World of Warships: Legends ship guide

Dante Alighieri B

Also called: 但丁·阿利格伊切里 B Beta
Italy · Tier III · Battleship · Premium · Dante Alighieri Variant
SAP battleshipMain guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels, and angle to survive while picking targets your SAP bites rather than shatters on.
Playstyle
  • Anchor a flank at 10-13 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
79 mm SAP penHeavy secondary DPMExtra heal chargesFast HE shellsFlat-trajectory sniperLoose grouping
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Community Data

Dante Alighieri B Community Stats

Across 980+ Standard battles from 120+ players, Dante Alighieri B averages a 63% win rate, 45,300 damage and 1.4 kills per battle, and survives 41% of them.

Community Data

Dante Alighieri B Community Stats

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

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Playstyle

Overview

Dante Alighieri B is a Tier III Italian SAP battleship: her 305mm main battery fires semi-armor-piercing shells (79.2mm of fixed penetration) in place of AP. SAP lands a reliable guaranteed chunk on broadsides and superstructures instead of fishing for citadels, and pens without the angle checks AP lives or dies on. The catch is that SAP shatters on the heavy belt armor AP would punch through, so the kit rewards picking targets it bites over trading into an angled battleship. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best heavy secondary DPM in T3 BBs (560,000, 1st of 18) and best Repair Party charges in T3 BBs (4, 1st of 18). The trade is loose grouping in T3 BBs (1.4, 17th of 18).

Positioning

Anchor a flank at 10-13 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 23 kn you are among the quicker hulls in the cohort, so a flank that collapses is one you can still leave - commit harder than the speed-limited battleships around you.

Potato Avoidance

Taking the long way round the map edge to flank

At 23 kn five minutes of sailing buys about 3.5 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

Heavy secondary DPM ↗

560000 secondary DPM per side, best of T3 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 T3 BBs. More total HP available across a match.

ELITE MAIN BATTERY ↗
  • Fast HE shells · 4.95 s
  • Flat-trajectory sniper
MAIN BATTERY DOWNSIDES ↗
  • Loose grouping
  • Slow reload · 36 s
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: Mission reward.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • Black Friday: Ships & Deals Mission reward Start: 2022-11-07
    • You can get this magnificent battleship through the Supreme Poet mission, which you can pick up in the Store for 5,000,000 credits.
  • November Update: Under the Black Flag Mission reward Start: 2022-11-03
    • Italian Tier III Premium battleship Dante Alighieri B, complete with an alternative SAP shell module and available through a special mission, which is obtainable for credits!

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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 Dante Alighieri B sits among Tier III BBs (18 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.

BestSecondary DPM (per side)560,000 (1/18) BestRepair charges4 (1/18) Top 25%Max speed23 kt (5/18) Top 25%Stealth profile11.99 km / 9.59 km (3/18 / 3/18) Top 25%Displacement21,800 t (5/18) WorstMain battery reload36 s (1 of 2 tied) WorstSigma1.4 (1 of 2 tied) WorstSecondary range3.5 km (1 of 7 tied)
See 26 mid-pack stats

