World of Warships: Legends ship guide

Curtatone

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 5.3 km detection
  • Avoid: Burning the 5.3 km concealment advantage on guns
Key characteristics
2 sigma accuracyHigh HE / fire outputHigh fire chanceSmokeSlow torp reload
Community Data

Curtatone Community Stats

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Playstyle

Overview

Curtatone is a Tier II Italian stealth-leaning destroyer with strong surface detection (5.3 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: top-decile HE DPM in T2 DDs (87,000) and top-decile fires per minute in T2 DDs (3.6).

Positioning

Hold concealment edges on the contested cap at 5.3 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 5.3 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Engine Boost

+25% speed, 15 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long-reach AA

3.0 km AA reach, top decile of T2 DDs.

HE DPM machine

87000 HE DPM, top decile of T2 DDs. Sustained fire pressure.

High fire pressure

3.6 fires/min, top decile of T2 DDs. Keeps DCP on cooldown.

Gun-boat DD

Main battery DPM in the top quartile for the cohort. Out-trades most DDs in open water.

Slow torp reload

90.0 s torpedo reload, worst of T2 DDs. Long wait between drops.

Acquisition

How to get Curtatone

Curtatone is available in the Destroyer Hunters branch of the Italy Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show Italy tech-tree branch diagram
Italy Tech Tree

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

Builds Beta

Prioritize concealment, torpedo reliability, and destroyer survivability. Build around your best national destroyer commander, then add inspirations that improve concealment, torpedo reload/speed, or emergency disengage tools.

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Cohort position

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Where Curtatone sits among Tier II DDs (24 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.

BestAir detection2.53 km (1/24) Top 10%Concealment5.27 km (3/24) Top 10%Fires per minute3.6 (3/24) Top 10%HE DPM87,000 (3/24) Top 25%Main battery reload4 s (7/24) Top 25%HE velocity850 m/s (7/24) Top 25%AA range3 km (4/24) Bottom 25%Max speed32 kt (21/24) Bottom 25%Main dispersion80.6 m (20/24) Bottom 25%Power-to-weight18.12 hp/t (19/24) Bottom 25%Torpedo damage≈5,533 (19/24) Bottom 10%Torpedo speed48 kt (23/24) WorstTorpedo reload90 s (24/24) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 7 tied) WorstDeck armor6 mm (1 of 8 tied)
See 15 mid-pack stats

Not standouts for Curtatone -- 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.

Hit points8,900 HP(9/24) Rudder shift2.4 s(13/24) Traverse-to-turn ratio4.98 ×(12/24) Main battery caliber102 mm(11/24) Main battery range8.75 km(10/24) HE shell damage1,450(15/24) HE fire chance6%(11/24) Acceleration16 s(10/20) Engine power22,000 hp(14/24) Turn-speed retention46.8 hp/m(12/24) Displacement1,214 t(16/24) AA DPS7(17/24) AA threat21(13/18) Torpedo range6 km(17/24) NormStern armor6 mm(18 of 20 tied at this value)

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

SmokeEngine Boost
Survivability
Hit Points8,900
Displacement1,214 t
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries21
Fire resistance3.3%
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.
4,500
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.
2,700
Main Battery
ModuleArtillery: 102 mm/45 Schneider-Armstrong 1919
Mounts / barrels2 mounts / 4 barrels
Reload time4.5 s
Firing range8.7 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(874630·80.51000+0.5)·30=80.6m
80.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =80.6·0.6=48.4m
48.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =80.6·0.32(σ=2)=25.8m
25.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =48.4·0.32(σ=2)=15.5m
15.5 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 4.5 s base reload = 53.3.
53.3
HE shells
HE Damage1,450
HE Velocity850 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,450 HE damage x 4 broadside guns = 5,800.
5,800
Base HE DPM
ƒ5,800 HE full-salvo alpha x 60 / 4.5 s base reload = 77,333.
77,333
Base fires/min
ƒ4 HE shells x 60 / 4.5 s reload x 6% fire chance = 3.2.
3.2
SAP shells
SAP Damage2,050
SAP Velocity850 m/s
SAP Pen (mm)29.5
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
Torpedoes
ModuleTorpedoes: 450 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 s
Projectile speed48 kt
Range6 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=16,600·0.333=5,533.
≈ 5,533
Torpedo detectability1.1 km
Flooding chance96%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming148 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,533 = 33,198.
33,198
AA Defense
AA mount points2
Maximum AA range
ƒIn-game AA card max range: 3 km. Only the longest-reach family contributes at this distance.
3 km
76.2 mm/40 Ansaldo 19172×1 76mm
Medium aura
DPS2
Range3 km
Maneuverability
Engine moduleEngine: 22,000 hp
Engine power22,000 hp
Maximum speed32 kt
Turning circle radius470 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (28.8 kt of 32). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(22,0001,214)0.42=3.3763; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=16s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
16 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (31.7 kt of 32). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=27.1s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
27.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·32.0·0.5144470=2.01°/s, so ratio=ωturretωhull=102.01=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× drags
Concealment
Detectability by sea5.27 km
Detectability by air2.53 km
Smoke firing penalty1.59 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.27 km
Detect Fire Sea7.27 km
Detect Fire Air5.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator3 charges · 130 s reload · 15 s emit / 70 s cloud active
Exhaust Smoke Generator3 charges · 120 s reload · 15 s emit / 10 s cloud active
Engine Boost3 charges · 120 s reload · 15 s active · +25% speed bonus

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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp80.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8746}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 80.6\,\text{m}$
Max Vert Disp48.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 80.6 \cdot 0.6 = 48.4\,\text{m}$
Med Horiz Disp25.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 80.6 \cdot 0.32\;(\sigma = 2) = 25.8\,\text{m}$
Med Vert Disp15.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 48.4 \cdot 0.32\;(\sigma = 2) = 15.5\,\text{m}$
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha5,800
1,450 HE damage x 4 broadside guns = 5,800.
Base HE DPM77,333
5,800 HE full-salvo alpha x 60 / 4.5 s base reload = 77,333.
Base shells/min53.3
4 broadside guns x 60 / 4.5 s base reload = 53.3.
Base fires/min3.2
4 HE shells x 60 / 4.5 s reload x 6% fire chance = 3.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed48 kt
Travel time to max range48.1 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 damage33,198
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 5,533 = 33,198.
Per-side salvo damage33,198
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,533 = 33,198.

AA defense

AA DPS at point-blank7
In-game AA card sum: 7 DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at 3 km is unknown.
Maximum AA range3 km
In-game AA card max range: 3 km. Only the longest-reach family contributes at this distance.
AA threat index21
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.

Armor Beta

Hull HP 8,900, 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.

Bow & stern6 mm

Overmatched by 104+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,500 (17% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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.
Stern6 mm800 (9% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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).
Superstructure6 mm400 (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 HP4,500 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 (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.
Rudder (module)separate HP pool, does not drain ship HP2,700 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Curtatone default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision

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