Andrea Doria
Also called: 安德烈亚·多里亚 Beta- Anchor a flank at 12-15 km with bow toward the closest threat
- Avoid: Shooting on sight and learning where you are the hard way
On this page
Andrea Doria Community Stats
Across 9,600+ Standard battles from 340+ players, Andrea Doria averages a 59% win rate, 55,900 damage and 1.1 kills per battle, and survives 35% of them.
Andrea Doria Community Stats
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Andrea Doria Community Stats
Record History
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. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best heavy secondary DPM in T5 BBs (384,000, 1st of 26) and best Repair Party charges in T5 BBs (4, 1st of 26). The trade is hit points in T5 BBs (42,200 HP, 26th of 26).
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. 42,200 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. She is genuinely evasive in both phases of a turn, answering the helm in 13 s and carving a 640 m circle, so you can break a salvo and still be where you meant to go.
Potato Avoidance
Shooting on sight and learning where you are the hard way
Guns are what reveal you, not the enemy's luck: the first salvo lights you up at 14.1 km and hands every ship with a firing angle a stationary target worth 42,200 HP. Decide which island or angle you will shoot from before anything spots you, then angle away and keep firing from cover rather than trading in the open because you fired first.
Signature Traits
384000 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 Repair Party charges, best of T5 BBs. More total HP available across a match.
- Thick end plates · 26 mm
- Thick bow plate · 26 mm
- High fire chance · 35%
- High fire pressure · 7.78 fires/min
- Fast turret traverse · 5°/s
- Fragile HP pool · 42200 HP
- Shallow effective · 65832 effective
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.
History: Early Access Jan 2022 (temporary crate drops, now ended).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
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*
Archived · Italian Battleship Big Crate
-
Italian Battleship Crate
0.07%
V Andrea Doria*
Archived · Italian Battleship Crate
Official WG availability sources
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February update: fortes fortuna adiuvat
Early Access
Start: 2022-01-27
- You can get any of the four listed below in dedicated Italian Battleship regular and big crates (the guarantee system is active for the big ones—a ship drops at least once per every 20 containers).
- Tier V Andrea Doria
Show direct source rows
- Italian Battleship Big Crate 2.5% · V Andrea Doria*
- Italian Battleship Crate 0.07% · V Andrea Doria*
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Andrea Doria sits among Tier V BBs (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.
See 15 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.
Peers in this cohort
Compare Tier V BattleshipsStats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (15.5 km) than a standard battleship: about 218 m wide × 131 m tall, against 215 m × 129 m. Also on this curve (55): AL Vittorio Veneto, Alsace, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Centurion, Cristoforo Colombo and 43 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
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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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
22.2 shells/min × 0.35 (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
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.5 km), where the shell has slowed to 475.8 m/s: .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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 97 from dual-purpose secondaries firing as AA in this range band.ƒ
Initial: 45 × 3.5 × 0.75 = 118 → 56 × 3.5 × 0.75 = 147. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 97 + Medium 147 = 244ƒ
Effective DPS: 18 raw aura damage × 3.5 × 0.7 hit probability = 44 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 97 + Medium 147 + Near 44 = 288ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 160 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×3 135 mm (6/side) × 60/5 s × 3000 = 216,000 + 10×1 90 mm (5/side) × 60/3.571 s (3.5 s = 25 ticks) × 2000 = 168,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
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 1 more gun family
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Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
top speed / 4 + 4.9 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (24.3 kt of 27.0 kt).ƒ
Time to reach 99% of top speed (26.7 kt of 27.0 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.ƒ
With the rudder hard over the hull turns 4.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.5 = +0.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.1 km x 0.955 = 13.47 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.47 km.ƒ
max(main battery range, sea detectability 14.1 km) = 15.55 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 11.28 km + gun-firing bloom 6.4 km = 17.68 km. The bloom tracks main-battery caliber 320 mm × 0.020 = 6.4 km.ƒ
Sea detectability 14.1 km + 2.0 km while burning = 16.1 km.ƒ
Air detectability 11.28 km + 3.0 km while burning = 14.28 km.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 5,908 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 42,200 HP = 5,908 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 4 charges = 0.56 × 42,200 HP = 23,632 HP: up to 56% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 42,200 HP = 211 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (15.5 km) with the same model as Max Horiz/Vert Disp: horizontal 218 / 215 m − 1 = +1%, vertical 131 / 129 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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.(500 × (12 − 2.2) / 1000 + 2.2) × 30 = 213 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15549.6 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15549.6 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15549.6 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 685.2 m/s is the shell's speed when it arrives at 5 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 570 m/s is the shell's speed when it arrives at 10 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 484 m/s is the shell's speed when it arrives at 15 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.4 mounts × 2.5 barrels = 10; all 10 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 9x2 -> 147 DPS @ 3.5 km; 20mm65 Breda M1935 double 8x2 -> 44 DPS @ 2 km; 90mm50 barrels 1 M1939 10x1 -> 97 DPS @ 4 km.@ 4 km: 97 from one family; @ 3.5 km: 147 + 97 = 244; @ 2 km: 147 + 44 + 97 = 288. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.147 + 44 + 97 = 288 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).147 × 3.5 + 44 × 2 + 97 × 4 = 990. 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 firepower
max(3000 (135 mm), 3000 (135 mm), 2000 (90 mm)) = 3000. Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3000 from the 135 mm family.max(38 mm (135 mm), 38 mm (135 mm), 26 mm (90 mm)) = 38 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: 38 mm from the 135 mm family.Ship Charts
Background
A project that evolved from the Conte di Cavour-class battleships, equipped with a reinforced secondary battery. In the 1930s, the ship received a significant upgrade when her anti-torpedo protection was reinforced, her speed increased, and her main and secondary battery guns made more powerful.
Armor Beta
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.
Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 26 mm primary (range 22–280 mm) | 2,700 (6% of HP) | Overmatched by 380mm+ AP (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+ AP (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+ AP (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: 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. |
| 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 | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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 value. 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 deceleration stats; its exact meaning is not yet confirmed. |
| 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.
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.
- Magazine HP reduced from 20,700 to 19,600.
- Steering Gear HP reduced from 12,400 to 11,700.
- Superstructure HP reduced from 1,000 to 900.
- Upgraded Hull HP reduced from 45,000 to 42,200:
- Bow HP reduced from 2,800 to 2,700.
- Casemate HP reduced from 8,500 to 8,000.
- Stern HP reduced from 1,100 to 1,000.
- Hull HP reduced from 33,800 to 31,700.
- Magazine HP reduced from 22,500 to 21,100.
- Steering Gear HP reduced from 13,500 to 12,700.
- Superstructure HP reduced from 1,100 to 1,000.
- Visibility when firing in smoke reduced from 11.22 to 8.41 km.
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.
DefaultThe ship’s standard exterior
Virtus et Honor (Andrea Doria)Permanent Camo
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.