Not standouts for Dante Alighieri B -- 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 points36,000 HP() Smoke fire bloom9.17 km() Rudder shift11.6 s(8/18) Turning circle580 m(7/18) Main battery caliber305 mm(9/18) Main battery range13.32 km() AP shell damage8,100(13/18) AP DPM162,000() Main dispersion196.5 m(9/18) AP velocity840 m/s(8/18) Time to 90% speed34 s(9/17) Acceleration (0-12 kt)16.8 s(6/17) AP arming threshold51 mm(10/18) Engine power32,000 hp(8/17) Power / turn radius55.2 hp/m(6/17) Power-to-weight1.47 hp/t(7/17) AP pen at 10 km288 mm(9/18) AA DPS118(7/15) AA range3 km(9/15) AA threat304(5/15) Max armor280 mm(13/18) Citadel belt250 mm(11/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) NormSecondary dispersion bracket57(15 of 18 tied at this value) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit Points36,000
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 resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. 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.
10%
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 × 36,000 HP = 6,480 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 × 36,000 HP = 7,200 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.29 hull torpedo-damage coefficient / 0.333 unprotected baseline = 13%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
13%
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.
18,000
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.
10,800
Effective HP
ƒBase 36,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 36,000 HP = 5,040 HP per charge, × 4 charges = 20,160 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.
40,000–56,160
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 × 7,100 = 14,200), 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.
7,100
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 × 27,000 = 54,000), 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.
27,000
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 × 800 = 1,600), 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.
800
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 × 1,200 = 2,400), 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.
1,200
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 / barrels4 mounts / 12 barrels
Reload timeInitial: 32 s → 36 s
Firing range13.3 km
Turret traverse3 °/s
Turret armor250 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.
2x ±147°, 2x ±150°
Guns to bear
ƒ180° − 147° (the most restricted aft-facing mount's arc) = 33° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° 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.
33° off bow / 33° off stern
Shell Grouping (σ)1.4
Dispersion type
ƒIn practice: 2% wider (worse) horizontal dispersion and 2% more vertical spread at max range (13.3 km) than a standard battleship: about 197 m wide × 118 m tall, against 193 m × 116 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, 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 =(1331830·12−2.21000+2.2)·30=196.5m
196.5 m at 13.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =196.5·0.6=117.9m
117.9 m at 13.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =196.5·0.61.4=84.2m
84.2 m at 13.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =117.9·0.61.4=50.5m
50.5 m at 13.3 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 32 s base reload = 22.5. All upgrades (top gun): 12 broadside guns x 60 / 36 s all-upgrades reload = 20.
Initial: 22.5 → 20
HE shells
HE alpha3,800 (stock hull only)
HE Velocity914 m/s
Fire Chance23%
HE fire DPM vs T3 BB33953
Effective HE DPM vs T3 BB119453
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒStock hull only: the top hull's gun fires no HE. 3,800 HE damage x 12 broadside guns = 45,600.
45,600 (stock hull only)
HE DPM
ƒStock hull only: the top hull's gun fires no HE. 45,600 HE full-salvo alpha x 60 / 32 s base reload = 85,500.
85,500 (stock hull only)
Fires/min
ƒStock hull only: the top hull's gun fires no HE. 22.5 shells/min × 0.23 (23% fire chance) = 5.17.
5.17 (stock hull only)
SAP shells
SAP alpha7,850 (top hull)
SAP Velocity850 m/s (top hull)
SAP Pen (mm)79.2 (top hull)
SAP Min Ricochet70 deg (top hull)
SAP Guaranteed Ricochet80 deg (top hull)
SAP Fuse Timer0.03 s (top hull)
SAP Fuse Threshold25 mm (top hull)
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
40 (top hull)
SAP full-salvo alpha
ƒWith the top hull (top gun): 7,850 SAP damage x 12 broadside guns = 94,200.
94,200 (top hull)
SAP DPM
ƒWith the top hull (top gun): 94,200 SAP full-salvo alpha x 60 / 36 s all-upgrades reload = 157,000.
157,000 (top hull)
AP shells
AP alpha8,100
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 (13.3 km), where the shell has slowed to 500.8 m/s: P=10−7·2100·3900.69·0.305−1.07·500.81.38=244mm.
244 mm at 13.3 km
AP full-salvo alpha
ƒ8,100 AP damage x 12 broadside guns = 97,200.
97,200
AP DPM
ƒZero upgrades: 97,200 AP full-salvo alpha x 60 / 32 s base reload = 182,250. All upgrades (top gun): 97,200 AP full-salvo alpha x 60 / 36 s all-upgrades reload = 162,000.
Initial: 182,250 → 162,000
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. Base 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
Guns76.2 mm/40 Ansaldo 1917
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.75 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.
18
Range3 km
Inner Medium aura
Guns40 mm/39 QF MKII
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 0.75 hit probability = 100 - the same in-game units as the Close-range AA DPS headline.
100
Range2.5 km
Total DPS in Aura
ƒOuter Medium 18 + Inner Medium 100 = 118
118
S
Secondary Battery
Mounts16
Firing range3.5 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: 12×1 120 mm (6/side) × 60/3 s × 2800 = 336,000 + 4×2 120 mm (4/side) × 60/3 s × 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).
560,000
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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
120 mm/50 Vickers 1909 (12×1)
Caliber120 mm
Reload time3 s
SAP alpha2,800
Muzzle Velocity870 m/s
SAP Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
120 mm/50 Ansaldo 1909 (4×2)
Caliber120 mm
Reload time3 s
SAP alpha2,800
Muzzle Velocity870 m/s
SAP Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine power32,000 hp
Maximum speed23.0 kt
Turning circle radius580 m
Rudder shift time11.6 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 = 23 / 4 + 4.9 = 10.7 kt. Base value; speed modifiers scale it.
10.7 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.
38.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (20.7 kt of 23.0 kt).
34 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.8 kt of 23.0 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.
54.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3 − 4.3 = -1.3°/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 1.3°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.99 km x 0.955 = 11.45 km. Camouflage does not change detectability by air.
11.99 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.99 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.45 km.
11.45 km
Detectability by air9.59 km
Smoke firing penalty9.17 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.99 km) = 13.32 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.32 km
Detect when firing (air)
ƒAir detectability 9.59 km + gun-firing bloom 6.1 km = 15.69 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
15.69 km
Detect when on fire (sea)
ƒSea detectability 11.99 km + 2.0 km while burning = 13.99 km.
13.99 km
Detect when on fire (air)
ƒAir detectability 9.59 km + 3.0 km while burning = 12.59 km.
12.59 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 5,040 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 × 36,000 HP = 5,040 HP: up to 14% of max HP restored per charge.
· 20,160 HP (56% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 4 charges = 0.56 × 36,000 HP = 20,160 HP: up to 56% of max HP if the whole Repair Party loadout is used.
· 180 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 36,000 HP = 180 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 (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

