World of Warships: Legends ship guide

Ferrante Gonzaga

Also called: 费兰特·贡扎加 Beta
Italy · Tier VIII · CL Cruiser · Premium
SAP cruiserHigh-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Playstyle
  • Fight from smoke or from behind cover at mid range, and keep rotating between engagements
  • Avoid: Do not sit in your own smoke until it runs out
Key characteristics
Long, heavy torpedoes (10 km)38 mm SAP penStealthy (11.3 km)Exhaust SmokeEngine BoostFragile
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Community Data

Ferrante Gonzaga Community Stats

Across 1,500+ Standard battles from 160+ players, Ferrante Gonzaga averages a 61% win rate, 86,300 damage and 1.1 kills per battle, and survives 47% of them.

Community Data

Ferrante Gonzaga Community Stats

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

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Playstyle

Overview

Ferrante Gonzaga is an Italian Tier VIII premium light cruiser built on rapid-firing 135 mm guns with HE and SAP, six torpedo tubes and 35 knots. Exhaust Smoke Generator paired with Engine Boost is what defines her: smoke to create a firing position, boost to leave it before the torpedoes arrive. SAP rewards shooting at broadsides and superstructure rather than angled belts.

Positioning

Fight from smoke or from behind cover at mid range, and keep rotating between engagements. She has the speed to change flanks faster than most cruisers, which is worth more than squeezing an extra salvo out of a position the enemy has already ranged.

Potato Avoidance

Sit in your own smoke until it runs out

The screen is short-lived and the reload is long, so a predictable smoke becomes a torpedo target. Do not fire SAP into heavily angled armour either - it shatters where HE would at least have started fires.

Signature Traits

Engine Boost

+20% speed (about +7 kt), 40 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in T8 CAs.

Best-in-class stealth ↗

11.3 km surface detect, top decile of T8 CAs. Stays dark longer.

ELITE TORPEDOES ↗
  • Heavy torpedoes · 19233 damage
  • Fast torpedoes · 72 kt
  • Module-wrecking torpedoes · 1200 torpedo
Fast for the class ↗

35 kt, top quartile of T8 CAs. Lets you rotate flanks or escape disengagements.

Long smoke deployment ↗

40 s smoke deployment window, top decile of the 11 T8 CAs with smoke. Lays a longer rolling smoke trail while moving.

WEAK HP ↗
  • Shallow effective · 50113 effective
  • Fragile HP pool · 37510 HP
Acquisition

How to get Ferrante Gonzaga

Ferrante Gonzaga is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

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

Official WG availability sources
  • Noble Lombard Campaign Breakdown Campaign Start: 2026-08-03 · End: 2026-09-06
    • To successfully complete the Noble Lombard campaign and unlock Italian Tier VIII Premium cruiser Ferrante Gonzaga, you must accumulate 2,475 Renown with an active Admiralty Backing.
  • Anniversary Update: Tides of Adventure Campaign Start: 2026-07-30
    • To receive Ferrante Gonzaga, you'll need to obtain Admiralty Backing and complete the campaign's 100 milestones over 5 weeks of missions.

Builds

Prioritise reload and survivability, then concealment. Skills that improve consumable uptime pay unusually well given how much of her identity sits in the smoke and Engine Boost cycle.

Luigi Sansonetti

WG official

WG official build from Through the Spy Glass: Ferrante Gonzaga.

Source: Through the Spy Glass: Ferrante Gonzaga

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 Ferrante Gonzaga sits among Tier VIII CAs (35 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.

BestTurning circle600 m (1/36) BestTorpedo speed72 kt (1 of 3 tied) Top 10%Stealth profile11.3 km / 6.78 km (3/36 / 3/36) Top 10%Smoke fire bloom4.94 km (3/36) Top 10%Displacement11,760 t (3/36) Top 25%Max speed35 kt (5/36) Top 25%Main dispersion137.4 m (6/36) Top 25%Acceleration (0-12 kt)8.6 s (9/36) Top 25%Power-to-weight8.59 hp/t (5/36) Top 25%Torpedo range10 km (6/21) Top 25%Torpedo damage≈19,233 (4/21) Bottom 25%Hit points37,510 HP (33/36) Bottom 25%Main battery caliber135 mm (33/36) Bottom 25%Main battery range15.13 km (33/36) Bottom 25%HE shell damage1,950 (27/29) Bottom 25%HE fire chance9% (27/29) Bottom 25%Engine power101,000 hp (29/36) Bottom 25%AA DPS418 (30/36) Bottom 25%AA range4.5 km (31/36) Bottom 25%AA threat1,572 (28/36) Bottom 25%Torpedo reaction time8.8 s (18/21) WorstNo secondaries (9 of 36 in cohort) WorstTorpedo reload120 s (1 of 3 tied) WorstEnd plates16 mm (1 of 7 tied / 1 of 6 tied)
See 15 mid-pack stats

Not standouts for Ferrante Gonzaga -- 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.

