World of Warships: Legends ship guide

Francesco Ferruccio

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (12 km)2 sigma accuracyStealthy (10.6 km)SonarFragile
Community Data

Francesco Ferruccio Community Stats

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Playstyle

Overview

Francesco Ferruccio is a Tier VI Italian light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best flat HE shells in T6 CAs (995) and best top speed in T6 CAs (36.5 kt).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (6.7 km on ships, 4.5 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Flat HE shells

995.0 m/s HE muzzle velocity, best of T6 CAs. Flatter trajectory, easier to land at range.

Fast for the class

36.5 kt, best of T6 CAs. Lets you rotate flanks or escape disengagements.

Nimble for the tonnage

11.82 hp per ton, best of T6 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Long-range sonar

6.67 km Sonar ship-detection range, best of T6 CAs. Lights DDs and torpedoes inside the bubble.

Slow torp reload

120.0 s torpedo reload, bottom decile of T6 CAs. Long wait between drops.

Light citadel belt

52.0 mm citadel belt, bottom decile of T6 CAs. Citadels through angle are possible.

Acquisition

How to get Francesco Ferruccio

Francesco Ferruccio is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Chest of Rarities 0.5% Tier V or VI Premium ship Event containers · Chest of Rarities · 1 of 8 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
Show all 9 containers (6 more)
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Piñata Chest 0.05% Tier V or VI Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
Show direct source rows

Builds Beta

Francesco Mimbelli is the official recommended commander direction, using Time to Make a Move for reload. Build for reload, fire chance, speed, rudder, concealment, and torpedo utility so the ship keeps pressure while staying hard to pin down.

Open in Build Tool →

Commanders frequently paired with this ship Francesco Mimbelli

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 Ferruccio sits among Tier VI CAs (32 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.

BestMax speed36.5 kt (1/32) BestStealth profile10.55 km / 6.33 km (1/32 / 1/32) BestRudder shift8.6 s (1/32) BestHE velocity995 m/s (1 of 2 tied) BestPower-to-weight11.82 hp/t (1/32) Top 10%Turn-speed retention177.4 hp/m (3/32) Top 25%Traverse-to-turn ratio6.92 × (9/32) Top 25%Displacement9,304 t (5/32) Top 25%Torpedo range11.7 km (4/24) Bottom 25%Hit points28,400 HP (29/32) Bottom 25%Main battery range14.47 km (29/32) Bottom 25%HE DPM112,000 (24/30) Bottom 25%HE alpha1,300 (22/27) Bottom 25%Secondary fire chance5% (23/27) Bottom 25%Acceleration11 s (27/32) Bottom 25%AA range4 km (27/32) Bottom 25%Torpedo damage13,900 (19/24) Bottom 25%Torpedo speed56 kt (21/24) Bottom 25%Max armor90 mm (26/32) Bottom 10%Fires per minute3.73 (28/30) Bottom 10%Torpedo reload120 s (23/24) Bottom 10%Citadel belt52 mm (31/32) WorstSecondary HE pen15 mm (1 of 3 tied)
See 12 mid-pack stats

Not standouts for Francesco Ferruccio -- 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.

Main battery caliber152 mm(21/32) Main battery reload9 s(17/32) Sigma2(17/32) Main dispersion132.9 m(19/32) Secondary DPM (per side)78,000(19/27) Engine power110,000 hp(10/32) AA DPS225(24/32) AA threat755(24/32) Bow armor30 mm(13/32) Stern armor30 mm(15/32) Deck armor90 mm(21/32) NormSecondary range4.5 km(18 of 27 tied at this value)

