Dante Alighieri
Beta- Anchor a flank at 10-13 km where the team can rotate behind you and where island cover is within one he…
- Avoid: Treating the super-heal as a license to push
Dante Alighieri Community Stats
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Dante Alighieri Community Stats
Playstyle
Overview
Dante Alighieri is a Tier III Italian battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: best flat HE shells in T3 BBs (914) and best Repair Party charges in T3 BBs (4).
Positioning
Anchor a flank at 10-13 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.
Potato Avoidance
Treating the super-heal as a license to push
The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.
Signature Traits
914.0 m/s HE muzzle velocity, best of T3 BBs. Flatter trajectory, easier to land at range.
560000.0 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.
4.0 Repair Party charges, best of T3 BBs. More total HP available across a match.
Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.
33000.0 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.
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*
Early access containers · Italian Battleship Big Crate
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Italian Battleship Crate
4.93%
III Dante Alighieri*
Early access containers · Italian Battleship Crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Italian Battleship Big Crate 10% · III Dante Alighieri*
- Italian Battleship Crate 4.93% · III Dante Alighieri*
Builds Beta
Build for survivability, main-battery consistency, SAP/AP efficiency, and fire resistance.
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 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 23 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.
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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12108/30·(12−2.2)/1000 + 2.2)·30 = 184.7 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 184.7 × 0.6 = 110.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 184.7 × 0.394 (σ=1.4) = 72.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 110.8 × 0.394 (σ=1.4) = 43.7 mƒ
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
12 HE shells x 60 / 33 s reload x 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
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.ƒ
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.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. Decoded AirDefense aura max range is 3 km; dual-purpose mount auras extend it.ƒ
Outer Medium 7 + Inner Medium 38 = 45ƒ
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
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
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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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12108/30·(12−2.2)/1000 + 2.2)·30 = 184.7 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 184.7 × 0.6 = 110.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 184.7 × 0.394 (σ=1.4) = 72.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 110.8 × 0.394 (σ=1.4) = 43.7 mStandard BB dispersion. Used as the baseline for cross-family comparisons.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.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.51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).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.All 12 barrels bear on the broadside.180 degrees / 3 deg/s traverse speed = 60 s.3,800 HE damage x 12 broadside guns = 45,600.7,900 AP damage x 12 broadside guns = 94,800.45,600 HE full-salvo alpha x 60 / 33 s base reload = 82,909.94,800 AP full-salvo alpha x 60 / 33 s base reload = 172,364.12 broadside guns x 60 / 33 s base reload = 21.8.12 HE shells x 60 / 33 s reload x 23% fire chance = 5.02.AA defense
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.Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
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).Maximum SAP damage per shell across secondary SAP families. Best on this ship: 2800 from the 120 mm family.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.Armor
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. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm primary (range 19–100 mm) | 1,500 (5% of HP) | Overmatch not possible at T IVAngle bounces 410mm30 mm: HE pens from 203mm+ | 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 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 | 30 mm primary (range 19–120 mm) | 1,100 (3% of HP) | Overmatch not possible at T IVAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 250 mm primary (range 25–250 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen). |
| 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 | 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. |
| 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 HP field in the binary. 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 decoded deceleration fields; exact meaning unconfirmed in the current decoder. |
| 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
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.
- +4 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior Dante Alighieri can equip, from in-game data.
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.
