Giulio Cesare
Also called: 尤里乌斯-恺撒 Beta- Anchor a flank at 12-15 km with bow toward the closest threat
- Avoid: Shooting on sight and learning where you are the hard way
On this page
Giulio Cesare Community Stats
Across 17,000+ Standard battles from 220+ players, Giulio Cesare averages a 70% win rate, 69,800 damage and 1.6 kills per battle, and survives 52% of them.
Giulio Cesare Community Stats
Log in to GamingDiver and upload your data to see Community Data for Giulio Cesare: community win rate, damage, survival, spotting, and your own comparison.
Giulio Cesare Community Stats
Record History
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: sigma in T4 BBs (1.9, 3rd of 24) and turret traverse rate in T4 BBs (5, 3rd of 24). The trade is pattern widens fast with range in T4 BBs (14.3 m, 22nd of 24).
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. 45,500 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown.
Potato Avoidance
Shooting on sight and learning where you are the hard way
Guns are what reveal you, not the enemy's luck: the first salvo lights you up at 13.2 km and hands every ship with a firing angle a stationary target worth 45,500 HP. Decide which island or angle you will shoot from before anything spots you, then angle away and keep firing from cover rather than trading in the open because you fired first.
Signature Traits
- Tight grouping
- Fast turret traverse · 5°/s
- Strong torpedo belt · 30%
- Torpedo belt specialist
Shell pattern widens about 14.3 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).
6 mm superstructure, bottom quartile of T4 BBs. HE farms harder.
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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Italian Battleship Big Crate
1.5%
IV Giulio Cesare
Archived · Italian Battleship Big Crate
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Anniversary '22 Regia Marina crate
1%
IV Giulio Cesare
Event · Anniversary '22 Regia Marina crate
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Super Santa '22
0.25%
Tier IV or V Premium ship
Archived · Super Santa '22 · 1 of 28 ships
Show all 11 containers (8 more)
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Spectral Vault 2.0
0.178571%
Tier IV Premium ship
Archived · Spectral Vault 2.0 · 1 of 14 ships
-
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
0.047059%
Tier IV Premium ship
Event · Mystic Box · 1 of 17 ships
-
Italian Battleship Crate
0.03%
IV Giulio Cesare
Archived · Italian Battleship Crate
Official WG availability sources
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“Veni, Vidi, Vici” Update
Doubloons
Start: 2020-08-27
- Tier IV Italian battleship Giulio Cesare, available for doubloons.
-
Halloween Update: Crimson Tale
Store / event post
Start: 2024-10-10
- Visit the Store to discover ships that participated in historical battles and operations: Oklahoma, Texas, Agincourt, Kawachi, G-101, Bellerophon, Warspite, Arizona, Giulio Cesare, Viribus Unitis, South Carolina, Aurora, Oleg, and Arkansas.
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February update: fortes fortuna adiuvat
Crates
Start: 2022-01-27
- Tier IV Premium battleship Giulio Cesare is also available in the big crates to further expand your forces.
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The lion and three crosses: Italian navy expanding
Crates
Start: 2022-02-01
- Italian Battleships Big Crates have the guarantee system active, which means a ship, including Tier IV Premium battleship Giulio Cesare, will drop at least once per each 20 containers opened.
Show direct source rows
- Anniversary '22 Regia Marina crate 1% · IV Giulio Cesare
- Italian Battleship Big Crate 1.5% · IV Giulio Cesare
- Italian Battleship Crate 0.03% · IV Giulio Cesare
- Mystic Box 0.047059% · Tier IV Premium ship
- Santa Level 1 0.053333% · Tier IV Premium ship
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Giulio Cesare sits among Tier IV BBs (23 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 31 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.
