World of Warships: Legends ship guide

Francesco Caracciolo

Also called: 弗朗切斯科·卡拉乔洛 Beta
Secondary battleshipClose inside secondary range and let the auto-fire battery work with the mains.
Playstyle
  • Push to within secondary range (~5.5 km) so the secondary battery starts contributing damage
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Heavy AP penStrong secondaries (5.5 km)Wide always-pen zoneExhaust SmokeQuick accelerationFragile
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Community Data

Francesco Caracciolo Community Stats

Across 9,700+ Standard battles from 310+ players, Francesco Caracciolo averages a 61% win rate, 62,000 damage and 1.1 kills per battle, and survives 38% of them.

Community Data

Francesco Caracciolo Community Stats

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

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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. Her secondaries fire SAP, so the auto-fire battery punches through angled plating that shatters standard HE. Standout traits: best heavy secondary DPM in T6 BBs (475,200, 1st of 32) and quick acceleration in T6 BBs (12.4 s, 5th of 32). The trade is short gun range in T6 BBs (15.8 km, 32nd of 32).

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. Shooting from the cloud gives you away at 9.8 km, wider than a destroyer's own concealment here (about 6.9 km), so one can watch you shoot for 2.9 km before you know it is there, with the smoke holding you broadside and stopped. Treat it as cover to leave from, not a firing position. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so you would be blind as well as stopped. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless. The screen is 900 m across, twice the usual, which makes it a team asset rather than a personal one: dropped across a friendly push it covers ships either side of you, not just your own hull. Once the rudder is over she turns tightly for her cohort (740 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

ELITE SECONDARIES ↗
  • Extended secondary range · 5.5 km
  • Heavy secondary DPM · 475200 secondary
ELITE MOBILITY ↗
  • Quick acceleration
  • Tight turning circle · 740 m
ELITE MAIN BATTERY ↗
  • Long-range AP brick · 502.76 mm
  • Fast HE shells · 4.63 s
Extra heal charges ↗

4 Repair Party charges, best of T6 BBs. More total HP available across a match.

Short gun range ↗

15.8 km main battery reach, bottom decile of T6 BBs. Outranged by peers; close distance or lean on terrain.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

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.

History: Early Access Jan 2022 – Feb 2022 (temporary crate drops, now ended).

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

Show Italy tech-tree branch diagram
Italy Tech Tree

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

Official WG availability sources
  • February update: fortes fortuna adiuvat Early Access Start: 2022-01-27
    • You can get any of the four listed below in dedicated Italian Battleship regular and big crates (the guarantee system is active for the big ones—a ship drops at least once per every 20 containers).
    • Tier VI Francesco Caracciolo
  • The lion and three crosses: Italian navy expanding Early Access Start: 2022-02-01
    • In short, nothing has changed—you can get the Italian battleships from Tier III Dante Alighieri all the way to Tier VI Francesco Caracciolo in the dedicated crates, both regular and big ones.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Francesco Caracciolo sits among Tier VI BBs (31 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.

BestSmoke fire bloom9.82 km (1/32) BestSecondary DPM (per side)475,200 (1/32) BestAP auto-bounce angle70° (1 of 2 tied) BestEngine power186,000 hp (1 of 2 tied) BestPower / turn radius251.4 hp/m (1 of 2 tied) BestPower-to-weight5 hp/t (1 of 2 tied) BestRepair charges4 (1 of 2 tied) Top 10%AP ricochet start55° (3/32) Top 25%Stealth profile14.3 km / 11.44 km (5/32 / 6/32) Top 25%Turning circle740 m (5/32) Top 25%AP velocity850 m/s (5/32) Top 25%HE velocity880 m/s (6/31) Top 25%Time to 90% speed29.7 s (5/32) Top 25%Acceleration (0-12 kt)12.4 s (5/32) Top 25%Displacement37,220 t (5/32) Top 25%AP pen at 10 km593 mm (5/32) Top 25%Secondary range5.5 km (5/32) Bottom 25%Sigma1.7 (25/32) Bottom 25%HE DPM78,545 (28/31) Bottom 25%AP DPM160,000 (29/32) Bottom 25%Effective HE DPM (incl. fire)104,644 (28/31) WorstHit points50,500 HP (1 of 2 tied) WorstMain battery range15.77 km (32/32) WorstMain battery reload33 s (1 of 4 tied) WorstFires per minute3.49 (31/31) WorstAA range4 km (1 of 2 tied) WorstNo torpedoes (26 of 32 in cohort)
See 18 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.

