World of Warships: Legends ship guide

Dante Alighieri B

Beta
Italy · Tier III · Battleship · Dante Alighieri Variant
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Use angles and cover to approach, letting secondaries contribute only when the fight is safe
  • Main guns still need patient broadside targets
  • Avoid: Do not assume the secondary-range buff makes her a yolo brawler
Community Data

Dante Alighieri B Community Stats

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Playstyle

Overview

Dante Alighieri B is a Tier III Italian premium battleship whose official changes increased secondary range but reduced AP damage, reload, and HP. Play her as a low-tier pressure battleship that chooses trades carefully.

Positioning

Use angles and cover to approach, letting secondaries contribute only when the fight is safe. Main guns still need patient broadside targets.

Potato Avoidance

Assume the secondary-range buff makes her a yolo brawler

The HP and AP nerfs mean poor trades are costly.

Acquisition

How to get Dante Alighieri B

Dante Alighieri B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Build for survivability, main-battery accuracy, and secondary utility if desired. Preserve HP before pushing.

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The stats below come from the base ship, Dante Alighieri. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Repair 4
Survivability
Hit PointsInitial: 30,000 → 33,000
Displacement21,800 t
Armor range13–280 mm
Plate armor thicknesses13, 19, 20, 24, 25, 30, 50, 75, 76, 100, 120, 200, 220, 250, 280 mm
Armor material/layer entries70
Fire resistanceInitial: 6.7% → 10%
Fire duration60 s
Torp Reduction13%
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.
16,500
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.
9,900
Main Battery
ModuleArtillery: 305 mm/46 Vickers-Terni 1909
Mounts / barrels4 mounts / 12 barrels
Reload time33 s
Firing range (base)12.1 km
Firing range (top fire control)13.3 km
Turret traverse3 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.4
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12108/30·(12−2.2)/1000 + 2.2)·30 = 184.7 m
184.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 184.7 × 0.6 = 110.8 m
110.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 184.7 × 0.394 (σ=1.4) = 72.8 m
72.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 110.8 × 0.394 (σ=1.4) = 43.7 m
43.7 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ12 broadside guns x 60 / 33 s base reload = 21.8.
21.8
HE shells
HE Damage3,800
HE Velocity914 m/s
Fire Chance23%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ3,800 HE damage x 12 broadside guns = 45,600.
45,600
Base HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 33 s base reload = 82,909.
82,909
Base fires/min
ƒ12 HE shells x 60 / 33 s reload x 23% fire chance = 5.02.
5.02
AP shells
AP Damage7,900
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
ƒCanonical 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 × 2100 × 390^0.69 × 0.305^-1.07 × 840^1.38 = 498.1 mm. Matches the in-game spec card.
498.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.6 km), where the shell has slowed to 451.8 m/s: 1e-7 × 2100 × 390^0.69 × 0.305^-1.07 × 451.8^1.38 = 211.7 mm.
211.7 mm
AP full-salvo alpha
ƒ7,900 AP damage x 12 broadside guns = 94,800.
94,800
Base AP DPM
ƒ94,800 AP full-salvo alpha x 60 / 33 s base reload = 172,364.
172,364
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 points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/40 Ansaldo 19174×1 76mm
40 mm/39 QF MKII8×1 40mm
Outer Medium aura
DPS7
Range3 km
Inner Medium aura
DPS38
Range2.5 km
Total DPS in Aura
ƒOuter Medium 7 + Inner Medium 38 = 45
45
S
Secondary Battery
Mounts16
Firing range4.0 km
Shell Grouping (σ)1
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 km
ƒ4 km × 57 + 30 = 258 m.
258 m
120 mm/50 Vickers 1909 (×12)
Caliber120 mm
Reload time3 s
SAP Damage2,800
Muzzle Velocity870 m/s
Armor Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
120 mm/50 Ansaldo 1909 (×4)
Caliber120 mm
Reload time3 s
SAP Damage2,800
Muzzle Velocity870 m/s
Armor Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine moduleEngine: 32,000 hp
Engine power32,000 hp
Maximum speed23 kt
Turning circle radius580 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio2.6× drags
Concealment
Detectability by sea11.99 km
Detectability by air9.59 km
Smoke firing penalty6.88 km
Detect after firing main guns11.99 km
Detect Fire Sea13.99 km
Detect Fire Air12.59 km
Guaranteed Detect2 km
Consumables
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
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

Show

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)1.4
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp184.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12108/30·(12−2.2)/1000 + 2.2)·30 = 184.7 m
Max Vert Disp110.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 184.7 × 0.6 = 110.8 m
Med Horiz Disp72.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 184.7 × 0.394 (σ=1.4) = 72.8 m
Med Vert Disp43.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 110.8 × 0.394 (σ=1.4) = 43.7 m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close498.1 mm
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 × 2100 × 390^0.69 × 0.305^-1.07 × 840^1.38 = 498.1 mm. Matches the in-game spec card.
AP Pen Far211.7 mm
Same formula at the ship's max firing range (16.6 km), where the shell has slowed to 451.8 m/s: 1e-7 × 2100 × 390^0.69 × 0.305^-1.07 × 451.8^1.38 = 211.7 mm.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha45,600
3,800 HE damage x 12 broadside guns = 45,600.
AP full-salvo alpha94,800
7,900 AP damage x 12 broadside guns = 94,800.
Base HE DPM82,909
45,600 HE full-salvo alpha x 60 / 33 s base reload = 82,909.
Base AP DPM172,364
94,800 AP full-salvo alpha x 60 / 33 s base reload = 172,364.
Base shells/min21.8
12 broadside guns x 60 / 33 s base reload = 21.8.
Base fires/min5.02
12 HE shells x 60 / 33 s reload x 23% fire chance = 5.02.

AA defense

AA DPS at max range18
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 76mm 4x1 -> 18 DPS @ 3 km; 40mm 8x1 -> 100 DPS @ 2.5 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range18 DPS @ 3 km, 118 DPS @ 2.5 km
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-blank118
Sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index304
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

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)560,000
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: 12×1 120 mm (6/side) × 60/3 × 2800 = 336,000 + 4×2 120 mm (4/side) × 60/3 × 2800 = 224,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha2800
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 2800 from the 120 mm family.
Max SAP pen34.2 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.

Balance History

Balance updates affecting Dante Alighieri B. Cards are condensed; use each source link for full context.

Nerf ×13Buff ×1Main Battery ×3
2023-06-15

Ministry of Balance: Italian Concerto

  • Secondary Battery firing range increased from 3.5 to 4.0 km.
  • Main Battery AP shell damage reduced from 8,100 to 7,900.
  • Main Battery reload time increased from 32 to 33 s.
  • Stock hull HP reduced from 32,400 to 30,000.
  • Bow HP reduced from 1,530 to 1,400.
  • Casemate HP reduced from 6,390 to 5,900.
  • Stern HP reduced from 1,080 to 1,000.
  • Hull HP reduced from 24,300 to 22,500.
  • Magazine HP reduced from 16,200 to 15,000.
  • Steering Gear HP reduced from 9,720 to 9,000.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Dante Alighieri B can equip, from in-game data.

  • Dante Alighieri B 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.