Ferrante Gonzaga
Also called: 费兰特·贡扎加 Beta- 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
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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.
Ferrante Gonzaga Community Stats
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Ferrante Gonzaga Community Stats
Record History
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
+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.
11.3 km surface detect, top decile of T8 CAs. Stays dark longer.
- Heavy torpedoes · 19233 damage
- Fast torpedoes · 72 kt
- Module-wrecking torpedoes · 1200 torpedo
35 kt, top quartile of T8 CAs. Lets you rotate flanks or escape disengagements.
40 s smoke deployment window, top decile of the 11 T8 CAs with smoke. Lays a longer rolling smoke trail while moving.
- Shallow effective · 50113 effective
- Fragile HP pool · 37510 HP
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
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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.
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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 officialWG official build from Through the Spy Glass: Ferrante Gonzaga.
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.
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.
Peers in this cohort
Compare Tier VIII CruisersShow all 35 peers
Stats & specs
Customize in the Build Tool →ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 19 deg/s traverse speed = 9.5 s.ƒ
Zero 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.HE shells
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23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).ƒ
1,950 HE damage x 12 broadside guns = 23,400.ƒ
Zero 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.ƒ
Zero 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.SAP shells
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SAP 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.ƒ
3,050 SAP damage x 12 broadside guns = 36,600.ƒ
Zero 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.ƒ
Most 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: . 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.ƒ
57,700 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 3.49 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One 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 %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.ƒ
Effective 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.ƒ
Effective DPS: 73 raw aura damage × 3.5 × 0.9 hit probability = 230 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Outer Medium 230 = 324ƒ
Effective DPS: 23 raw aura damage × 3.5 × 0.9 hit probability = 72 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Outer Medium 230 + Inner Medium 72 = 396ƒ
Effective DPS: 7 raw aura damage × 3.5 × 0.85 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Outer Medium 230 + Inner Medium 72 + Near 21 = 417ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
top speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (31.5 kt of 35.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 11.3 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.79 km.ƒ
Larger 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.ƒ
Air 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.ƒ
Sea detectability 11.3 km + 2.0 km while burning = 13.3 km.ƒ
Air detectability 6.78 km + 3.0 km while burning = 9.78 km.
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) ƒ
0.006 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.ƒ
0.168 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.ƒ
0.006 (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
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 ƒ
Repeats 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
The standard cruiser dispersion curve.(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.(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.(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.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15131 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15131 m. Above the kink: , so .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: at 0 m, at m, and at 15131 m. Above the kink: , so .How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 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.4 mounts × 3 barrels = 12; all 12 bear on the broadside.Model inputs
Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1700 m / (72.0 kt × 2.6855) = 8.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).10000 m / (72.0 kt × 2.6855) = 51.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 3 tubes.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.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
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.@ 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.72 + 230 + 12 + 9 + 95 = 418 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.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.
Overmatched by 141+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 16 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. |
| Stern | 16 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. |
| Citadel | 100 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. |
| Superstructure | 10 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 HP | 17,100 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| AA mount (65 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. |
| Rudder (module) | separate HP pool, does not drain ship HP | 10,200 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.
Skins & permanent camouflages
Every custom exterior Ferrante Gonzaga can equip.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
