Dante Alighieri
Also called: 但丁·阿利格伊切里 Beta- Anchor a flank at 10-13 km with bow toward the closest threat
- Avoid: Taking the long way round the map edge to flank
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Dante Alighieri Community Stats
Across 2,600+ Standard battles from 310+ players, Dante Alighieri averages a 61% win rate, 44,500 damage and 1.3 kills per battle, and survives 39% of them.
Dante Alighieri Community Stats
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Dante Alighieri Community Stats
Record History
Playstyle
Overview
Dante Alighieri is a Tier III Italian all-rounder battleship with 305mm guns at 13.3 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. 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 hit points in T3 BBs (33,000 HP, 18th 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
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.
4 Repair Party charges, best of T3 BBs. More total HP available across a match.
- Fast HE shells · 4.95 s
- Flat arc HE shells · 914 m/s
6.9 km detect when firing from smoke, top decile of T3 BBs. Shoots from concealment with less bloom than peers.
33000 HP, bottom decile of T3 BBs. Trade hits sparingly.
Sigma 1.4, bottom quartile of T3 BBs. Shells scatter more; bracketing matters.
How to get Dante Alighieri
Dante Alighieri is available in the Bruiser Battleships branch of the Italy Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 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 – Feb 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
Dante Alighieri 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
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Italian Battleship Big Crate
10%
III Dante Alighieri*
Archived · Italian Battleship Big Crate
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Italian Battleship Crate
4.93%
III Dante Alighieri*
Archived · Italian Battleship Crate
Official WG availability sources
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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 III Dante Alighieri
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The lion and three crosses: Italian navy expanding
Early Access
Start: 2022-02-01
- In short, nothing has changed—you can get the Italian battleships from Tier III Dante Alighieri all the way to Tier VI Francesco Caracciolo in the dedicated crates, both regular and big ones.
Show direct source rows
- Italian Battleship Big Crate 10% · III Dante Alighieri*
- Italian Battleship Crate 4.93% · III Dante Alighieri*
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.
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 sits among Tier III BBs (17 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 29 mid-pack stats
Not standouts for Dante Alighieri -- 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.
Peers in this cohort
Compare Tier III BattleshipsStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 3 deg/s traverse speed = 60 s.ƒ
12 broadside guns x 60 / 33 s base reload = 21.8.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
3,800 HE damage x 12 broadside guns = 45,600.ƒ
45,600 HE full-salvo alpha x 60 / 33 s base reload = 82,909.ƒ
21.8 shells/min × 0.23 (23% fire chance) = 5.02.AP shells
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floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 500.8 m/s: .ƒ
7,900 AP damage x 12 broadside guns = 94,800.ƒ
94,800 AP full-salvo alpha x 60 / 33 s base reload = 172,364.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 7 raw aura damage × 3.5 × 0.75 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 38 raw aura damage × 3.5 × 0.75 hit probability = 100 - the same in-game units as the Close-range AA DPS headline.ƒ
Outer Medium 18 + Inner Medium 100 = 118ƒ
Sum 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).ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.Show 1 more gun family
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top speed / 4 + 4.9 = 23 / 4 + 4.9 = 10.7 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (20.7 kt of 23.0 kt).ƒ
Time 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.ƒ
With the rudder hard over the hull turns 4.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3 − 4.4 = -1.4°/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.ƒ
Base 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.ƒ
Detectability by sea 11.99 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.45 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 11.99 km + 2.0 km while burning = 13.99 km.ƒ
Air detectability 9.59 km + 3.0 km while burning = 12.59 km.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 4,620 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 33,000 HP = 4,620 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 4 charges = 0.56 × 33,000 HP = 18,480 HP: up to 56% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 33,000 HP = 165 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
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
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.(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.(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.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: at 0 m, at m, and at 13318.8 m. Below the kink: , so .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: at 0 m, at m, and at 13318.8 m. Above the kink: , so .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 , 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 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 , 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.4 mounts × 3 barrels = 12; all 12 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
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.@ 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.100 + 18 = 118 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).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(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(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.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 30,000 → 33,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–100 mm) | 1,500 (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) | 24,800 (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. |
| Stern | 19 mm primary (range 19–120 mm) | 1,100 (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. |
| Citadel | 250 mm primary (range 25–250 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. |
| Superstructure | 13 mm primary (range 13–280 mm) | 800 (2% 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 | 16,500 magazine HP | Turret knocked out | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.100 research estimate | Largest on BB/BC; zero on destroyers | Engine 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 HP | 9,900 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.
Balance History
Balance updates affecting Dante Alighieri. Cards are condensed; use each source link for full context.
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.
- Superstructure HP reduced from 720 to 700.
- Upgraded hull HP reduced from 36,000 to 33,000:
- Bow HP reduced from 1,700 to 1,500.
- Casemate HP reduced from 7,100 to 6,500.
- Stern HP reduced from 1,200 to 1,100.
- Hull HP reduced from 27,000 to 24,800.
- Magazine HP reduced from 18,000 to 16,500.
- Steering Gear HP reduced from 10,800 to 9,900.
- Visibility when firing in smoke reduced from 9.17 to 6.88 km.
Skins & permanent camouflages
Every custom exterior Dante Alighieri can equip.
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.
