World of Warships: Legends ship guide

Duca d'Aosta

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (12 km)2 sigma accuracyStealthy (10.4 km)SonarLow fire chance
Community Data

Duca d'Aosta Community Stats

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Playstyle

Overview

Duca d'Aosta is a Tier V Italian light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best AP shell velocity in T5 CAs (1,000).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Flat AP shells

1000.0 m/s AP muzzle velocity, best of T5 CAs. Flatter trajectory, less lead, harder to dodge.

Best-in-class stealth

10.39 km surface detect, top decile of T5 CAs. Stays dark longer.

Fast for the class

36.5 kt, top decile of T5 CAs. Lets you rotate flanks or escape disengagements.

Long-range torps

12.0 km torpedo range, top decile of T5 CAs.

Low fire chance

7.0% fire chance per HE shell, bottom decile of T5 CAs. AP carries more weight.

Short gun range

14.12 km main battery reach, bottom decile of T5 CAs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Duca d'Aosta

Duca d'Aosta is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

Best listed chance for this ship

Show all 21 containers (18 more)
  • Champion's Box 0.847917% V Duca d'Aosta B Event containers · Champion's Box · 3 paths combined · 1 of 2 ships
    Show 3 paths
    • Champion's Box → Black Friday '22 Crate0.8%
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Black Friday Ultimate Crate 0.6664% V Duca d'Aosta B Event containers · Black Friday Ultimate Crate → Black Friday '22 Crate · 1 of 2 ships
  • Spring Big Crate 0.45% V Duca d'Aosta Common containers · Spring Big Crate
  • Ultimate Crate 0.424227% V Duca d'Aosta B Event containers · Ultimate Crate · 2 paths combined · 1 of 2 ships
    Show 2 paths
    • Ultimate Crate → Black Friday '22 Crate0.4%
    • Ultimate Crate → Super Santa '230.024227%
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Event containers · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event containers · Mystic Lantern · 1 of 25 ships
  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Santa Level 1 0.03437% Tier V Premium ship Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event containers · Mystic Box · 1 of 25 ships
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Zara, Francesco Mimbelli, and Luigi Sansonetti are useful Italian cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL ZaraLuigi Sansonetti

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 Duca d'Aosta sits among Tier V CAs (28 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.

BestStealth profile10.39 km / 6.23 km (1/28 / 1/28) BestAP velocity1,000 m/s (1/28) Top 10%Max speed36.5 kt (2/28) Top 10%Torpedo range12 km (3/24) Top 25%Rudder shift8.7 s (7/28) Top 25%Main battery reload6.8 s (6/28) Top 25%AP DPM225,882 (6/28) Top 25%HE velocity950 m/s (5/26) Top 25%Engine power110,000 hp (7/28) Top 25%Turn-speed retention154.9 hp/m (7/28) Top 25%Power-to-weight10.44 hp/t (7/28) Top 25%Torpedo reload71 s (7/24) Bottom 25%Traverse-to-turn ratio4.62 × (22/28) Bottom 25%HE shell damage2,100 (21/26) Bottom 25%Fires per minute4.94 (24/26) Bottom 25%Secondary DPM (per side)45,000 (23/25) Bottom 25%AA threat513 (23/28) Bottom 25%Citadel belt70 mm (26/28) Bottom 10%Main battery range14.12 km (27/28) Bottom 10%Torpedo damage13,367 (23/24) WorstTorpedo speed51 kt (1 of 2 tied)
See 22 mid-pack stats

Not standouts for Duca d'Aosta -- 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 points29,700 HP(16/28) Main battery caliber152 mm(19/28) Sigma2(15/28) HE DPM148,235(11/26) AP shell damage3,200(21/28) Main dispersion130.4 m(16/28) HE alpha1,500(11/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) Acceleration9.9 s(20/28) AP fuse timer0.03 s(17/28) AP arming threshold25 mm(11/28) Displacement10,540 t(13/28) Secondary range4.5 km(11/25) AA DPS168(20/28) AA range4 km(20/28) Max armor100 mm(19/28) Stern armor30 mm(15/28) Deck armor100 mm(9/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

