World of Warships: Legends ship guide

Andrea Doria

Also called: 安德烈亚·多里亚 Beta
All-rounder battleshipA jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Playstyle
  • 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
Key characteristics
High HE / fire outputHigh fire chanceWide always-pen zoneHeavy secondary DPMExtra heal chargesFragile
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Community Data

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.

Community Data

Andrea Doria Community Stats

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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

Heavy secondary DPM ↗

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.

Extra heal charges ↗

4 Repair Party charges, best of T5 BBs. More total HP available across a match.

ELITE ARMOR ↗
  • Thick end plates · 26 mm
  • Thick bow plate · 26 mm
ELITE MAIN BATTERY ↗
  • High fire chance · 35%
  • High fire pressure · 7.78 fires/min
  • Fast turret traverse · 5°/s
WEAK HP ↗
  • Fragile HP pool · 42200 HP
  • Shallow effective · 65832 effective
Acquisition

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
Italy Tech Tree

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

Official WG availability sources
  • 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

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.

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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.

BestSmoke fire bloom8.41 km (1/26) BestSecondary DPM (per side)384,000 (1/26) BestAP ricochet start55° (1/26) BestAP auto-bounce angle70° (1/26) BestRepair charges4 (1/26) BestEnd plates26 mm (1 of 6 tied / 1 of 6 tied) Top 10%Main battery reload27 s (3/26) Top 10%Fires per minute7.78 (3/26) Top 10%AP velocity830 m/s (3/26) Top 10%AP arming threshold53 mm (3/26) Top 10%Displacement29,391 t (3/26) Top 25%Stealth profile14.1 km / 11.28 km (6/26 / 6/26) Top 25%Rudder shift13 s (4/26) Top 25%Turning circle640 m (5/26) Top 25%Power-to-weight2.55 hp/t (7/26) Top 25%Secondary range4.5 km (7/26) Top 25%AA DPS288 (7/26) Top 25%AA threat990 (5/26) Top 25%Flak damage per salvo (expected)840 (7/26) Bottom 25%HE shell damage4,700 (21/26) Bottom 25%Main dispersion218.4 m (22/26) Bottom 25%AA range4 km (22/26) Bottom 25%Max armor280 mm (23/26) Bottom 25%Citadel belt230 mm (22/26) Bottom 10%Main battery caliber320 mm (25/26) Bottom 10%AP shell damage9,500 (25/26) WorstHit points42,200 HP (26/26)
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.