Max speed29 kt(11/32) Rudder shift14.3 s(11/32) Main battery caliber381 mm(17/32) HE shell damage5,400(17/31) AP shell damage11,000(21/32) Main dispersion220.6 m(21/32) AP arming threshold64 mm(17/32) AA DPS328(21/32) AA threat1,070(17/32) Flak damage per salvo (expected)1,148(11/32) Max armor340 mm(24/32) Citadel belt300 mm(23/32) Stern armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.033 s(22 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(18 of 32 tied at this value) NormBow armor26 mm(21 of 32 tied at this value)
Survivability
Hit PointsInitial: 48,600 → 50,500
Displacement37,220 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.
214.2 x 29.6 m (ship-model figure)
Armor range16–340 mm
Plate armor thicknesses16, 26, 30, 32, 40, 49, 50, 70, 75, 80, 85, 100, 120, 140, 150, 220, 300, 340 mm
Armor material/layer entries79
Fire resistance
ƒstock hull: 1 − 0.7336 fire coefficient = 26.6%; top hull: 1 − 0.7003 fire coefficient = 30%. 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.
Initial: 26.6% → 30%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 50,500 HP = 9,090 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 50,500 HP = 10,100 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.25 hull torpedo-damage coefficient / 0.333 unprotected baseline = 25%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
25%
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.
25,300
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.
15,200
Effective HP
ƒBase 50,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 50,500 HP = 7,070 HP per charge, × 4 charges = 28,280 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.
56,111–78,780
Repairable: penetration50%
Repairable: citadel10%
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 × 2,700 = 5,400), 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.
2,700
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,800 = 17,600), 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.
8,800
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 × 37,900 = 75,800), 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.
37,900
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 × 2,300 = 4,600), 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.
2,300
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 × 1,400 = 2,800), 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.
1,400
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
ModuleArtillery: 381 mm/50 OTO 1934
Mounts / barrels4 mounts / 8 barrels
Reload time33 s
Firing range (base)14.3 km
Firing range (top fire control)15.8 km
Turret traverse6 °/s
Turret armor381 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
4x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
30° off bow / 30° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (15.8 km) than a standard battleship: about 221 m wide × 132 m tall, against 218 m × 131 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Cristoforo Colombo and 43 more.
European battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15771.830·12−2.21000+2.2)·30=220.6m
220.6 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =220.6·0.6=132.3m
132.3 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =220.6·0.61.7=77.8m
77.8 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =132.3·0.61.7=46.7m
46.7 m at 15.8 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒ8 broadside guns x 60 / 33 s base reload = 14.5.
14.5
HE shells
HE alpha5,400
HE Velocity880 m/s
Fire Chance24%
HE fire DPM vs T6 BB26105
Effective HE DPM vs T6 BB104651
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,400 HE damage x 8 broadside guns = 43,200.
43,200
HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 33 s base reload = 78,545.
78,545
Fires/min
ƒ14.5 shells/min × 0.24 (24% fire chance) = 3.49.
3.49
AP shells
AP alpha11,000
AP Velocity850 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP pen max range503 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2434·884.80.69·0.381−1.07·8501.38=814.1mm.
814.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 599.4 m/s: P=10−7·2434·884.80.69·0.381−1.07·599.41.38=502.7mm.
502.7 mm at 15.8 km
AP full-salvo alpha
