World of Warships: Legends ship guide

Cavour

Also called: 加富尔伯爵 · Conte di Cavour Beta
All-rounder battleshipNo single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
High HE / fire outputHigh AP DPMHeavy secondary DPMExtra heal chargesFragile
On this page
Community Data

Cavour Community Stats

Across 4,700+ Standard battles from 330+ players, Cavour averages a 58% win rate, 49,000 damage and 1.2 kills per battle, and survives 36% of them.

Community Data

Cavour Community Stats

Log in to GamingDiver and upload your data to see Community Data for Cavour: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Cavour is a Tier IV Italian all-rounder battleship with 305mm guns at 14.3 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. Both shells run cohort-strong (top-decile AP at 215,670 AP DPM and cohort-strong HE at 103,740 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: fires per minute in T4 BBs (8.2, 2nd of 24) and best heavy secondary DPM in T4 BBs (504,000, 1st of 24). The trade is short gun range in T4 BBs (14.3 km, 23rd of 24).

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. At 22 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start. The helm answers quickly (12.1 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Taking the long way round the map edge to flank

At 22 kn five minutes of sailing buys about 3.4 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

ELITE MAIN BATTERY ↗
  • AP DPM machine · 215670 AP
  • HE DPM machine · 103740 HE
  • High fire pressure · 8.19 fires/min
  • Fast HE shells · 5.01 s
  • Flat arc HE shells · 861 m/s
Heavy secondary DPM ↗

504000 secondary DPM per side, best of T4 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 T4 BBs. More total HP available across a match.

Short gun range ↗

14.3 km main battery reach, bottom decile of T4 BBs. Outranged by peers; close distance or lean on terrain.

Fragile HP pool ↗

36300 HP, bottom decile of T4 BBs. Trade hits sparingly.

Acquisition

How to get Cavour

Cavour is available in the Bruiser Battleships branch of the Italy Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 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

Cavour 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 IV Conte di Cavour
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.

Open in Build Tool →

Commanders frequently paired with this ship AL LittorioAL Vittorio VenetoAngelo Iachino

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

Hide ▾

Where Cavour sits among Tier IV BBs (23 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 bloom7.47 km (1/24) BestSecondary DPM (per side)504,000 (1/24) BestRepair charges4 (1/24) Top 10%Fires per minute8.19 (2/24) Top 10%AP DPM215,670 (3/24) Top 10%HE velocity861 m/s (2/24) Top 10%Displacement24,250 t (3/24) Top 10%Effective HE DPM (incl. fire)163,001 (3/24) Top 25%Rudder shift12.1 s (6/24) Top 25%Turning circle620 m (7/24) Top 25%HE DPM103,740 (4/24) Top 25%AP velocity840 m/s (5/24) Top 25%AP arming threshold51 mm (6/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%AP pen at 10 km288 mm (20/24) Bottom 25%Citadel belt100 mm (21/24) Bottom 10%Hit points36,300 HP (23/24) Bottom 10%Main battery range14.31 km (23/24) WorstSigma1.6 (1 of 4 tied) ShortestAP fuse timer0.01 s (1 of 6 tied) WorstNo torpedoes (21 of 24 in cohort)
See 21 mid-pack stats

