World of Warships: Legends ship guide

Aviere

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 10-km torpedoes for a perfect shot
Key characteristics
Long torps (10 km)2 sigma accuracyEngine BoostEasily spotted
Community Data

Aviere Community Stats

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Playstyle

Overview

Aviere is a Tier V Italian torpedo destroyer reaching 10 km. The torpedoes travel at 56 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best flat HE shells in T5 DDs (950) and best superstructure armor in T5 DDs (16 mm).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 10 km reach at 56 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 10-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Flat HE shells

950.0 m/s HE muzzle velocity, best of T5 DDs. Flatter trajectory, easier to land at range.

Hardened superstructure

16.0 mm superstructure, best of T5 DDs. HE farms less.

Long-range torps

10.0 km torpedo range, top decile of T5 DDs.

Fast for the class

38.0 kt, top decile of T5 DDs. Lets you rotate flanks or escape disengagements.

Fast turret traverse

14.0°/s turret traverse, top decile of T5 DDs. Tracks fast-rotating targets peers can't keep up with.

Easily spotted

6.84 km surface detect, bottom decile of T5 DDs. Visible before you can react; position early.

Acquisition

How to get Aviere

Aviere is available in the Destroyer Hunters 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
Italy Tech Tree

Aviere sits in the Destroyer Hunters branch. The highlighted path shows the local branch context inside the full Italy tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for gun reload, SAP damage, concealment, Exhaust Smoke utility, speed, and survivability.

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Cohort position

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Where Aviere sits among Tier V DDs (21 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.

BestHE velocity950 m/s (1 of 2 tied) Top 10%Traverse-to-turn ratio7.13 × (3/21) Top 10%Torpedo range10 km (3/21) Top 25%Hit points15,300 HP (4/21) Top 25%Max speed38 kt (5/21) Top 25%Turn-speed retention84.2 hp/m (6/21) Top 25%AA DPS129 (5/21) Bottom 25%Main battery reload5.9 s (17/21) Bottom 25%Acceleration12.16 s (18/21) Bottom 25%Displacement2,460 t (17/21) Bottom 25%Torpedo damage10,000 (19/21) Bottom 25%Torpedo speed56 kt (17/21) Bottom 10%Stealth profile6.84 km / 3.4 km (20/21 / 20/21) WorstMain battery caliber120 mm (1 of 9 tied)
See 17 mid-pack stats

Not standouts for Aviere -- 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.

Rudder shift4.6 s(14/21) Main battery range10.49 km(9/21) HE shell damage1,750(13/21) HE fire chance8%(7/21) Fires per minute4.07(10/21) HE DPM88,983(15/21) Main dispersion86.5 m(8/21) Engine power48,000 hp(9/21) Power-to-weight19.51 hp/t(14/21) AA range3.5 km(7/21) AA threat286(9/21) Torpedo reload80 s(13/21) Max armor16 mm(13/21) Bow armor16 mm(11/20) Stern armor16 mm(11/20) Deck armor16 mm(6/16) NormCitadel belt16 mm(19 of 20 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

