C. Colombo
Beta- Push to within secondary range (~7 km) so the secondary battery starts contributing damage
- Avoid: Holding mid-range AP lines like a standard BB
C. Colombo Community Stats
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C. Colombo Community Stats
Playstyle
Overview
C. Colombo is a Legendary Italian secondary battleship with top-decile secondary reach out to 7 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Standout traits: best AP shell velocity in Legendary BBs (850) and best flat HE shells in Legendary BBs (880).
Positioning
Push to within secondary range (~7 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.
Potato Avoidance
Holding mid-range AP lines like a standard BB
The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.
Signature Traits
850.0 m/s AP muzzle velocity, best of Legendary BBs. Flatter trajectory, less lead, harder to dodge.
880.0 m/s HE muzzle velocity, best of Legendary BBs. Flatter trajectory, easier to land at range.
50.0° AP min ricochet angle, best of Legendary BBs. Larger impact-angle window where shells always penetrate.
65.0° AP guaranteed ricochet angle, best of Legendary BBs. Auto-bounce kicks in later than peers'.
Sigma 1.6, bottom decile of Legendary BBs. Shells scatter more; bracketing matters.
30.2 s reload, bottom decile of Legendary BBs. Salvos punish more, but cycle is slower than peers.
How to get C. Colombo
C. Colombo is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Build for survivability, SAP/AP consistency, smoke utility, main-battery reload/accuracy, and fire resistance.
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 C. Colombo sits among Legendary BBs (17 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 19 mid-pack stats
Not standouts for C. Colombo -- 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 = (17253/30·(12−2.2)/1000 + 2.2)·30 = 235.1 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 235.1 × 0.6 = 141 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 235.1 × 0.369 (σ=1.6) = 86.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 141 × 0.37 (σ=1.6) = 52.1 mƒ
180 degrees / 4.7 deg/s traverse speed = 38.3 s.ƒ
16 broadside guns x 60 / 33.5 s base reload = 28.7.HE shells
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64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).ƒ
5,400 HE damage x 16 broadside guns = 86,400.ƒ
86,400 HE full-salvo alpha x 60 / 33.5 s base reload = 154,746.ƒ
86,400 HE full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 171,656.ƒ
16 HE shells x 60 / 33.5 s reload x 24% fire chance = 6.88.AP shells
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floor(381 mm caliber / 14.3) = 26 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 × 2434 × 884.8^0.69 × 0.381^-1.07 × 850^1.38 = 814.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (21.6 km), where the shell has slowed to 542.8 m/s: 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 542.8^1.38 = 438.4 mm.ƒ
10,250 AP damage x 16 broadside guns = 164,000.ƒ
164,000 AP full-salvo alpha x 60 / 33.5 s base reload = 293,731.ƒ
164,000 AP full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 325,828.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: (116×3.5×0.75) + (70×3.5×0.7) + (54×3.5×0.75) = 618. 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 54 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 54 + Medium 116 = 170ƒ
Far 54 + Medium 116 + Near 70 = 240ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7 km × 57 + 30 = 429 m.Show 1 more gun family
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
Exhaust Smoke Generator3 charges · 150 s reload · 30 s emit / 10 s cloud active
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster4 charges · 120 s reload · 30 s active · +150% damage boost · +60% reload boost
See all derived stats
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17253/30·(12−2.2)/1000 + 2.2)·30 = 235.1 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 235.1 × 0.6 = 141 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 235.1 × 0.369 (σ=1.6) = 86.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 141 × 0.37 (σ=1.6) = 52.1 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 × 2434 × 884.8^0.69 × 0.381^-1.07 × 850^1.38 = 814.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (21.6 km), where the shell has slowed to 542.8 m/s: 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 542.8^1.38 = 438.4 mm.64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).floor(381 mm caliber / 14.3) = 26 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 16 barrels bear on the broadside.180 degrees / 4.7 deg/s traverse speed = 38.3 s.5,400 HE damage x 16 broadside guns = 86,400.10,250 AP damage x 16 broadside guns = 164,000.86,400 HE full-salvo alpha x 60 / 33.5 s base reload = 154,746.164,000 AP full-salvo alpha x 60 / 33.5 s base reload = 293,731.86,400 HE full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 171,656.164,000 AP full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 325,828.16 broadside guns x 60 / 33.5 s base reload = 28.7.16 broadside guns x 60 / 30.2 s installed Artillery reload = 31.8.16 HE shells x 60 / 33.5 s reload x 24% fire chance = 6.88.16 HE shells x 60 / 30.2 s installed reload x 24% fire chance = 7.63.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (116×3.5×0.75) + (70×3.5×0.7) + (54×3.5×0.75) = 618. 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.7 km × 57 + 30 = 429 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: 6×3 152 mm (9/side) × 60/8.5 × 3800 = 241,412 + 12×2 90 mm (12/side) × 60/6 × 2000 = 240,000. 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: 3800 from the 152 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: 42.3 mm from the 152 mm family.Armor
Hull HP 80,000, 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 | 32 mm primary (range 32–60 mm) | 3,000 (4% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 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) | 19 mm primary (range 19–400 mm) | 60,000 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–250 mm) | 3,500 (4% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 100 mm primary (range 38–100 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 | 100 mm primary (range 100–400 mm) | 3,400 (4% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 41,500 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 (152 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. |
| Rudder (module) | separate HP pool, does not drain ship HP | 24,000 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 C. Colombo. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Secondary battery firing range increased from 6.5 to 7 km.
- Improved the Enhanced Secondary Targeting consumable:
- Number of charges increased from 3 to 4.
- Cooldown time reduced from 160 to 120 s.
- Secondary battery shell grouping increased by 25% (from 2 to 2.5 sigma).
- Secondary battery dispersion reduced by 20%.
September Update: Breeze of Inspiration
- Buffs to Harold B. Farncomb: the "Careful" base trait and "Shell From the Ghost" unique skill have been improved.
- New row 4 skill for Jerzy Świrski: Fox Flair. Increases the duration of Radar to match that of Smoke Generator while the latter is active, and reduces main battery reload time by up to 10% while Radar is active.
Skins & permanent camouflages
Every custom exterior C. Colombo can equip, from in-game data.
DefaultThe ship’s standard exterior
Colombo RomanDecorative
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.
