World of Warships: Legends ship guide

Giulio Cesare

Also called: 尤里乌斯-恺撒 Beta
Italy · Tier IV · Battleship · Premium
All-rounder battleshipNo single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
1.9 sigma accuracyFast turret traverseStrong torpedo beltWide dispersion
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Community Data

Giulio Cesare Community Stats

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Playstyle

Overview

Giulio Cesare is a Tier IV Italian all-rounder battleship with 320mm guns at 14.7 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: top-decile sigma in T4 BBs (1.9) and top-decile turret traverse rate in T4 BBs (5).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

ELITE MAIN BATTERY
  • Tight grouping
  • Fast turret traverse · 5.0°
ELITE TORPEDOES
  • Strong torpedo belt · 30.0%
  • Torpedo belt specialist
Wide dispersion

Shell pattern widens about 14.27 m per km of range, bottom decile of T4 BBs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Soft superstructure

6.0 mm superstructure, bottom quartile of T4 BBs. HE farms harder.

Acquisition

How to get Giulio Cesare

Giulio Cesare 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

Show all 10 containers (7 more)
  • Santa Level 2 0.166667% Tier IV Premium ship Archived · Santa Level 2 · 1 of 15 ships
  • Santa Level 1 0.078333% Tier IV Premium ship Archived · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Archived · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Archived · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Archived · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event · Mystic Box · 1 of 16 ships
  • Italian Battleship Crate 0.03% IV Giulio Cesare Archived · Italian Battleship Crate
Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

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

Open in Build Tool →

Commanders frequently paired with this ship AL LittorioAL Vittorio VenetoAngelo Iachino

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 Giulio Cesare sits among Tier IV BBs (24 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.

Top 10%Sigma1.9 (3/24) Top 25%Traverse-to-turn ratio4.02 × (4/24) Top 25%Fires per minute7 (7/24) Top 25%HE DPM96,000 (7/24) Top 25%AP DPM194,000 (6/24) Top 25%Turn-speed retention117.2 hp/m (6/24) Top 25%Power-to-weight2.53 hp/t (6/24) Top 25%AP pen at 10 km408 mm (6/24) Top 25%Effective HE DPM (incl. fire)146,650 (7/24) Top 25%AA DPS188 (6/24) Top 25%AA threat599 (5/23) Bottom 25%Main dispersion210.5 m (22/24) Bottom 25%HE alpha1,700 (21/23) Bottom 25%Secondary fire chance7% (19/23) Bottom 25%Secondary HE pen20 mm (21/23) Bottom 25%Citadel belt80 mm (22/24) Bottom 25%Deck armor43 mm (19/24) WorstNo torpedoes (21 of 24 in cohort)
See 28 mid-pack stats

Not standouts for Giulio Cesare -- 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.

