Cristoforo Colombo
Also called: 克里斯托弗·哥伦布 Beta- Push to within secondary range (~7 km) so the secondary battery starts contributing damage
- Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
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Cristoforo Colombo Community Stats
Across 24,000+ Standard battles from 260+ players, Cristoforo Colombo averages a 63% win rate, 116,000 damage and 1.3 kills per battle, and survives 43% of them.
Cristoforo Colombo Community Stats
Log in to GamingDiver and upload your data to see Community Data for Cristoforo Colombo: community win rate, damage, survival, spotting, and your own comparison.
Cristoforo Colombo Community Stats
Record History
Playstyle
Overview
Cristoforo 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. Her secondaries fire SAP, so the auto-fire battery punches through angled plating that shatters standard HE. Standout traits: best heavy secondary DPM in Legendary BBs (479,400, 1st of 23) and HE DPM in Legendary BBs (154,417, 3rd of 22). The trade is loose grouping in Legendary BBs (1.6, 23rd of 23).
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. Shooting from the cloud gives you away at 10.9 km, wider than a destroyer's own concealment here (about 7.1 km), so one can watch you shoot for 3.8 km before you know it is there, with the smoke holding you broadside and stopped. Treat it as cover to leave from, not a firing position. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so you would be blind as well as stopped. Enemy sonar (about 4.9 km) and radar (about 9.9 km) read straight in regardless. The screen is 900 m across, twice the usual, which makes it a team asset rather than a personal one: dropped across a friendly push it covers ships either side of you, not just your own hull.
Potato Avoidance
Torpedo Boat Brawling
With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.
Signature Traits
- Extended secondary range · 7 km
- Heavy secondary DPM · 479400 secondary
- Tight secondary grouping
- Tight secondary spread
- HE DPM machine · 154417 HE
- Fast HE shells · 4.63 s
4 Repair Party charges, best of Legendary BBs. More total HP available across a match.
Sigma 1.6, bottom decile of Legendary BBs. Shells scatter more; bracketing matters.
A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.
How to get Cristoforo Colombo
Cristoforo Colombo is the Legendary ship of the Bruiser Battleships branch of the Italy Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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Autumn Update: Risk It And Win
Bureau project
Start: 2023-08-24
- Three new Bureau Projects arrive with this update; all of them are free to research, and they will each reward you with a Legendary ship: French heavy cruiser Henri IV, Italian battleship Cristoforo Colombo, or Pan-European destroyer Halland.
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 Cristoforo Colombo sits among Legendary BBs (22 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 27 mid-pack stats
Not standouts for Cristoforo 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.
Peers in this cohort
Compare Legendary 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° − 155° (the most restricted aft-facing mount's arc) = 25° off bow; 180° − 144° (the most restricted forward-facing mount's arc) = 36° 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 (17.3 km) than a standard battleship: about 235 m wide × 141 m tall, against 233 m × 140 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Centurion 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 / 4.7 deg/s traverse speed = 38.3 s.ƒ
Zero upgrades: 16 broadside guns x 60 / 33.571 s (33.5 s = 235 ticks) base reload = 28.6. All upgrades (Main Battery Mod. 3 = -10% reload): 16 broadside guns x 60 / 30.286 s (30.2 s = 212 ticks) all-upgrades reload (33.5 s × 0.9 Main Battery Mod. 3 = 30.2 s) = 31.7.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
Zero upgrades: 86,400 HE full-salvo alpha x 60 / 33.571 s (33.5 s = 235 ticks) base reload = 154,417. All upgrades (Main Battery Mod. 3 = -10% reload): 86,400 HE full-salvo alpha x 60 / 30.286 s (30.2 s = 212 ticks) all-upgrades reload (33.5 s × 0.9 Main Battery Mod. 3 = 30.2 s) = 171,170.ƒ
Zero upgrades: 28.6 shells/min × 0.24 (24% fire chance) = 6.86. All upgrades (Main Battery Mod. 3 = -10% reload): 31.7 shells/min × 0.24 (24% fire chance) = 7.61.AP shells
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floor(381 mm caliber / 14.3) = 26 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 (17.3 km), where the shell has slowed to 583 m/s: .ƒ
10,250 AP damage x 16 broadside guns = 164,000.ƒ
Zero upgrades: 164,000 AP full-salvo alpha x 60 / 33.571 s (33.5 s = 235 ticks) base reload = 293,106. All upgrades (Main Battery Mod. 3 = -10% reload): 164,000 AP full-salvo alpha x 60 / 30.286 s (30.2 s = 212 ticks) all-upgrades reload (33.5 s × 0.9 Main Battery Mod. 3 = 30.2 s) = 324,906.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 142 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 116 raw aura damage × 3.5 × 0.75 hit probability = 304 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 142 + Medium 304 = 446ƒ
Effective DPS: 70 raw aura damage × 3.5 × 0.7 hit probability = 172 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 142 + Medium 304 + Near 172 = 618ƒ
Each ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 210 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: 6×3 152 mm (9/side) × 60/8.571 s (8.5 s = 60 ticks) × 3800 = 239,400 + 12×2 90 mm (12/side) × 60/6 s × 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).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
