Francesco Caracciolo
Beta- Push to within secondary range (~5.5 km) so the secondary battery starts contributing damage
- Avoid: Holding mid-range AP lines like a standard BB
Francesco Caracciolo Community Stats
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Francesco Caracciolo Community Stats
Playstyle
Overview
Francesco Caracciolo is a Tier VI Italian secondary battleship with top-decile secondary reach out to 5.5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Standout traits: best AP guaranteed-ricochet angle in T6 BBs (70°) and best engine power in T6 BBs (186,000 HP).
Positioning
Push to within secondary range (~5.5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.
Potato Avoidance
Holding mid-range AP lines like a standard BB
The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.
Signature Traits
70.0° AP guaranteed ricochet angle, best of T6 BBs. Auto-bounce kicks in later than peers'.
479314.0 secondary DPM per side, best of T6 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.
186000.0 hp engine, best of T6 BBs. More headroom for accelerating out of stops and maintaining speed in turns.
251.4 hp per metre of turn radius, best of T6 BBs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.
50500.0 HP, bottom decile of T6 BBs. Trade hits sparingly.
15.77 km main battery reach, bottom decile of T6 BBs. Outranged by peers; close distance or lean on terrain.
How to get Francesco Caracciolo
Francesco Caracciolo is available in the Bruiser Battleships branch of the Italy Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
Show Italy tech-tree branch diagram
Francesco Caracciolo sits in the Bruiser Battleships branch. The highlighted path shows the local branch context inside the full Italy tree.
Best listed chance for this ship
-
Italian Battleship Big Crate
1%
VI Francesco Caracciolo*
Early access containers · Italian Battleship Big Crate
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Italian Battleship Crate
0.01%
VI Francesco Caracciolo*
Early access containers · Italian Battleship Crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Italian Battleship Big Crate 1% · VI Francesco Caracciolo*
- Italian Battleship Crate 0.01% · VI Francesco Caracciolo*
Builds Beta
Build for survivability, secondary range, smoke/push utility, and main-battery consistency. Keep the push controlled.
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 Francesco Caracciolo sits among Tier VI BBs (27 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 16 mid-pack stats
Not standouts for Francesco Caracciolo -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14338/30·(12−2.2)/1000 + 2.2)·30 = 206.5 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 206.5 × 0.6 = 123.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 206.5 × 0.356 (σ=1.7) = 73.6 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 123.9 × 0.357 (σ=1.7) = 44.2 mƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
8 broadside guns x 60 / 33 s base reload = 14.5.HE shells
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64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).ƒ
5,400 HE damage x 8 broadside guns = 43,200.ƒ
43,200 HE full-salvo alpha x 60 / 33 s base reload = 78,545.ƒ
8 HE shells x 60 / 33 s reload x 24% fire chance = 3.49.AP shells
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floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 850^1.38 = 814.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.7 km), where the shell has slowed to 558.6 m/s: 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 558.6^1.38 = 456.1 mm.ƒ
11,000 AP damage x 8 broadside guns = 88,000.ƒ
88,000 AP full-salvo alpha x 60 / 33 s base reload = 160,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.75) + (36×3.5×0.7) + (42×3.5×0.75) = 327. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 42 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 42 + Medium 49 = 91ƒ
Far 42 + Medium 49 + Near 36 = 127ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.5 km × 57 + 30 = 343.5 m.Show 2 more gun families
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Exhaust Smoke Generator3 charges · 150 s reload · 30 s emit / 10 s cloud active
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
Show
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14338/30·(12−2.2)/1000 + 2.2)·30 = 206.5 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 206.5 × 0.6 = 123.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 206.5 × 0.356 (σ=1.7) = 73.6 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 123.9 × 0.357 (σ=1.7) = 44.2 mStandard BB dispersion. Used as the baseline for cross-family comparisons.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 850^1.38 = 814.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.7 km), where the shell has slowed to 558.6 m/s: 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 558.6^1.38 = 456.1 mm.64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 8 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.5,400 HE damage x 8 broadside guns = 43,200.11,000 AP damage x 8 broadside guns = 88,000.43,200 HE full-salvo alpha x 60 / 33 s base reload = 78,545.88,000 AP full-salvo alpha x 60 / 33 s base reload = 160,000.8 broadside guns x 60 / 33 s base reload = 14.5.8 HE shells x 60 / 33 s reload x 24% fire chance = 3.49.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.75) + (36×3.5×0.7) + (42×3.5×0.75) = 327. 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.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5.5 km × 57 + 30 = 343.5 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 2×3 152 mm (3/side) × 60/5 × 3800 = 136,800 + 2×3 152 mm (3/side) × 60/5 × 3800 = 136,800 + 12×1 90 mm (6/side) × 60/3.5 × 2000 = 205,714. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3800 from the 152 mm family.Maximum SAP armor penetration across secondary SAP families. SAP auto-bounces past its ricochet angles but never shatters on plate it can pen, and it starts no fires. Best on this ship: 42.3 mm from the 152 mm family.Armor
Hull HP 48,600 → 50,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 150 mm primary (range 40–150 mm) | 2,700 (5% of HP) | No common caliber overmatches150 mm: no common HE pens | 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 16–300 mm) | 37,900 (75% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)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 | 26 mm primary (range 26–300 mm) | 1,400 (3% of HP) | Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 300 mm primary (range 16–300 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 26 mm primary (range 26–340 mm) | 2,300 (5% 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 | 25,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (152 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (37 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.100 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder. |
| Rudder (module) | separate HP pool, does not drain ship HP | 15,200 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.
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 Francesco Caracciolo. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Secondary battery firing range increased from 5 to 5.5 km.
Ministry of Balance: Italian Concerto
- Secondary Battery firing range increased from 4.5 to 5 km.
- Secondary Battery 90 mm gun reload time increased from 3 to 3.5 s.
- Secondary Battery 152 mm gun reload time increased from 4 to 5 s.
- Main Battery AP shell damage reduced from 12,000 to 11,000.
- Main Battery AP shell ricochet angles increased from 45/60 to 55/70 degrees.
- Main Battery HE shell damage reduced from 5,800 to 5,400.
- Stock Hull HP reduced from 52,600 to 48,600.
- Bow HP reduced from 2,800 to 2,600.
- Casemate HP reduced from 9,200 to 8,500.
- Stern HP reduced from 1,500 to 1,300.
- +4 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior Francesco Caracciolo can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