Not standouts for Cavour -- 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 speed22 kt(17/24) Concealment13.05 km(9/24) Air detection10.44 km(9/24) Main battery reload28.5 s(8/24) HE fire chance30%(11/24) Main dispersion206.3 m(13/24) Time to 90% speed34.1 s(13/24) Acceleration (0-12 kt)17.5 s(16/24) Engine power31,000 hp(17/24) Power / turn radius50 hp/m(18/24) Power-to-weight1.28 hp/t(15/24) Secondary range4.25 km(10/24) AA DPS139(14/23) AA range3.5 km(13/23) AA threat476(13/23) Max armor280 mm(15/24) Stern armor19 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value) NormBow armor19 mm(21 of 24 tied at this value)
Survivability
Hit PointsInitial: 33,500 → 36,300
Displacement24,250 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.
176.5 x 28.2 m (ship-model figure)
Armor range13–280 mm
Plate armor thicknesses13, 19, 22, 24, 28, 30, 31, 40, 43, 70, 80, 85, 100, 110, 120, 130, 180, 210, 220, 250, 280 mm
Armor material/layer entries89
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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: 13.3% → 16.6%
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 × 36,300 HP = 6,534 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 × 36,300 HP = 7,260 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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.
18,200
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.
10,900
Effective HP
ƒBase 36,300 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 36,300 HP = 5,082 HP per charge, × 4 charges = 20,328 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.
40,333–56,628
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 × 1,700 = 3,400), 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.
1,700
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 × 7,700 = 15,400), 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.
7,700
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 × 27,200 = 54,400), 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.
27,200
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 × 400 = 800), 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.
400
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: 305 mm/46 Vickers-Terni 1909
Mounts / barrels5 mounts / 13 barrels
Reload time28.5 s
Firing range (base)13 km
Firing range (top fire control)14.3 km
Turret traverse3 °/s
Turret armor280 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 ±149°
Guns to bear
ƒ180° − 149° (the most restricted aft-facing mount's arc) = 31° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
31° off bow / 31° off stern
Shell Grouping (σ)1.6
Dispersion type
ƒIn practice: 2% wider (worse) horizontal dispersion and 2% more vertical spread at max range (14.3 km) than a standard battleship: about 206 m wide × 124 m tall, against 203 m × 122 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, 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 =(14312.130·12−2.21000+2.2)·30=206.3m
206.3 m at 14.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =206.3·0.6=123.8m
123.8 m at 14.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =206.3·0.61.6=77.3m
77.3 m at 14.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =123.8·0.61.6=46.4m
46.4 m at 14.3 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ13 broadside guns x 60 / 28.571 s (28.5 s = 200 ticks) base reload = 27.3.
27.3
HE shells
HE alpha3,800
HE Velocity861 m/s
Fire Chance30%
HE fire DPM vs T4 BB59261
Effective HE DPM vs T4 BB163001
HE penetration
ƒ59 mm = 305 mm caliber / 5.17 (non-standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ3,800 HE damage x 13 broadside guns = 49,400.
49,400
HE DPM
ƒ49,400 HE full-salvo alpha x 60 / 28.571 s (28.5 s = 200 ticks) base reload = 103,740.
103,740
Fires/min
ƒ27.3 shells/min × 0.3 (30% fire chance) = 8.19.
8.19
AP shells
AP alpha7,900
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2100·3900.69·0.305−1.07·8401.38=498.1mm.
498.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.3 km), where the shell has slowed to 484.6 m/s: P=10−7·2100·3900.69·0.305−1.07·484.61.38=233.2mm.
233.2 mm at 14.3 km
AP full-salvo alpha
ƒ7,900 AP damage x 13 broadside guns = 102,700.
102,700
AP DPM
ƒ102,700 AP full-salvo alpha x 60 / 28.571 s (28.5 s = 200 ticks) base reload = 215,670.
215,670
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.
40
AA Defense
AA mount points14
Maximum AA range
ƒInitial: 3 km → 3.5 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
Initial: 3 km → 3.5 km
76.2 mm/40 Ansaldo 19176×1 76mm
37 mm/54 Breda 1939 (upgraded hull only)8×1 37mm
40 mm/39 QF MKII (stock hull only)8×1 40mm
Outer Medium aura
Guns37 mm/54 Breda 1939
Continuous DPS
ƒEffective DPS: 45 raw aura damage × 3.5 × 0.75 hit probability = 118 - the same in-game units as the Close-range AA DPS headline.
118
Range3.5 km
Inner Medium aura
Guns76.2 mm/40 Ansaldo 1917
Continuous DPS
ƒInitial: 9 × 3.5 × 0.75 = 24 → 8 × 3.5 × 0.75 = 21. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 24 → 21
Range3 km
Total DPS in Aura
ƒOuter Medium 118 + Inner Medium 21 = 139
139
S
Secondary Battery
Mounts18
Firing range4.25 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: 18×1 120 mm (9/side) × 60/3 s × 2800 = 504,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
504,000
120 mm/50 Vickers 190918×1 120mm
Caliber120 mm
Reload time3 s
SAP alpha2,800
Muzzle Velocity870 m/s
SAP Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
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 @ 4.25 km
ƒ4.25 km × 57 + 30 = 272.2 m.
272.2 m
Maneuverability
Engine power31,000 hp
Maximum speed22.0 kt
Turning circle radius620 m
Rudder shift timeInitial: 16.9 s → 12.1 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 = 22 / 4 + 4.9 = 10.4 kt. Base value; speed modifiers scale it.
10.4 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.
39.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (19.8 kt of 22.0 kt).
34.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.8 kt of 22.0 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.
54.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3 − 3.8 = -0.8°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.8°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.05 km x 0.955 = 12.46 km. Camouflage does not change detectability by air.
13.05 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.05 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.46 km.
12.46 km
Detectability by air10.44 km
Smoke firing penalty7.47 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.05 km) = 14.31 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.31 km
Detect when firing (air)
ƒAir detectability 10.44 km + gun-firing bloom 6.1 km = 16.54 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
16.54 km
Detect when on fire (sea)
ƒSea detectability 13.05 km + 2.0 km while burning = 15.05 km.
15.05 km
Detect when on fire (air)
ƒAir detectability 10.44 km + 3.0 km while burning = 13.44 km.
13.44 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 5,082 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 × 36,300 HP = 5,082 HP: up to 14% of max HP restored per charge.
· 20,328 HP (56% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 4 charges = 0.56 × 36,300 HP = 20,328 HP: up to 56% of max HP if the whole Repair Party loadout is used.
· 182 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 36,300 HP = 182 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 points33,500 → 36,300
  • Rudder shift16.9 → 12.1 s
  • Close-range AA DPS42 → 53
  • Maximum AA range3 → 3.5 km
Fire controlUpgrade
  • Main battery range13,011 → 14312.1 m
EngineUpgrade
  • Time to 12 kt20 → 17.5 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 BB2% wider H · 2% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (14.3 km) with the same model as Max Horiz/Vert Disp: horizontal 206 / 203 m − 1 = +2%, vertical 124 / 122 m − 1 = +2%. 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 height @ 5 km47.1 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=0.5·14312.1=7156 m, and radiusOnMax=0.6 at 14312.1 m. Below the kink: k=0.2+(0.5−0.2)·50007156=0.4096, so σV=σH·k=115·0.4096=47.1m.
Shell scatter height @ 10 km88.5 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=0.5·14312.1=7156 m, and radiusOnMax=0.6 at 14312.1 m. Above the kink: k=0.5+(0.6−0.5)·10000−715614312.1−7156=0.5397, so σV=σH·k=164·0.5397=88.5m.
AP pen 5 km376 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 =10−7·2100·3900.69·0.305−1.07·685.61.38=376mm, where 685.6 m/s is the shell's speed when it arrives at 5 km (from 840 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 km288 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 =10−7·2100·3900.69·0.305−1.07·564.11.38=288mm, where 564.1 m/s is the shell's speed when it arrives at 10 km (from 840 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 km5.01 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·0.325·0.35628·578.34=2.8×10−5. That runs from a 861 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·0.355·0.30528·390=3.33×10−5. That runs from a 840 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)13
5 mounts × 2.6 barrels = 13; all 13 bear on the broadside.