Rudder shift9 s(11/36) Main battery reload7.5 s(13/36) Sigma2.05(17/36) Fires per minute8.56(10/29) HE DPM185,434(10/29) HE velocity875 m/s(13/29) Time to 90% speed25 s(11/36) Power / turn radius168.3 hp/m(16/36) Effective HE DPM (incl. fire)255,602(10/29) Flak damage per salvo (expected)2,106(11/36) Repair heal rate0.6 %/s(15/36) Max armor130 mm(27/36) Citadel belt130 mm(21/36) NormTurn speed retained81%(32 of 36 tied at this value) NormRepair charges2(33 of 36 tied at this value)
Survivability
Hit Points37,510
Displacement11,760 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
187 x 18.5 m
Armor range6–130 mm
Plate armor thicknesses6, 10, 13, 15, 16, 20, 30, 40, 100, 130 mm
Armor material/layer entries58
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 37,510 HP = 3,376 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 37,510 HP = 3,751 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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.
17,100
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.
11,300
Effective HP
ƒBase 37,510 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 37,510 HP = 6,302 HP per charge, × 2 charges = 12,603 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.
50,113
Repairable: penetration50%
Repairable: citadel33%
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 × 3,600 = 7,200), 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.
3,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,600 = 7,200), 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.
3,600
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 × 28,100 = 56,200), 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.
28,100
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 × 1,500 = 3,000), 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 ×. 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.
1,500
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 × 2,600 = 5,200), 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.
2,600
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
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 12×135 mm
Mounts / barrels4 mounts / 12 barrels
Reload time7.5 s
Firing range15.1 km
Turret traverse19 °/s
Turret armor60 mm
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 144° (the most restricted forward-facing mount's arc) = 36° 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.
37° off bow / 36° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.1 km) shells land in an ellipse about 137 m wide and 82 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1513130·8−1.11000+1.1)·30=137.4m
137.4 m at 15.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.4·0.6=82.4m
82.4 m at 15.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =137.4·0.62.05=40.2m
40.2 m at 15.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =82.4·0.62.05=24.1m
24.1 m at 15.1 km
Turret turn time
ƒ180 degrees / 19 deg/s traverse speed = 9.5 s.
9.5 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 95.1. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 105.
Initial: 95.1 → 105
HE shells
HE alpha1,950
HE Velocity875 m/s
Fire Chance9%
HE fire DPM vs T8 BB70156
Effective HE DPM vs T8 BB255590
HE penetration
ƒ23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ1,950 HE damage x 12 broadside guns = 23,400.
23,400
HE DPM
ƒZero upgrades: 23,400 HE full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 185,434. All upgrades (Main Battery Mod. 3 = -10% reload): 23,400 HE full-salvo alpha x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 204,750.
Initial: 185,434 → 204,750
Fires/min
ƒZero upgrades: 95.1 shells/min × 0.09 (9% fire chance) = 8.56. All upgrades (Main Battery Mod. 3 = -10% reload): 105 shells/min × 0.09 (9% fire chance) = 9.45.
Initial: 8.56 → 9.45
SAP shells
SAP alpha3,050
SAP Velocity875 m/s
SAP Pen (mm)38
SAP Min Ricochet70 deg
SAP Guaranteed Ricochet80 deg
SAP Fuse Timer0.03 s
SAP Fuse Threshold25 mm
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.
16
SAP full-salvo alpha
ƒ3,050 SAP damage x 12 broadside guns = 36,600.
36,600
SAP DPM
ƒZero upgrades: 36,600 SAP full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 290,038. All upgrades (Main Battery Mod. 3 = -10% reload): 36,600 SAP full-salvo alpha x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 320,250.
Initial: 290,038 → 320,250
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time120 s
Projectile speed72.0 kt
Range10 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=57,700·0.333=19,233. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 19,233
Maximum damage (ammunition)
ƒ57,700 warhead alpha / 3 + 1,200 blast = 20,433. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
20,433
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,200
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km72 kt×2.6855=8.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.49 per hit, shown as 3.49×100=349%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
349%
Torpedo launcher traverse25 °/s
Launch arcswing 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming223 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
57,699
AA Defense
AA mount points20
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.
4.5 km
65 mm/64 Model 193912×2 65mm
37 mm/54 Breda 19384×2 37mm
20 mm/65 Breda 19392×1 20mm
20 mm/65 Breda 19352×2 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 94 from dual-purpose main battery firing as AA in this range band.
94
Range4.5 km
Outer Medium aura
Guns65 mm/64 Model 1939
Continuous DPS
ƒEffective DPS: 73 raw aura damage × 3.5 × 0.9 hit probability = 230 - the same in-game units as the Close-range AA DPS headline.
230
Range3.7 km
Total DPS in Aura
ƒFar 94 + Outer Medium 230 = 324
324
Inner Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 23 raw aura damage × 3.5 × 0.9 hit probability = 72 - the same in-game units as the Close-range AA DPS headline.
72
Range3.5 km
Total DPS in Aura
ƒFar 94 + Outer Medium 230 + Inner Medium 72 = 396
396
Near aura
Guns20 mm/65 Breda 1935 + 20 mm/65 Breda 1939
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.85 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.
21
Range2 km
Total DPS in Aura
ƒFar 94 + Outer Medium 230 + Inner Medium 72 + Near 21 = 417
417
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 260 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
260
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 3.5 km or past 4.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 3.5 km inner edge does not move.
3.5-4.5 km
Maneuverability
Engine power101,000 hp
Maximum speed35.0 kt
Turning circle radius600 m
Rudder shift time9 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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.
28.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
12.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
25 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
39.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 19 − 6.7 = +12.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+12.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.3 km x 0.955 = 10.79 km. Camouflage does not change detectability by air.
11.3 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.3 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.79 km.
10.79 km
Detectability by air6.78 km
Smoke firing penalty4.94 km
Detect when firing (sea)
ƒLarger of 15.13 km range and 4.94 km smoke firing penalty = 15.13 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
15.13 km
Detect when firing (air)
ƒAir detectability 6.78 km + gun-firing bloom 2.7 km = 9.48 km. The bloom tracks main-battery caliber 135 mm × 0.020 = 2.7 km.
9.48 km
Detect when on fire (sea)
ƒSea detectability 11.3 km + 2.0 km while burning = 13.3 km.
13.3 km
Detect when on fire (air)
ƒAir detectability 6.78 km + 3.0 km while burning = 9.78 km.
9.78 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 6,302 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 37,510 HP = 6,302 HP: up to 16.8% of max HP restored per charge.
· 12,604 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 37,510 HP = 12,604 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 225 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 37,510 HP = 225 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Exhaust Smoke Generator2 charges · 150 s reload · 40 s emit / 35 s cloud active · 600 m radius
Choose one
Engine Boost3 charges · 120 s reload · 40 s active · +20% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.9 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=0.5·15131=7566 m, and radiusOnMax=0.6 at 15131 m. Below the kink: k=0.2+(0.5−0.2)·50007566=0.3983, so σV=σH·k=67.5·0.3983=26.9m.
Shell scatter height @ 10 km54.3 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=0.5·15131=7566 m, and radiusOnMax=0.6 at 15131 m. Above the kink: k=0.5+(0.6−0.5)·10000−756615131−7566=0.5322, so σV=σH·k=102·0.5322=54.3m.
Shell scatter height @ 15 km81.7 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15131=7566 m, and radiusOnMax=0.6 at 15131 m. Above the kink: k=0.5+(0.6−0.5)·15000−756615131−7566=0.5983, so σV=σH·k=136.5·0.5983=81.7m.
HE flight time @ 10 km6.09 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·0.275·0.13528·32.7=6.02×10−5. That runs from a 875 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