SmokeEngine Boost
Survivability
Hit PointsInitial: 12,900 → 15,300
Displacement2,460 t
Armor range10–16 mm
Plate armor thicknesses10, 16 mm
Armor material/layer entries19
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
7,700
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.
4,600
Main Battery
ModuleArtillery: 120 mm/50 Ansaldo 1937
Mounts / barrels3 mounts / 5 barrels
Reload time6.5 s
Firing range (base)9.5 km
Firing range (top fire control)10.5 km
Turret traverse14 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9534/30·(8−0.5)/1000 + 0.5)·30 = 86.5 m
86.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 86.5 × 0.6 = 51.9 m
51.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 86.5 × 0.319 (σ=2) = 27.6 m
27.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.9 × 0.32 (σ=2) = 16.6 m
16.6 m
Turret turn time
ƒ180 degrees / 14 deg/s traverse speed = 12.9 s.
12.9 s
Base shells/min
ƒ5 broadside guns x 60 / 6.5 s base reload = 46.2.
46.2
HE shells
HE Damage1,750
HE Velocity950 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 5 broadside guns = 8,750.
8,750
Base HE DPM
ƒ8,750 HE full-salvo alpha x 60 / 6.5 s base reload = 80,769.
80,769
Base fires/min
ƒ5 HE shells x 60 / 6.5 s reload x 8% fire chance = 3.69.
3.69
SAP shells
SAP Damage2,600
SAP Velocity950 m/s
SAP Pen (mm)34.2
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time80 s
Projectile speed56 kt
Range10 km
Maximum simulated damage9,100 (est.)
Alpha damage27,300
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
54,600
AA Defense
AA mount points10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (14×3.5×1) + (17×3.5×0.95) + (7×3.5×0.95) = 129. 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.
129
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm/54 Breda 1939 (upgraded hull only)2×1 37mm
20 mm/65 Breda 1935Initial: 4×2 → 2×2 20mm
13.2 mm/76 Breda 19316×1 13mm
Medium aura
DPS14
Range3.5 km
Outer Near aura
DPSInitial: 15 → 7
Range2 km
Total DPS in Aura
ƒMedium 14 + Outer Near 7 = 21
21
Inner Near aura
DPSInitial: 19 → 17
Range1.2 km
Total DPS in Aura
ƒMedium 14 + Outer Near 7 + Inner Near 17 = 38
38
Maneuverability
Engine moduleEngine: 48,000 hp
Engine power48,000 hp
Maximum speed38 kt
Turning circle radius570 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.1× ok
Concealment
Detectability by sea6.84 km
Detectability by air3.4 km
Smoke firing penalty2.42 km
Detect after firing main guns6.84 km
Detect Fire Sea8.84 km
Detect Fire Air6.4 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator3 charges · 120 s reload · 15 s emit / 10 s cloud active
Engine Boost4 charges · 120 s reload · 25 s active · +25% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points12,900 → 15,300
  • Rudder shift6.5 → 4.6 s
  • Close-range AA DPS34 → 38
  • Maximum AA range2 → 3.5 km
  • Turret traverse14 → 10 °/s
Fire controlUpgrade
  • Main battery range9,534 → 10487.4 m
TorpedoesUpgrade
  • Range8.01 → 10 km

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp86.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9534/30·(8−0.5)/1000 + 0.5)·30 = 86.5 m
Max Vert Disp51.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 86.5 × 0.6 = 51.9 m
Med Horiz Disp27.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 86.5 × 0.319 (σ=2) = 27.6 m
Med Vert Disp16.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.9 × 0.32 (σ=2) = 16.6 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha5
All 5 barrels bear on the broadside.
Turret turn time12.9 s
180 degrees / 14 deg/s traverse speed = 12.9 s.
HE full-salvo alpha8,750
1,750 HE damage x 5 broadside guns = 8,750.
Base HE DPM80,769
8,750 HE full-salvo alpha x 60 / 6.5 s base reload = 80,769.
Base shells/min46.2
5 broadside guns x 60 / 6.5 s base reload = 46.2.
Base fires/min3.69
5 HE shells x 60 / 6.5 s reload x 8% fire chance = 3.69.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range68.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage54,600
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage54,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS129
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (14×3.5×1) + (17×3.5×0.95) + (7×3.5×0.95) = 129. 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.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index286
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

Armor

Hull HP 12,90015,300 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
Bow16 mm2,300 (15% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm11,500 (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.
Stern16 mm1,300 (8% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure16 mm1,000 (7% 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 HP7,700 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
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.
Rudder (module)separate HP pool, does not drain ship HP4,600 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.

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 Aviere. Cards are condensed; use each source link for full context.

Buff ×9Main Battery ×4Torpedo ×2Concealment ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Main battery firing range increased from 9.33 km to 9.53 km.
  • Main battery reload time reduced from 6.8 to 6.5 s.
  • Main battery HE shell damage increased from 1,700 to 1,750.
  • Main battery HE shell fire-setting chance increased from 7 to 8%.
  • Detectability range by sea reduced from 7.09 to 6.84 km.
  • Stock hull HP increased from 11,900 to 12,900 (with saturation adjusted proportionally).
  • Upgraded hull HP increased from 14,300 to 15,300 (with saturation adjusted proportionally).
  • Stock torpedo damage increased from 8,600 to 10,000.
  • Stock torpedo flooding chance increased from 136 to 160%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Aviere default exterior
    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.