Andrea Doria
Beta- Anchor a flank at 12-15 km with bow toward the closest threat
- Avoid: Leading the push alone
Andrea Doria Community Stats
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Andrea Doria Community Stats
Playstyle
Overview
Andrea Doria is a Tier V Italian all-rounder battleship with 320mm guns at 15.5 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best AP always-pen window in T5 BBs (55°) and best AP guaranteed-ricochet angle in T5 BBs (70°).
Positioning
Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.
Potato Avoidance
Leading the push alone
A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.
Signature Traits
55.0° AP min ricochet angle, best of T5 BBs. Larger impact-angle window where shells always penetrate.
70.0° AP guaranteed ricochet angle, best of T5 BBs. Auto-bounce kicks in later than peers'.
387429.0 secondary DPM per side, best of T5 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.
4.0 Repair Party charges, best of T5 BBs. More total HP available across a match.
42200.0 HP, bottom decile of T5 BBs. Trade hits sparingly.
~8.91 s to max forward speed, bottom decile of T5 BBs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Andrea Doria
Andrea Doria is available in the Bruiser Battleships branch of the Italy Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.
Show Italy tech-tree branch diagram
Andrea Doria sits in the Bruiser Battleships branch. The highlighted path shows the local branch context inside the full Italy tree.
Best listed chance for this ship
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Italian Battleship Big Crate
2.5%
V Andrea Doria*
Early access containers · Italian Battleship Big Crate
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Italian Battleship Crate
0.07%
V Andrea Doria*
Early access containers · Italian Battleship Crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Italian Battleship Big Crate 2.5% · V Andrea Doria*
- Italian Battleship Crate 0.07% · V Andrea Doria*
Builds Beta
Build for survivability, main-battery accuracy/reload, secondary utility, and push timing.
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 Andrea Doria sits among Tier V BBs (24 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 13 mid-pack stats
Not standouts for Andrea Doria -- 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 = (14136/30·(12−2.2)/1000 + 2.2)·30 = 204.5 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.5 × 0.6 = 122.7 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.5 × 0.369 (σ=1.6) = 75.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.7 × 0.369 (σ=1.6) = 45.3 mƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
10 broadside guns x 60 / 27 s base reload = 22.2.HE shells
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In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).ƒ
4,700 HE damage x 10 broadside guns = 47,000.ƒ
47,000 HE full-salvo alpha x 60 / 27 s base reload = 104,444.ƒ
10 HE shells x 60 / 27 s reload x 35% fire chance = 7.78.AP shells
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floor(320 mm caliber / 14.3) = 22 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 × 2600 × 525^0.69 × 0.32^-1.07 × 830^1.38 = 707.5 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 432.6 m/s: 1e-7 × 2600 × 525^0.69 × 0.32^-1.07 × 432.6^1.38 = 287.9 mm.ƒ
9,500 AP damage x 10 broadside guns = 95,000.ƒ
95,000 AP full-salvo alpha x 60 / 27 s base reload = 211,111.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (56×3.5×0.75) + (18×3.5×0.7) + (37×3.5×0.75) = 288. 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 37 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 37 + Medium 56 = 93ƒ
Far 37 + Medium 56 + Near 18 = 111ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.Show 2 more gun families
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
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
Show
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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 = (14136/30·(12−2.2)/1000 + 2.2)·30 = 204.5 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.5 × 0.6 = 122.7 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.5 × 0.369 (σ=1.6) = 75.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.7 × 0.369 (σ=1.6) = 45.3 mStandard BB dispersion. Used as the baseline for cross-family comparisons.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 × 2600 × 525^0.69 × 0.32^-1.07 × 830^1.38 = 707.5 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 432.6 m/s: 1e-7 × 2600 × 525^0.69 × 0.32^-1.07 × 432.6^1.38 = 287.9 mm.In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).floor(320 mm caliber / 14.3) = 22 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 10 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.4,700 HE damage x 10 broadside guns = 47,000.9,500 AP damage x 10 broadside guns = 95,000.47,000 HE full-salvo alpha x 60 / 27 s base reload = 104,444.95,000 AP full-salvo alpha x 60 / 27 s base reload = 211,111.10 broadside guns x 60 / 27 s base reload = 22.2.10 HE shells x 60 / 27 s reload x 35% fire chance = 7.78.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (56×3.5×0.75) + (18×3.5×0.7) + (37×3.5×0.75) = 288. 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.4.5 km × 57 + 30 = 286.5 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: 2×3 135 mm (3/side) × 60/5 × 3000 = 108,000 + 2×3 135 mm (3/side) × 60/5 × 3000 = 108,000 + 10×1 90 mm (5/side) × 60/3.5 × 2000 = 171,429. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3000 from the 135 mm family.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: 38 mm from the 135 mm family.Armor
Hull HP 39,100 → 42,200 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 | 26 mm primary (range 22–280 mm) | 2,700 (6% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm26 mm: HE pens from 203mm+ | 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 16–280 mm) | 31,700 (75% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)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 | 26 mm primary (range 22–150 mm) | 1,000 (2% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 230 mm primary (range 26–230 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 | 12 mm primary (range 12–250 mm) | 1,000 (2% 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 | 21,100 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 (135 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 (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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.100 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder. |
| Rudder (module) | separate HP pool, does not drain ship HP | 12,700 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 Andrea Doria. Cards are condensed; use each source link for full context.
Ministry of Balance: Italian Concerto
- Secondary Battery firing range increased from 4 to 4.5 km.
- Secondary Battery 90 mm gun reload time increased from 3 to 3.5 s.
- Secondary Battery 135 mm gun reload time increased from 4 to 5 s.
- Main Battery AP shell damage reduced from 9,700 to 9,500.
- Main Battery AP shell ricochet angles increased from 45/60 to 55/70 degrees.
- Main Battery HE shell damage reduced from 5,000 to 4,700.
- Stock Hull HP reduced from 41,300 to 39,100.
- Bow HP reduced from 2,600 to 2,500.
- Casemate HP reduced from 7,800 to 7,400.
- Hull HP reduced from 31,000 to 29,300.
- +4 more official change lines in the source post.
Summer Update: The High Roll
- Main battery reload time decreased from 30 to 27 s.
Skins & permanent camouflages
Every custom exterior Andrea Doria 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.