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

Sonar 6.67 kmMBRBDef-AASmokeFighter
Survivability
Hit Points28,400
Displacement9,304 t
Armor range7–90 mm
Plate armor thicknesses7, 9, 10, 16, 20, 25, 30, 40, 50, 52, 53, 90 mm
Armor material/layer entries61
Fire resistance30%
Fire duration30 s
Torp Reduction10%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
14,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
8,500
Main Battery
ModuleArtillery: 152 mm/55 Model 1934
Mounts / barrels2 mounts / 8 barrels
Reload time10 s
Firing range14.5 km
Turret traverse12 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14475/30·(8−1.1)/1000 + 1.1)·30 = 132.9 m
132.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 132.9 × 0.6 = 79.7 m
79.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 132.9 × 0.32 (σ=2) = 42.5 m
42.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.7 × 0.32 (σ=2) = 25.5 m
25.5 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ8 broadside guns x 60 / 10 s base reload = 48.
48
HE shells
HE Damage2,100
HE Velocity995 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 8 broadside guns = 16,800.
16,800
Base HE DPM
ƒ16,800 HE full-salvo alpha x 60 / 10 s base reload = 100,800.
100,800
Base fires/min
ƒ8 HE shells x 60 / 10 s reload x 7% fire chance = 3.36.
3.36
SAP shells
SAP Damage3,850
SAP Velocity995 m/s
SAP Pen (mm)42.3
AP shells
Min Ricochet70 deg
Guaranteed Ricochet80 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time120 s
Projectile speed56 kt
Range11.7 km
Maximum simulated damage12,900 (est.)
Alpha damage38,700
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
51,600
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) + (12×3.5×0.85) + (32×3.5×0.9) = 225. 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.
225
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19384×2 37mm
13.2 mm/76 Breda 19312×2 13mm
13.2 mm/76 Breda 19312×2 13mm
90 mm/50 OTO 1939 (DP)8×1 90mm
Far aura
DPS
ƒIncludes 32 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
32
Range4 km
Medium aura
DPS28
Range3.5 km
Total DPS in Aura
ƒFar 32 + Medium 28 = 60
60
Near aura
DPS12
Range1.2 km
Total DPS in Aura
ƒFar 32 + Medium 28 + Near 12 = 72
72
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed36.5 kt
Turning circle radius620 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.9× slow
Concealment
Detectability by sea10.55 km
Detectability by air6.33 km
Smoke firing penalty4.78 km
Detect after firing main guns10.55 km
Detect Fire Sea12.55 km
Detect Fire Air9.33 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Sonar2 charges · 180 s reload · 60 s active · 6.67 km ship detect · 4.5 km torpedo detect
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse12 → 10 °/s

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp132.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14475/30·(8−1.1)/1000 + 1.1)·30 = 132.9 m
Max Vert Disp79.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 132.9 × 0.6 = 79.7 m
Med Horiz Disp42.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 132.9 × 0.32 (σ=2) = 42.5 m
Med Vert Disp25.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.7 × 0.32 (σ=2) = 25.5 m
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha16,800
2,100 HE damage x 8 broadside guns = 16,800.
Base HE DPM100,800
16,800 HE full-salvo alpha x 60 / 10 s base reload = 100,800.
Base shells/min48
8 broadside guns x 60 / 10 s base reload = 48.
Base fires/min3.36
8 HE shells x 60 / 10 s reload x 7% fire chance = 3.36.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range80.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage103,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage51,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS225
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) + (12×3.5×0.85) + (32×3.5×0.9) = 225. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index755
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)78,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×1 90 mm (4/side) × 60/4 × 1300 = 78,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 15 mm from the 90 mm family.

Armor

Hull HP 28,400, 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
Bow30 mm primary (range 16–30 mm)2,100 (7% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 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 9–53 mm)21,300 (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.
Stern30 mm primary (range 16–30 mm)1,200 (4% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel52 mm primary (range 7–52 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–90 mm)1,400 (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 HP14,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 (90 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.
Rudder (module)separate HP pool, does not drain ship HP8,500 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.

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 Ferruccio. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×2Consumable ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Main battery reload time reduced from 11 to 10 s.
  • Added Sonar to slot 3 as an alternative to Fighter.
  • Added Main Battery Reload Booster to slot 4.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Francesco Ferruccio can equip, from in-game data.

  • Francesco Ferruccio 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.