7 km × 57 + 30 = 429 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 = 29.6 / 4 + 4.9 = 12.3 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 (26.6 kt of 29.6 kt).ƒ
Time to reach 99% of top speed (29.3 kt of 29.6 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 3.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4.7 − 3.5 = +1.2°/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): 15.8 km x 0.955 = 15.09 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 15.8 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.09 km.ƒ
max(main battery range, sea detectability 15.8 km) = 17.25 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 12.64 km + gun-firing bloom 7.62 km = 20.26 km. The bloom tracks main-battery caliber 381 mm × 0.020 = 7.62 km.ƒ
Sea detectability 15.8 km + 2.0 km while burning = 17.8 km.ƒ
Air detectability 12.64 km + 3.0 km while burning = 15.64 km.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 11,200 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 × 80,000 HP = 11,200 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 4 charges = 0.56 × 80,000 HP = 44,800 HP: up to 56% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 80,000 HP = 400 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Exhaust Smoke Generator3 charges · 150 s reload · 45 s emit / 10 s cloud active · 900 m radius
Catapult Fighter4 charges · 80 s reload · 60 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting4 charges · 120 s reload · 30 s active · +150% grouping · -60% 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 (17.3 km) with the same model as Max Horiz/Vert Disp: horizontal 235 / 233 m − 1 = +1%, vertical 141 / 140 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 × 166.7 / 166.7) × 30 = 115 m (inside the 5 km taper). 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 17253 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 17253 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 17253 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 756.7 m/s is the shell's speed when it arrives at 5 km (from 850 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 676 m/s is the shell's speed when it arrives at 10 km (from 850 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 608.7 m/s is the shell's speed when it arrives at 15 km (from 850 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 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 850 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 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 880 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 × 4 barrels = 16; all 16 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 8x2 -> 152 DPS @ 3.5 km; 37mm Breda barrels 4 8x4 -> 152 DPS @ 3.5 km; 20mm70 Breda barrels 6 20x6 -> 172 DPS @ 2 km; 90mm50 barrels 2 M1939 12x2 -> 142 DPS @ 4 km.@ 4 km: 142 from one family; @ 3.5 km: 152 + 152 + 142 = 446; @ 2 km: 152 + 152 + 172 + 142 = 618. 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.152 + 152 + 172 + 142 = 618 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).152 × 3.5 + 152 × 3.5 + 172 × 2 + 142 × 4 = 1976. 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
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.Secondary battery firepower
max(3800 (152 mm), 2000 (90 mm)) = 3800. Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3800 from the 152 mm family.max(42.3 mm (152 mm), 26 mm (90 mm)) = 42.3 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: 42.3 mm from the 152 mm family.Ship Charts
Background
A large battleship that embodies the Italian shipbuilding achievements of the early 1940s. The ship is armed with sixteen 15-inch (381 mm) main guns and a strong secondary battery.
Armor Beta
Hull HP 80,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.
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 40%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–60 mm) | 3,000 (4% of HP) | Overmatched by 460mm+ AP (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) | 400 mm primary (range 25–400 mm) | 60,000 (75% of HP) | No common AP caliber overmatches400 mm: no common HE pens | 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+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 375 mm primary (range 38–100 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 | 19 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 | 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 (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.
Balance History
Balance updates affecting Cristoforo 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%.
Ministry of Balance: Season of Change
- Main battery AP shell damage reduced from 11,000 to 10,250.
- Main battery AP minimum penetration angle reduced from 55 to 50 degrees.
- Main battery AP maximum penetration angle reduced from 70 to 65 degrees.
- Upgraded hull total health reduced from 83,000 to 80,000:
- Upgraded hull engine HP reduced from 89,900 to 80,000.
- Upgraded hull bow HP reduced from 3,200 to 3,000.
- Upgraded hull stern HP reduced from 3,600 to 3,500.
- Upgraded hull HP reduced from 62,300 to 60,000.
- Upgraded hull steering gear HP reduced from 24,900 to 24,000.
- Upgraded hull superstructure HP reduced from 3,500 to 3,400.
- Upgraded hull casemate HP reduced from 14,700 to 14,100.
Skins & permanent camouflages
Every custom exterior Cristoforo Colombo can equip.
DefaultThe ship’s standard exterior
Lorica Segmentata (Cristoforo Colombo)Decorative
Scorched TyrantHalloween
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.