ƒ11,000 AP damage x 8 broadside guns = 88,000.
88,000
AP DPM
ƒ88,000 AP full-salvo alpha x 60 / 33 s base reload = 160,000.
160,000
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.
120
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
37 mm/54 Breda 19388×2 37mm
20 mm/65 Breda 1935Initial: 10×2 → 2×2 20mm
20 mm/70 Breda 1941 (upgraded hull only)8×6 20mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×1 90mm
Far aura
Guns90 mm/50 OTO 1939 (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 110 from dual-purpose secondaries firing as AA in this range band.
110
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒInitial: 50 × 3.5 × 0.75 = 131 → 49 × 3.5 × 0.75 = 129. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 131 → 129
Range3.5 km
Total DPS in Aura
ƒFar 110 + Medium 129 = 239
239
Near aura
Guns20 mm/65 Breda 1935 + 20 mm/70 Breda 1941
Continuous DPS
ƒInitial: 22 × 3.5 × 0.7 = 54 → 36 × 3.5 × 0.7 = 88. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 54 → 88
Range2 km
Total DPS in Aura
ƒFar 110 + Medium 129 + Near 88 = 327
327
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 × 170 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.
170
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.
75%
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 secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary 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 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts16
Firing range5.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×3 152 mm (6/side) × 60/5 s × 3800 = 273,600 + 12×1 90 mm (6/side) × 60/3.571 s (3.5 s = 25 ticks) × 2000 = 201,600. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
475,200
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 @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
152 mm/55 OTO 1936 (4×3)
Caliber152 mm
Reload time5 s
SAP alpha3,800
Muzzle Velocity930 m/s
SAP Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
90 mm/50 OTO 1939 (12×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time3.5 s
SAP alpha2,000
Muzzle Velocity850 m/s
SAP Pen26 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine power186,000 hp
Maximum speed29.0 kt
Turning circle radius740 m
Rudder shift timeInitial: 20.1 s → 14.3 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 29 / 4 + 4.9 = 12.2 kt. Base value; speed modifiers scale it.
12.2 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.
30 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29.0 kt).
29.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29.0 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.
45.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.4 = +1.6°/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 (+1.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.3 km x 0.955 = 13.66 km. Camouflage does not change detectability by air.
14.3 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.3 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.66 km.
13.66 km
Detectability by air11.44 km
Smoke firing penalty9.82 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.3 km) = 15.77 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.77 km
Detect when firing (air)
ƒAir detectability 11.44 km + gun-firing bloom 7.62 km = 19.06 km. The bloom tracks main-battery caliber 381 mm × 0.020 = 7.62 km.
19.06 km
Detect when on fire (sea)
ƒSea detectability 14.3 km + 2.0 km while burning = 16.3 km.
16.3 km
Detect when on fire (air)
ƒAir detectability 11.44 km + 3.0 km while burning = 14.44 km.
14.44 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 7,070 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 50,500 HP = 7,070 HP: up to 14% of max HP restored per charge.
· 28,280 HP (56% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 4 charges = 0.56 × 50,500 HP = 28,280 HP: up to 56% of max HP if the whole Repair Party loadout is used.
· 252 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 50,500 HP = 252 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Exhaust Smoke Generator3 charges · 150 s reload · 45 s emit / 10 s cloud active · 900 m radius
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (3)