Max speed27 kt(9/26) Main battery range15.55 km(19/26) Sigma1.6(20/26) HE DPM104,444(13/26) AP DPM211,111(13/26) HE velocity830 m/s(9/26) Time to 90% speed33.2 s(8/26) Acceleration (0-12 kt)14.4 s(8/26) Engine power75,000 hp(15/26) Power / turn radius117.2 hp/m(10/26) AP pen at 10 km421 mm(17/26) Effective HE DPM (incl. fire)163,037(10/26) NormSecondary dispersion bracket57(21 of 26 tied at this value) NormAP fuse timer0.033 s(21 of 26 tied at this value) NormRepair heal rate0.5 %/s(23 of 26 tied at this value)
Survivability
Hit PointsInitial: 39,100 → 42,200
Displacement29,391 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
186.4 x 28 m (published figure)
Armor range12–280 mm
Plate armor thicknesses12, 16, 19, 22, 26, 30, 32, 38, 40, 44, 70, 74, 80, 90, 100, 105, 110, 115, 120, 130, 150, 195, 200, 210, 220, 230, 250, 260, 280 mm
Armor material/layer entries108
Fire resistance
ƒstock hull: 1 − 0.8002 fire coefficient = 20%; top hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 20% → 23.3%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 42,200 HP = 7,596 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 42,200 HP = 8,440 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.265 hull torpedo-damage coefficient / 0.333 unprotected baseline = 20%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
20%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
21,100
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.
12,700
Effective HP
ƒBase 42,200 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 42,200 HP = 5,908 HP per charge, × 4 charges = 23,632 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
46,889–65,832
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,700 = 5,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,700
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,000 = 16,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,000
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 31,700 = 63,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
31,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,000
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,000
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 320 mm/44 M1936
Mounts / barrels4 mounts / 10 barrels
Reload time27 s
Firing range (base)14.1 km
Firing range (top fire control)15.5 km
Turret traverse5 °/s
Turret armor240 mm
Turret traverse arcs
ƒHow 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.
4x ±140°
Guns to bear
ƒ180° − 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.
40° off bow / 40° off stern
Shell Grouping (σ)1.6
Dispersion type
ƒIn 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.
European battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15549.630·12−2.21000+2.2)·30=218.4m
218.4 m at 15.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =218.4·0.6=131m
131 m at 15.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =218.4·0.61.6=81.9m
81.9 m at 15.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =131·0.61.6=49.1m
49.1 m at 15.5 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ10 broadside guns x 60 / 27 s base reload = 22.2.
22.2
HE shells
HE alpha4,700
HE Velocity830 m/s
Fire Chance35%
HE fire DPM vs T5 BB58576
Effective HE DPM vs T5 BB163020
HE penetration
ƒ55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒ4,700 HE damage x 10 broadside guns = 47,000.
47,000
HE DPM
ƒ47,000 HE full-salvo alpha x 60 / 27 s base reload = 104,444.
104,444
Fires/min
ƒ22.2 shells/min × 0.35 (35% fire chance) = 7.78.
7.78
AP shells
AP alpha9,500
AP Velocity830 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 deg
Fuse Timer0.033 s
Fuse Threshold53 mm
AP pen max range329 mm
AP overmatch
ƒfloor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
22 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2600·5250.69·0.32−1.07·8301.38=707.5mm.
707.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.5 km), where the shell has slowed to 475.8 m/s: P=10−7·2600·5250.69·0.32−1.07·475.81.38=328.3mm.
328.3 mm at 15.5 km
AP full-salvo alpha
ƒ9,500 AP damage x 10 broadside guns = 95,000.
95,000
AP DPM
ƒ95,000 AP full-salvo alpha x 60 / 27 s base reload = 211,111.
211,111
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.
55
AA Defense
AA mount points17
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
37 mm/54 Breda 1938 (upgraded hull only)9×2 37mm
20 mm/65 Breda 1935 (upgraded hull only)8×2 20mm
37 mm/54 RM 1939 (stock hull only)3×1 37mm
37 mm/54 Breda 1939 (stock hull only)6×1 37mm
13.2 mm/76 Breda 1931 (stock hull only)8×2 13mm
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.
10×1 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 97 from dual-purpose secondaries firing as AA in this range band.
97
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒInitial: 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.
Initial: 118 → 147
Range3.5 km
Total DPS in Aura
ƒFar 97 + Medium 147 = 244
244
Near aura
Guns20 mm/65 Breda 1935
Continuous DPS
ƒEffective DPS: 18 raw aura damage × 3.5 × 0.7 hit probability = 44 - the same in-game units as the Close-range AA DPS headline.
44
Range2 km
Total DPS in Aura
ƒFar 97 + Medium 147 + Near 44 = 288
288
Flak
AA explosions
ƒEach ~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.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
160
Cloud spawn chance
ƒEach 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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 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.
2.5-4 km
S
Secondary Battery
Mounts14
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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).
384,000
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
135 mm/45 OTO 1938 (4×3)
Caliber135 mm
Reload time5 s
SAP alpha3,000
Muzzle Velocity890 m/s
SAP Pen38 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
90 mm/50 OTO 1939 (10×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time3.5 s
SAP alpha2,000
Muzzle Velocity850 m/s
SAP Pen26 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine power75,000 hp
Maximum speed27.0 kt
Turning circle radius640 m
Rudder shift timeInitial: 18.2 s → 13 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.
11.7 kt
Crash stop
ƒSeconds 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.
44 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27.0 kt).
33.2 s
Acceleration 0-99%
ƒTime 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.
52.3 s
Guns in a full turn
ƒWith 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.
hold target (+0.5°/s spare)
Concealment
Detectability by sea
ƒBase 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.
14.1 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.47 km.
13.47 km
Detectability by air11.28 km
Smoke firing penalty8.41 km
Detect when firing (sea)
ƒmax(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.
15.55 km
Detect when firing (air)
ƒAir 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.
17.68 km
Detect when on fire (sea)
ƒSea detectability 14.1 km + 2.0 km while burning = 16.1 km.
16.1 km
Detect when on fire (air)
ƒAir detectability 11.28 km + 3.0 km while burning = 14.28 km.
14.28 km
Guaranteed Detect2 km
✦
Consumables
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)
ƒ0.005 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.
· 23,632 HP (56% of max HP) total heal (all charges)
ƒ0.14 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.
· 211 HP/s (0.5% of max HP) heal per second
ƒ0.005 (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
Module options (3)