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

Sonar 4.4 kmDef-AAFighter
Survivability
Hit Points29,700
Displacement10,540 t
Armor range7–100 mm
Plate armor thicknesses7, 13, 15, 16, 20, 25, 30, 35, 40, 50, 70, 100 mm
Armor material/layer entries60
Fire resistance23.3%
Fire duration30 s
Torp Reduction7%
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.
14,900
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.
8,900
Main Battery
ModuleArtillery: 152 mm/53 OTO 1929
Mounts / barrels4 mounts / 8 barrels
Reload time7.5 s
Firing range14.1 km
Turret traverse7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14122/30·(8−1.1)/1000 + 1.1)·30 = 130.4 m
130.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.4 × 0.6 = 78.3 m
78.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.4 × 0.32 (σ=2) = 41.7 m
41.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.3 × 0.319 (σ=2) = 25 m
25 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ8 broadside guns x 60 / 7.5 s base reload = 64.
64
HE shells
HE Damage2,100
HE Velocity950 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 8 broadside guns = 16,800.
16,800
Base HE DPM
ƒ16,800 HE full-salvo alpha x 60 / 7.5 s base reload = 134,400.
134,400
Base fires/min
ƒ8 HE shells x 60 / 7.5 s reload x 7% fire chance = 4.48.
4.48
AP shells
AP Damage3,200
AP Velocity1000 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2142 × 50^0.69 × 0.152^-1.07 × 1000^1.38 = 330 mm. Matches the in-game spec card.
330 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.7 km), where the shell has slowed to 332.4 m/s: 1e-7 × 2142 × 50^0.69 × 0.152^-1.07 × 332.4^1.38 = 72.2 mm.
72.2 mm
AP full-salvo alpha
ƒ3,200 AP damage x 8 broadside guns = 25,600.
25,600
Base AP DPM
ƒ25,600 AP full-salvo alpha x 60 / 7.5 s base reload = 204,800.
204,800
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Si 270
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 s
Projectile speed51 kt
Range12 km
Maximum simulated damage12,367 (est.)
Alpha damage37,100
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming157 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
37,101
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×0.9) + (13×3.5×0.85) + (9×3.5×0.9) = 168. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
168
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19384×2 37mm
13.2 mm/76 Breda 19314×2 13mm
100 mm /47 OTO 1928 (DP)3×2 100mm
Far aura
DPS
ƒIncludes 9 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
9
Range4 km
Medium aura
DPS32
Range3.5 km
Total DPS in Aura
ƒFar 9 + Medium 32 = 41
41
Near aura
DPS13
Range1.2 km
Total DPS in Aura
ƒFar 9 + Medium 32 + Near 13 = 54
54
S
Secondary Battery
Mounts3
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity850 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed36.5 kt
Turning circle radius710 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.6× drags
Concealment
Detectability by sea10.39 km
Detectability by air6.23 km
Smoke firing penalty4.68 km
Detect after firing main guns10.39 km
Detect Fire Sea12.39 km
Detect Fire Air9.23 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 92 s active · 4.4 km ship detect · 3.13 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (1)

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

HullUpgrade
  • Turret traverse7 → 5 °/s

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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp130.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14122/30·(8−1.1)/1000 + 1.1)·30 = 130.4 m
Max Vert Disp78.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.4 × 0.6 = 78.3 m
Med Horiz Disp41.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.4 × 0.32 (σ=2) = 41.7 m
Med Vert Disp25 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.3 × 0.319 (σ=2) = 25 m
AP Pen Close330 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 × 2142 × 50^0.69 × 0.152^-1.07 × 1000^1.38 = 330 mm. Matches the in-game spec card.
AP Pen Far72.2 mm
Same formula at the ship's max firing range (17.7 km), where the shell has slowed to 332.4 m/s: 1e-7 × 2142 × 50^0.69 × 0.152^-1.07 × 332.4^1.38 = 72.2 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha16,800
2,100 HE damage x 8 broadside guns = 16,800.
AP full-salvo alpha25,600
3,200 AP damage x 8 broadside guns = 25,600.
Base HE DPM134,400
16,800 HE full-salvo alpha x 60 / 7.5 s base reload = 134,400.
Base AP DPM204,800
25,600 AP full-salvo alpha x 60 / 7.5 s base reload = 204,800.
Base shells/min64
8 broadside guns x 60 / 7.5 s base reload = 64.
Base fires/min4.48
8 HE shells x 60 / 7.5 s reload x 7% fire chance = 4.48.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range90.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage74,202
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage37,101
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS168
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×0.9) + (13×3.5×0.85) + (9×3.5×0.9) = 168. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index513
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.
Near aura range1.2 km

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)45,000
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: 3×2 100 mm (3/side) × 60/6 × 1500 = 45,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.

Armor

Hull HP 29,700, 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
Bow30 mm primary (range 16–30 mm)2,300 (8% of HP)
Overmatch not possible at T VIAngle 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)20 mm primary (range 15–30 mm)22,300 (75% of HP)
Overmatched by 305mm+ (Indefatigable, Toulon)Angle bounces 283mm20 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–30 mm)1,400 (5% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel70 mm primary (range 7–70 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).
Superstructure13 mm primary (range 13–100 mm)1,800 (6% 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 HP14,900 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 (100 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-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 HP8,900 module HPIncapacitated at 0 HPWhen 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 Duca d'Aosta. Cards are condensed; use each source link for full context.

Nerf ×1Main Battery ×1
2022-09-29

Halloween Update: New Friends, Old Foes

  • Upgraded main battery reload time increased from 7.5 to 8 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Duca d'Aosta can equip, from in-game data.

  • Duca d'Aosta 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.