Hit points45,500 HP(18/24) Max speed27 kt(9/24) Concealment13.25 km(13/24) Air detection10.6 km(13/24) Rudder shift13.1 s(11/24) Main battery caliber320 mm(14/24) Main battery range14.75 km(15/24) Main battery reload30 s(13/24) HE shell damage4,800(15/24) AP shell damage9,700(12/24) Secondary DPM (per side)162,000(9/24) AP velocity830 m/s(8/24) HE velocity830 m/s(11/24) Acceleration35.1 s(11/24) AP arming threshold53 mm(11/24) Engine power75,000 hp(9/24) Displacement29,600 t(8/24) AA range4 km(9/24) Flak per wave (expected)225(7/16) Repair charges3(11/24) Max armor280 mm(15/24) Bow armor19 mm(11/24) Stern armor19 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit Points45,500
Displacement29,600 t
Armor range6–280 mm
Plate armor thicknesses6, 13, 19, 24, 25, 28, 30, 31, 35, 37, 40, 43, 48, 70, 72, 74, 80, 85, 100, 110, 120, 130, 210, 220, 250, 260, 280 mm
Armor material/layer entries92
Fire resistance16.6%
Fire duration60 s
Torp Reduction30%
Main Battery
ModuleArtillery: 320 mm/44 1934
Mounts / barrels4 mounts / 10 barrels
Reload time30 s
Firing range14.7 km
Turret traverse5 °/s
HE fire DPM vs T4 BB50650
Effective HE DPM vs T4 BB146650
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1474830·122.21000+2.2)·30=210.5m
210.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =210.5·0.6=126.3m
126.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =210.5·0.332(σ=1.9)=69.8m
69.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =126.3·0.332(σ=1.9)=41.9m
41.9 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE Damage4,800
HE Velocity830 m/s
Fire Chance35%
HE penetration
ƒIn-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒ4,800 HE damage x 10 broadside guns = 48,000.
48,000
HE DPM
ƒ48,000 HE full-salvo alpha x 60 / 30 s base reload = 96,000.
96,000
Fires/min
ƒ20 shells/min x 35% fire chance = 7.
7
AP shells
AP Damage9,700
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold53 mm
AP overmatch
ƒfloor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
22 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·5250.69·0.321.07·8301.38=707.5mm. Matches the in-game spec card.
707.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.4 km), where the shell has slowed to 441.9 m/s: P=107·2600·5250.69·0.321.07·441.91.38=296.4mm.
296.4 mm
AP full-salvo alpha
ƒ9,700 AP damage x 10 broadside guns = 97,000.
97,000
AP DPM
ƒ97,000 AP full-salvo alpha x 60 / 30 s base reload = 194,000.
194,000
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.
55
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (42×3.5×0.75) + (20×3.5×0.7) + (11×3.5×0.75) = 188. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
188
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19386×2 37mm
20 mm/65 Breda 19358×2 20mm
100 mm /47 OTO 1928 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 100mm
Far aura
Guns100 mm /47 OTO 1928 (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 29 from dual-purpose secondaries firing as AA in this range band.
29
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 42 raw aura damage × 3.5 × 0.75 hit probability = 110 - the same in-game units as the Close-range AA DPS headline.
110
Range3.5 km
Total DPS in Aura
ƒFar 29 + Medium 110 = 139
139
Near aura
Guns20 mm/65 Breda 1935
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.7 hit probability = 49 - the same in-game units as the Close-range AA DPS headline.
49
Range2 km
Total DPS in Aura
ƒFar 29 + Medium 110 + Near 49 = 188
188
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 150 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop.
2.5-4 km
S
Secondary Battery
Mounts10
Firing range4.0 km
Shell Grouping (σ)1
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 km
ƒ4 km × 57 + 30 = 258 m.
258 m
100 mm /47 OTO 1928 (×4) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity850 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
120 mm/50 M1933 (×4)
Caliber120 mm
Reload time6 s
HE Damage1,700
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
120 mm/50 M1933 RM2 (×2)
Caliber120 mm
Reload time6 s
HE Damage1,700
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine power75,000 hp
Maximum speed27 kt
Turning circle radius640 m
Rudder shift time13.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27 kt), from our in-house acceleration model.
35.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27 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.
56.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·27.0·0.5144640=1.24°/s, so ratio=ωturretωhull=51.24=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea13.25 km
Detectability by air10.6 km
Smoke firing penalty10.52 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.25 km
Detect Fire Sea15.25 km
Detect Fire Air13.6 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,370 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 19,110 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 228 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (45,500 HP) per second = 228 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

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

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)1.9
Max Horiz Disp210.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1474830·122.21000+2.2)·30=210.5m
Shell scatter width @ 5 km115 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km164 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.
Max Vert Disp126.3 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =210.5·0.6=126.3m
Shell scatter height @ 10 km87.8 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.
Med Horiz Disp69.8 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =210.5·0.332(σ=1.9)=69.8m
Med Vert Disp41.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =126.3·0.332(σ=1.9)=41.9m
AP Pen Close707.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·5250.69·0.321.07·8301.38=707.5mm. Matches the in-game spec card.
AP Pen Far296.4 mm
Same formula at the ship's max firing range (18.4 km), where the shell has slowed to 441.9 m/s: P=107·2600·5250.69·0.321.07·441.91.38=296.4mm.
AP pen 5 km537 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km408 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration55 mm
In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
AP overmatch22 mm
floor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius55
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.
Broadside guns used for alpha10
All 10 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha48,000
4,800 HE damage x 10 broadside guns = 48,000.
AP full-salvo alpha97,000
9,700 AP damage x 10 broadside guns = 97,000.
HE DPM96,000
48,000 HE full-salvo alpha x 60 / 30 s base reload = 96,000.
AP DPM194,000
97,000 AP full-salvo alpha x 60 / 30 s base reload = 194,000.
Shells/min20
10 broadside guns x 60 / 30 s base reload = 20.
Fires/min7
20 shells/min x 35% fire chance = 7.

AA defense

Close-range AA DPS188
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (42×3.5×0.75) + (20×3.5×0.7) + (11×3.5×0.75) = 188. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index599
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 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 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)162,000
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: 4×2 100 mm (4/side) × 60/6 × 1500 = 60,000 + 4×2 120 mm (4/side) × 60/6 × 1700 = 68,000 + 2×2 120 mm (2/side) × 60/6 × 1700 = 34,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 120 mm family.
Max HE pen20 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: 20 mm from the 120 mm family.

Armor Beta

Hull HP 45,500, 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.

Bow & stern19 mm

Overmatched by 76+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–130 mm)2,700 (6% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 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)130 mm primary (range 19–280 mm)34,100 (75% of HP)
No common caliber overmatches130 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–130 mm)1,200 (3% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 19–80 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.
Superstructure6 mm primary (range 6–280 mm)900 (2% 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 HP22,800 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 (120 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 HP13,700 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Giulio Cesare. Cards are condensed; use each source link for full context.

Torpedo ×1
2023-06-15

Ministry of Balance: Italian Concerto

  • The armor model for Giulio Cesare now displays torpedo protection fully in the Armor Viewer.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Giulio Cesare can equip, from in-game data.

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.