Peers in this cohort
Compare Tier IV BattleshipsStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (14.7 km) than a standard battleship: about 211 m wide × 126 m tall, against 207 m × 124 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
10 broadside guns x 60 / 30 s base reload = 20.HE shells
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55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).ƒ
4,800 HE damage x 10 broadside guns = 48,000.ƒ
48,000 HE full-salvo alpha x 60 / 30 s base reload = 96,000.ƒ
20 shells/min × 0.35 (35% fire chance) = 7.AP shells
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floor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (14.7 km), where the shell has slowed to 487.2 m/s: .ƒ
9,700 AP damage x 10 broadside guns = 97,000.ƒ
97,000 AP full-salvo alpha x 60 / 30 s base reload = 194,000.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 29 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 42 raw aura damage × 3.5 × 0.75 hit probability = 110 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 29 + Medium 110 = 139ƒ
Effective DPS: 20 raw aura damage × 3.5 × 0.7 hit probability = 49 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 29 + Medium 110 + Near 49 = 188ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 150 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 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.ƒ
Sum of each gun family's fires/min (per side): 2.4 + 2.8 + 1.4 = 6.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Sum 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: 4×2 100 mm (4/side) × 60/6 s × 1500 = 60,000 + 4×2 120 mm (4/side) × 60/6 s × 1700 = 68,000 + 2×2 120 mm (2/side) × 60/6 s × 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).ƒ
Fires/min (per side) 6.6 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 47,756. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 162,000 + secondary fire DPM 47,756 = 209,756: shell damage plus fire damage against one T4 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
4×2 barrels / 2 sides × 60 / 6 s × 0.06 (6% fire chance) = 2.4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.Show 2 more gun families
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4×2 barrels / 2 sides × 60 / 6 s × 0.07 (7% fire chance) = 2.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
2×2 barrels / 2 sides × 60 / 6 s × 0.07 (7% fire chance) = 1.4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
top speed / 4 + 4.9 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (24.3 kt of 27.0 kt).ƒ
Time to reach 99% of top speed (26.7 kt of 27.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
With the rudder hard over the hull turns 4.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.7 = +0.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.25 km x 0.955 = 12.65 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 13.25 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.65 km.ƒ
max(main battery range, sea detectability 13.25 km) = 14.75 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 10.6 km + gun-firing bloom 6.4 km = 17 km. The bloom tracks main-battery caliber 320 mm × 0.020 = 6.4 km.ƒ
Sea detectability 13.25 km + 2.0 km while burning = 15.25 km.ƒ
Air detectability 10.6 km + 3.0 km while burning = 13.6 km.
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) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 45,500 HP = 6,370 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 45,500 HP = 19,110 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 45,500 HP = 228 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Under the hood
Show
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (14.7 km) with the same model as Max Horiz/Vert Disp: horizontal 211 / 207 m − 1 = +1%, vertical 126 / 124 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(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.(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.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 14748 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 14748 m. Above the kink: , so .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 , where 685.2 m/s is the shell's speed when it arrives at 5 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 570 m/s is the shell's speed when it arrives at 10 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 830 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.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.4 mounts × 2.5 barrels = 10; all 10 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 6x2 -> 110 DPS @ 3.5 km; 20mm65 Breda M1935 double 8x2 -> 49 DPS @ 2 km; 100mm 50 Mod OTO 4x2 -> 29 DPS @ 4 km.@ 4 km: 29 from one family; @ 3.5 km: 110 + 29 = 139; @ 2 km: 110 + 49 + 29 = 188. 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.110 + 49 + 29 = 188 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).110 × 3.5 + 49 × 2 + 29 × 4 = 599. 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 firepower
max(1500 (100 mm), 1700 (120 mm), 1700 (120 mm)) = 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.max(6% (100 mm), 7% (120 mm), 7% (120 mm)) = 7%. 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(17 mm (100 mm), 20 mm (120 mm), 20 mm (120 mm)) = 20 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.Ship Charts
Background
The lead ship in the first series of Italian dreadnoughts. In the 1930s, the ship was rebuilt with more powerful and longer-range guns, additional torpedo protection and considerably more speed than before, making her a formidable opponent for the majority of battleships at that time.
Armor Beta
Hull HP 45,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–130 mm) | 2,700 (6% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle 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 AP caliber overmatches130 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–130 mm) | 1,200 (3% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 250 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. |
| Superstructure | 6 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 HP | 22,800 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (120 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. |
| Rudder (module) | separate HP pool, does not drain ship HP | 13,700 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.
Balance History
Balance updates affecting Giulio Cesare. Cards are condensed; use each source link for full context.
Ministry of Balance: Italian Concerto
- The armor model for Giulio Cesare now displays torpedo protection fully in the Armor Viewer. The small upper ledge of the fore and aft citadel athwartships bulkhead has been increased in thickness from 6 to 70 mm.
Skins & permanent camouflages
Every custom exterior Giulio Cesare can equip.
DefaultThe ship’s standard exterior
Virtus et Honor (Giulio Cesare)Permanent Camo
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.