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

HullUpgrade
  • Hit points39,100 → 42,200
  • Rudder shift18.2 → 13 s
  • Close-range AA DPS67 → 74
Fire controlUpgrade
  • Main battery range14,136 → 15549.6 m
EngineUpgrade
  • Time to 12 kt16.3 → 14.4 s

Under the hood

Show ▾

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

vs standard BB1% wider H · 1% taller V
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.
Shell scatter width @ 5 km115 m
(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.
Shell scatter width @ 10 km164 m
(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.
Shell scatter width @ 15 km213 m
(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.
Shell scatter height @ 5 km45.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15549.6=7775 m, and radiusOnMax=0.6 at 15549.6 m. Below the kink: k=0.2+(0.5−0.2)·50007775=0.3929, so σV=σH·k=115·0.3929=45.2m.
Shell scatter height @ 10 km86.7 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15549.6=7775 m, and radiusOnMax=0.6 at 15549.6 m. Above the kink: k=0.5+(0.6−0.5)·10000−777515549.6−7775=0.5286, so σV=σH·k=164·0.5286=86.7m.
Shell scatter height @ 15 km126.3 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15549.6=7775 m, and radiusOnMax=0.6 at 15549.6 m. Above the kink: k=0.5+(0.6−0.5)·15000−777515549.6−7775=0.5929, so σV=σH·k=213·0.5929=126.3m.
AP pen 5 km543 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·5250.69·0.32−1.07·685.21.38=543mm, 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 pen 10 km421 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·5250.69·0.32−1.07·5701.38=421mm, 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 pen 15 km336 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·5250.69·0.32−1.07·4841.38=336mm, 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.
HE flight time @ 10 km5.31 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3786·0.3228·485=3.14×10−5. 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.
AP flight time @ 10 km5.31 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4098·0.3228·525=3.14×10−5. 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.
Guns per full salvo (alpha, DPM)10
4 mounts × 2.5 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,600
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass525 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4098
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity830 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity830 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.2
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range97
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.
AA DPS layered by range97 DPS @ 4 km, 244 DPS @ 3.5 km, 288 DPS @ 2 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.
AA DPS at point-blank288
147 + 44 + 97 = 288 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index990
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.
Near aura range2 km

Secondary battery firepower

Max SAP alpha3000
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 SAP pen38 mm
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.
Open in Charting Tool

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.

Bow & stern26 mm

Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel230 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming12 mm

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
Bow26 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.
Stern26 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.
Citadel230 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.
Superstructure12 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 HP21,100 magazine HPTurret knocked outPer-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 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 (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine 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 HP12,700 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.

Balance History

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

Nerf ×20Buff ×3Main Battery ×7Consumable ×1
2023-06-15

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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Andrea Doria can equip.

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.