HE muzzle velocity875 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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.
taperDist4,000 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.

Torpedoes

Estimated torpedo reaction time8.8 s
1700 m / (72.0 kt × 2.6855) = 8.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed72.0 kt
Travel time to max range51.7 s
10000 m / (72.0 kt × 2.6855) = 51.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage115,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 19,233 = 115,398. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range95
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 4x2 -> 72 DPS @ 3.5 km; 65mm 64 Ansaldo dual 12x2 -> 230 DPS @ 3.7 km; 20mm65 Breda M1935 double 2x2 -> 12 DPS @ 2 km; Breda 20mm 65 2x1 -> 9 DPS @ 2 km; Far AA (?) -> 95 DPS @ 4.5 km.
AA DPS layered by range95 DPS @ 4.5 km, 325 DPS @ 3.7 km, 397 DPS @ 3.5 km, 418 DPS @ 2 km
@ 4.5 km: 95 from one family; @ 3.7 km: 230 + 95 = 325; @ 3.5 km: 72 + 230 + 95 = 397; @ 2 km: 72 + 230 + 12 + 9 + 95 = 418. 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-blank418
72 + 230 + 12 + 9 + 95 = 418 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1572
72 × 3.5 + 230 × 3.7 + 12 × 2 + 9 × 2 + 95 × 4.5 = 1572. 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 range2 km
Open in Charting Tool

Ship Charts

Background

A hypothetical design of a light cruiser armed with advanced artillery systems that were under development in Italy in the late 1930s. The 5.3-inch (135 mm) dual-purpose guns were also mounted on Andrea Doria-class battleships and Capitani Romani-class cruisers, while the 2.56-inch (65 mm) anti-aircraft guns remained prototypes. The ship's hull and architecture are similar to those of Duca degli Abruzzi-class cruisers.

Armor Beta

Hull HP 37,510, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 141+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)3,300 (9% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 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)16 mm primary (range 15–130 mm)25,600 (68% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 6–130 mm)2,300 (6% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 13–130 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.
Superstructure10 mm primary (range 10–100 mm)1,400 (4% 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 HP17,100 magazine HPTurret knocked outPer-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.
AA mount (65 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 HP10,200 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Ferrante Gonzaga can equip.

  • Ferrante Gonzaga 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.