ArtilleryUpgrade
  • Base reload32 → 36 s

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

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 (13.3 km) with the same model as Max Horiz/Vert Disp: horizontal 197 / 193 m − 1 = +2%, vertical 118 / 116 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 km48.9 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=0.5·13318=6659 m, and radiusOnMax=0.6 at 13318 m. Below the kink: k=0.2+(0.5−0.2)·50006659=0.4253, so σV=σH·k=115·0.4253=48.9m.
Shell scatter height @ 10 km90.2 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=0.5·13318=6659 m, and radiusOnMax=0.6 at 13318 m. Above the kink: k=0.5+(0.6−0.5)·10000−665913318−6659=0.5502, so σV=σH·k=164·0.5502=90.2m.
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 km4.95 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·0.328·0.30528·335.7=3.57×10−5. That runs from a 914 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)12
4 mounts × 3 barrels = 12; all 12 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 velocity914 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.
taperDist3,500 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 range18
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 8x1 -> 100 DPS @ 2.5 km; 76mm 40 4x1 -> 18 DPS @ 3 km.
AA DPS layered by range18 DPS @ 3 km, 118 DPS @ 2.5 km
@ 3 km: 18 from one family; @ 2.5 km: 100 + 18 = 118. 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
100 + 18 = 118 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index304
100 × 2.5 + 18 × 3 = 304. 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
max(2800 (120 mm), 2800 (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
max(34.2 mm (120 mm), 34.2 mm (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

The first Italian dreadnought battleship. She had good speed for her ship type, as well as unique positioning of her main battery guns.

Armor Beta

Hull HP 36,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern19 mm

Overmatched by 47+ 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 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–100 mm)≈ 1,800 (~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)100 mm primary (range 24–220 mm)≈ 27,000 (~75% of HP)
No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–120 mm)≈ 1,800 (~5% 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 25–250 mm)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)no cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Dante Alighieri B can equip.

  • 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.