Curtatone
Beta- Hold concealment edges on the contested cap at 5.3 km detection
- Avoid: Burning the 5.3 km concealment advantage on guns
Curtatone Community Stats
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Curtatone Community Stats
Record History
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
+25% speed, 15 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
3.0 km AA reach, top decile of T2 DDs.
87000 HE DPM, top decile of T2 DDs. Sustained fire pressure.
3.6 fires/min, top decile of T2 DDs. Keeps DCP on cooldown.
Main battery DPM in the top quartile for the cohort. Out-trades most DDs in open water.
90.0 s torpedo reload, worst of T2 DDs. Long wait between drops.
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
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.
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 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.
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.
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, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
4 broadside guns x 60 / 4.5 s base reload = 53.3.HE shells
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17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).ƒ
1,450 HE damage x 4 broadside guns = 5,800.ƒ
5,800 HE full-salvo alpha x 60 / 4.5 s base reload = 77,333.ƒ
4 HE shells x 60 / 4.5 s reload x 6% fire chance = 3.2.SAP shells
AP shells
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floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,533 = 33,198.ƒ
In-game AA card max range: 3 km. Only the longest-reach family contributes at this distance.ƒ
Time 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: ; ; piecewise acceleration ; the engine ramps over . Euler step until . 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.ƒ
Time to accelerate from 0 kt to 99% of top speed (31.7 kt of 32). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8746}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 80.6\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 80.6 \cdot 0.6 = 48.4\,\text{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}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 48.4 \cdot 0.32\;(\sigma = 2) = 15.5\,\text{m}$17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).All 4 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,450 HE damage x 4 broadside guns = 5,800.5,800 HE full-salvo alpha x 60 / 4.5 s base reload = 77,333.4 broadside guns x 60 / 4.5 s base reload = 53.3.4 HE shells x 60 / 4.5 s reload x 6% fire chance = 3.2.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 5,533 = 33,198.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,533 = 33,198.AA defense
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.In-game AA card max range: 3 km. Only the longest-reach family contributes at this distance.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.
Overmatched by 104+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 6 mm | 1,500 (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. |
| Stern | 6 mm | 800 (9% of HP) | Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 6 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). |
| Superstructure | 6 mm | 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 | 4,500 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. |
| AA mount (76 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 | 2,700 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Curtatone can equip, from in-game data.
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.
