser dispersion baseline.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 × 2500 × 125.3^0.69 × 0.203^-1.07 × 910^1.38 = 467.7 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 474.3 m/s: 1e-7 × 2500 × 125.3^0.69 × 0.203^-1.07 × 474.3^1.38 = 190.3 mm.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.3,200 HE damage x 9 broadside guns = 28,800.5,100 AP damage x 9 broadside guns = 45,900.28,800 HE full-salvo alpha x 60 / 14.5 s base reload = 119,172.45,900 AP full-salvo alpha x 60 / 14.5 s base reload = 189,931.28,800 HE full-salvo alpha x 60 / 13.1 s installed reload (Main Battery Mod. 3 = -10%) = 131,908.45,900 AP full-salvo alpha x 60 / 13.1 s installed reload (Main Battery Mod. 3 = -10%) = 210,229.9 broadside guns x 60 / 14.5 s base reload = 37.2.9 broadside guns x 60 / 13.1 s installed Artillery reload = 41.2.9 HE shells x 60 / 14.5 s reload x 17% fire chance = 6.33.9 HE shells x 60 / 13.1 s installed reload x 17% fire chance = 7.01.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.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).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: (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.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.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.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
Hull HP 38,500 → 42,800 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 | 25 mm primary (range 25–50 mm) | 3,500 (8% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle 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) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–90 mm) | 3,400 (8% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 150 mm primary (range 27–150 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 16 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 HP | 21,400 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. |
| Secondary mount (90 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 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 | 12,800 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 Amalfi. Cards are condensed; use each source link for full context.
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.
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.
Skins & permanent camouflages
Every custom exterior Amalfi can equip, from in-game data.
DefaultThe ship’s standard exterior- DecorativeAmalfi GoldenDecorative
Amalfi SoundwaveTransformers
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.