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

HullUpgrade
  • Hit points48,600 → 50,500
  • Rudder shift20.1 → 14.3 s
  • Close-range AA DPS72 → 85
Fire controlUpgrade
  • Main battery range14,338 → 15771.8 m
EngineUpgrade
  • Time to 12 kt14.1 → 12.4 s

Under the hood

Show ▾

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 BB1% wider H · 1% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (15.8 km) with the same model as Max Horiz/Vert Disp: horizontal 221 / 218 m − 1 = +1%, vertical 132 / 131 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 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 km164 m
(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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 km213 m
(500 × (12 − 2.2) / 1000 + 2.2) × 30 = 213 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 km44.9 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=0.5·15771.8=7886 m, and radiusOnMax=0.6 at 15771.8 m. Below the kink: k=0.2+(0.5−0.2)·50007886=0.3902, so σV=σH·k=115·0.3902=44.9m.
Shell scatter height @ 10 km86.4 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=0.5·15771.8=7886 m, and radiusOnMax=0.6 at 15771.8 m. Above the kink: k=0.5+(0.6−0.5)·10000−788615771.8−7886=0.5268, so σV=σH·k=164·0.5268=86.4m.
Shell scatter height @ 15 km125.7 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=0.5·15771.8=7886 m, and radiusOnMax=0.6 at 15771.8 m. Above the kink: k=0.5+(0.6−0.5)·15000−788615771.8−7886=0.5902, so σV=σH·k=213·0.5902=125.7m.
AP pen 5 km693 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2434·884.80.69·0.381−1.07·756.71.38=693mm, where 756.7 m/s is the shell's speed when it arrives at 5 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km593 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2434·884.80.69·0.381−1.07·6761.38=593mm, where 676 m/s is the shell's speed when it arrives at 10 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km514 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2434·884.80.69·0.381−1.07·608.71.38=514mm, where 608.7 m/s is the shell's speed when it arrives at 15 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km4.79 s
How long an AP 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·0.2954·0.38128·884.8=1.9×10−5. That runs from a 850 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.
HE flight time @ 10 km4.63 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·0.275·0.38128·824.3=1.9×10−5. That runs from a 880 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,434
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass884.8 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2954
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity880 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.2
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.

AA defense

AA DPS at max range110
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 8x2 -> 129 DPS @ 3.5 km; 20mm65 Breda M1935 double 2x2 -> 18 DPS @ 2 km; 20mm70 Breda barrels 6 8x6 -> 71 DPS @ 2 km; 90mm50 barrels 1 M1939 12x1 -> 110 DPS @ 4 km.
AA DPS layered by range110 DPS @ 4 km, 239 DPS @ 3.5 km, 328 DPS @ 2 km
@ 4 km: 110 from one family; @ 3.5 km: 129 + 110 = 239; @ 2 km: 129 + 18 + 71 + 110 = 328. 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-blank328
129 + 18 + 71 + 110 = 328 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1070
129 × 3.5 + 18 × 2 + 71 × 2 + 110 × 4 = 1070. 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

Secondary battery dispersion

Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Max SAP alpha3800
max(3800 (152 mm), 3800 (152 mm), 2000 (90 mm)) = 3800. Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3800 from the 152 mm family.
Max SAP pen42.3 mm
max(42.3 mm (152 mm), 42.3 mm (152 mm), 26 mm (90 mm)) = 42.3 mm. 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.
Open in Charting Tool

Ship Charts

Background

The first super dreadnoughts of the Regia Marina designed to carry 381 mm guns. Construction of the ships commenced during World War I and were designed to match the new fast battleships being built for foreign navies.

Armor Beta

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.

Bow & stern26 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel300 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 40–150 mm)2,700 (5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–300 mm)37,900 (75% of HP)
Overmatched by 283mm+ AP (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.
Stern26 mm primary (range 26–300 mm)1,400 (3% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 16–300 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.
Superstructure26 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 HP25,300 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.
Secondary mount (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. 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 deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP15,200 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.

Balance History

Balance updates affecting Francesco Caracciolo. Cards are condensed; use each source link for full context.

Nerf ×21Buff ×3Main Battery ×7Consumable ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Secondary battery firing range increased from 5 to 5.5 km.
Read the full official post
2023-06-15

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.
  • Hull HP reduced from 39,500 to 36,500.
  • Magazine HP reduced from 26,300 to 24,300.
  • Steering Gear HP reduced from 15,800 to 14,600.
  • Superstructure HP reduced from 2,300 to 2,200.
  • Upgraded Hull HP reduced from 54,500 to 50,500:
  • Bow HP reduced from 2,900 to 2,700.
  • Casemate HP reduced from 9,500 to 8,800.
  • Stern HP reduced from 1,500 to 1,400.
  • Hull HP reduced from 40,900 to 37,900.
  • Magazine HP reduced from 27,300 to 25,300.
  • Steering Gear HP reduced from 16,400 to 15,200.
  • Superstructure HP reduced from 2,400 to 2,300.
  • Visibility when firing in smoke reduced from 13.1 to 9.82 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Francesco Caracciolo can equip.

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.