Model inputs

Krupp (AP)2,100
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 mass390 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 coefficient0.355
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity840 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity861 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 range118
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 76mm 40 6x1 -> 21 DPS @ 3 km; 37mm 54 Breda 8x1 -> 118 DPS @ 3.5 km.
AA DPS layered by range118 DPS @ 3.5 km, 139 DPS @ 3 km
@ 3.5 km: 118 from one family; @ 3 km: 21 + 118 = 139. 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-blank139
21 + 118 = 139 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index476
21 × 3 + 118 × 3.5 = 476. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Secondary battery firepower

Max SAP alpha2800
The only family (120 mm): 2800. Maximum SAP damage per shell across secondary SAP families. Best on this ship: 2800 from the 120 mm family.
Max SAP pen34.2 mm
The only family (120 mm): 34.2 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: 34.2 mm from the 120 mm family.
Open in Charting Tool

Ship Charts

Background

A representative of the first series of Italian dreadnoughts. As with many large ships of the Italian Navy at the beginning of 20th century, she had an almost symmetrical silhouette. The battleship's main armament comprised thirteen 305 mm guns.

Armor Beta

Hull HP 33,500 → 36,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–280 mm)1,700 (5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 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)130 mm primary (range 24–280 mm)27,200 (75% of HP)
No common AP caliber overmatches130 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–130 mm)1,000 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 19–100 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.
Superstructure13 mm primary (range 13–280 mm)400 (1% 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 HP18,200 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 (120 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 (76 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 HP10,900 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 Cavour. Cards are condensed; use each source link for full context.

Nerf ×18Buff ×2Main Battery ×5Consumable ×1
2023-06-15

Ministry of Balance: Italian Concerto

  • Secondary Battery firing range increased from 3.5 to 4.25 km.
  • Main Battery AP shell damage reduced from 8,100 to 7,900.
  • Main Battery HE shell damage reduced from 4,200 to 3,800.
  • Main Battery reload time increased from 27 to 28.5 s.
  • Stock hull HP reduced from 37,000 to 33,500:
  • Bow HP reduced from 1,800 to 1,600.
  • Casemate HP reduced from 7,800 to 7,100.
  • Stern HP reduced from 1,100 to 1,000.
  • Hull HP reduced from 27,800 to 25,100.
  • Magazine HP reduced from 18,500 to 16,800.
  • Steering Gear HP reduced from 11,100 to 10,100.
  • Upgraded hull HP reduced from 38,700 to 36,300:
  • Bow HP reduced from 1,900 to 1,700.
  • Casemate HP reduced from 8,200 to 7,700.
  • Stern HP reduced from 1,100 to 1,000.
  • Hull HP reduced from 29,000 to 27,200.
  • Magazine HP reduced from 19,400 to 18,200.
  • Steering Gear HP reduced from 11,600 to 10,900.
  • Superstructure HP reduced from 500 to 400.
  • Visibility when firing in smoke reduced from 9.96 to 7.47 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Cavour can equip.

  • Cavour 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.