World of Warships: Legends ship guide

Duca d'Aosta B

Beta
Italy · Tier V · Cruiser · Premium · Duca d'Aosta Variant
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Play wide lanes and angled retreats where you can create crossfires, disengage before focus stacks up…
  • Avoid: Do not get trapped bow-in or linger broadside after firing; Italian cruisers need room to maneuver and…
Key characteristics
Long torps (12 km)2 sigma accuracyStealthy (10.4 km)SonarLow fire chance
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Community Data

Duca d'Aosta B Community Stats

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Playstyle

Overview

Duca DAosta is a Tier V Italian premium cruiser best treated as an Italian cruiser for flanking, kiting, and punishing exposed targets while relying on mobility and concealment instead of static tanking. Its value comes from choosing safe firing lanes, punishing exposed targets, and using mobility or cover before battleship focus locks on.

Positioning

Play wide lanes and angled retreats where you can create crossfires, disengage before focus stacks up, and reappear from awkward angles. Choose cover, kiting lanes, or flank angles that let the main battery work while torpedoes remain a close-range deterrent rather than the whole plan.

Potato Avoidance

Get trapped bow-in or linger broadside after firing

Italian cruisers need room to maneuver and control the trade. The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Signature Traits

Flat AP shells

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

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.

Best-in-class stealth

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

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 B

Duca d'Aosta B 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

  • Black Friday '22 Crate 4% V Duca d'Aosta B Event containers · Black Friday '22 Crate · 1 of 2 ships
  • Champion's Box 0.8% V Duca d'Aosta B Event containers · Champion's Box → Black Friday '22 Crate · 1 of 2 ships
  • 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
Show all 5 containers (2 more)
  • Ultimate Crate 0.4% V Duca d'Aosta B Event containers · Ultimate Crate → Black Friday '22 Crate · 1 of 2 ships
  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 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.

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Commanders frequently paired with this ship AL ZaraLuigi Sansonetti

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Cohort position

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Where Duca d'Aosta B sits among Tier V CAs (30 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 of 2 tied / 1 of 2 tied) BestAP velocity1,000 m/s (1 of 2 tied) Top 10%Max speed36.5 kt (3/30) Top 10%Torpedo range12 km (3/26) Top 25%Rudder shift6.7 s (7/30) Top 25%Main battery reload6.8 s (7/30) Top 25%AP DPM225,882 (7/30) Top 25%HE velocity950 m/s (5/28) Top 25%Engine power110,000 hp (8/30) Top 25%Power-to-weight10.44 hp/t (7/30) Top 25%Torpedo reload71 s (7/26) Bottom 25%HE shell damage2,100 (23/28) Bottom 25%Fires per minute4.94 (25/28) Bottom 25%Secondary DPM (per side)45,000 (25/27) Bottom 25%AA threat513 (25/30) Bottom 10%Main battery range14.12 km (29/30) Bottom 10%Torpedo damage≈12,367 (25/26) WorstTorpedo speed51 kt (1 of 3 tied)
See 20 mid-pack stats

Not standouts for Duca d'Aosta 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 points29,700 HP(17/30) Traverse-to-turn ratio4.62 ×(23/30) Main battery caliber152 mm(20/30) Sigma2(15/30) HE DPM148,235(13/28) AP shell damage3,200(23/30) Main dispersion130.4 m(17/30) HE alpha1,500(13/27) Secondary fire chance6%(15/27) Secondary HE pen17 mm(15/27) AP fuse timer0.03 s(19/30) AP arming threshold25 mm(11/30) Turn-speed retention154.9 hp/m(9/30) Displacement10,540 t(13/30) Secondary range4.5 km(12/27) AA DPS168(21/30) AA range4 km(21/30) Max armor100 mm(20/30) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value)
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, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1412230·81.11000+1.1)·30=130.4m
130.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.4·0.6=78.3m
78.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =130.4·0.32(σ=2)=41.7m
41.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.3·0.319(σ=2)=25m
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: P=107·K·m0.69·d1.07·v01.38 =107·2142·500.69·0.1521.07·10001.38=330mm. 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: P=107·2142·500.69·0.1521.07·332.41.38=72.2mm.
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 tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 s
Projectile speed51 kt
Range12 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=37,100·0.333=12,367.
≈ 12,367
Torpedo detectability1 km
Flooding chance220%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming157 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,367 = 37,101.
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-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (32.9 kt of 36.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(110,00010,540)0.42=2.6779; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=25.8s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
25.8 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (36.1 kt of 36.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=41.8s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
41.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.5·0.5144710=1.52°/s, so ratio=ωturretωhull=71.52=4.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.6× drags
Concealment
Detectability by sea10.39 km
Detectability by air6.23 km
Smoke firing penalty4.68 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.39 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

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

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, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14122}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 130.4\,\text{m}$
Max Vert Disp78.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 130.4 \cdot 0.6 = 78.3\,\text{m}$
Med Horiz Disp41.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 130.4 \cdot 0.32\;(\sigma = 2) = 41.7\,\text{m}$
Med Vert Disp25 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 78.3 \cdot 0.319\;(\sigma = 2) = 25\,\text{m}$
AP Pen Close330 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2142 \cdot 50^{0.69} \cdot 0.152^{-1.07} \cdot 1000^{1.38} = 330\,\text{mm}$. 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: $P = 10^{-7}\cdot 2142 \cdot 50^{0.69} \cdot 0.152^{-1.07} \cdot 332.4^{1.38} = 72.2\,\text{mm}$.
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
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,367 = 74,202.
Per-side salvo damage37,101
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,367 = 37,101.

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.
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Duca d'Aosta B. 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 B can equip, from in-game data.

  • Duca d'Aosta 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.

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