World of Warships: Legends ship guide

Giussano

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Hold 10-13 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (8 km)2 sigma accuracyHigh fire chanceStealthy (9.2 km)Slow reload
Community Data

Giussano Community Stats

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Playstyle

Overview

Giussano is a Tier III Italian all-rounder light cruiser with 152mm guns at 12.8 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best HE fire chance in T3 CAs (12) and best top speed in T3 CAs (36.5 kt).

Positioning

Hold 10-13 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 24,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

High fire chance

12.0% fire chance per HE shell, best of T3 CAs.

Heavy secondary DPM

45000.0 secondary DPM per side, best of T3 CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Fast for the class

36.5 kt, best of T3 CAs. Lets you rotate flanks or escape disengagements.

Heavy powerplant

100000.0 hp engine, best of T3 CAs. More headroom for accelerating out of stops and maintaining speed in turns.

Slow reload

13.5 s reload, worst of T3 CAs. Salvos punish more, but cycle is slower than peers.

Slow acceleration

~10.95 s to max forward speed, worst of T3 CAs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Acquisition

How to get Giussano

Giussano is available in the Evasive Cruisers branch of the Italy Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 23,360 credits.

Show Italy tech-tree branch diagram
Italy Tech Tree

Giussano sits in the Evasive Cruisers branch. The highlighted path shows the local branch context inside the full Italy tree.

Builds Beta

AL Zara, Francesco Mimbelli, and Luigi Sansonetti are useful Italian cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

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Commanders frequently paired with this ship AL ZaraLuigi Sansonetti

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Cohort position

Hide

Where Giussano sits among Tier III CAs (12 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 (1/12) BestStealth profile9.18 km / 5.51 km (1/12 / 1/12) BestHE fire chance12% (1 of 2 tied) BestSecondary DPM (per side)45,000 (1/4) BestEngine power100,000 hp (1 of 2 tied) BestTurn-speed retention172.4 hp/m (1/12) Top 10%Power-to-weight12.72 hp/t (2/12) Top 10%Torpedo range8.01 km (2/11) Top 25%Main battery caliber152 mm (4/12) Top 25%HE alpha1,500 (2/4) Top 25%Secondary fire chance6% (2/4) Top 25%HE velocity870 m/s (3/11) Top 25%AA range4 km (3/12) Bottom 25%HE DPM69,333 (10/11) Bottom 25%AP DPM99,556 (11/12) Bottom 25%Torpedo damage9,067 (10/11) Bottom 25%Max armor40 mm (11/12) Bottom 25%Citadel belt24 mm (11/12) WorstTraverse-to-turn ratio2.7 × (12/12) WorstMain battery reload13.5 s (12/12) WorstAcceleration10.95 s (12/12) WorstTorpedo speed51 kt (11/11) WorstEnd plates15 mm (1 of 4 tied / 10/12)
See 20 mid-pack stats

Not standouts for Giussano -- 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 points24,000 HP(7/12) Rudder shift9.2 s(9/12) Main battery range12.82 km(5/12) HE shell damage1,950(8/11) Fires per minute4.27(9/11) AP shell damage2,800(6/12) Main dispersion113.4 m(6/12) Secondary HE pen17 mm(3/4) AP velocity850 m/s(9/12) AP arming threshold25 mm(9/12) Displacement7,860 t(8/12) Secondary range3.5 km(3/4) AA DPS107(7/12) AA threat301(5/12) Torpedo reload47 s(4/11) Deck armor40 mm(6/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.03 s(9 of 12 tied at this value) NormAP ricochet start45°(11 of 12 tied at this value) NormAP auto-bounce angle60°(11 of 12 tied at this value)

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

Fighter
Survivability
Hit PointsInitial: 19,300 → 24,000
Displacement7,860 t
Armor range6–40 mm
Plate armor thicknesses6, 10, 13, 15, 16, 19, 20, 24, 40 mm
Armor material/layer entries46
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction7%
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.
12,000
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.
7,200
Main Battery
ModuleArtillery: 152 mm/53 Ansaldo 1926
Mounts / barrels4 mounts / 8 barrels
Reload time15 s
Firing range (base)11.7 km
Firing range (top fire control)12.8 km
Turret traverse5 °/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 = (11656/30·(8−1.1)/1000 + 1.1)·30 = 113.4 m
113.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 113.4 × 0.6 = 68.1 m
68.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 113.4 × 0.319 (σ=2) = 36.2 m
36.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 68.1 × 0.319 (σ=2) = 21.7 m
21.7 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 15 s base reload = 32.
32
HE shells
HE Damage1,950 → 2,200
HE Velocity870 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 8 broadside guns = 17,600.
17,600
Base HE DPM
ƒ17,600 HE full-salvo alpha x 60 / 15 s base reload = 70,400.
70,400
Base fires/min
ƒ8 HE shells x 60 / 15 s reload x 12% fire chance = 3.84.
3.84
AP shells
AP Damage2,800 → 3,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2142 × 47.5^0.69 × 0.152^-1.07 × 850^1.38 = 254.5 mm. Matches the in-game spec card.
254.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 297.8 m/s: 1e-7 × 2142 × 47.5^0.69 × 0.152^-1.07 × 297.8^1.38 = 59.9 mm.
59.9 mm
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
Base AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 15 s base reload = 96,000.
96,000
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.
12
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time47 s
Projectile speed51 kt
Range8.01 km
Maximum simulated damage8,267 (est.)
Alpha damage24,800
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming157 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
16,534
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (21×3.5×0.85) + (14×3.5×0.9) = 107. 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.
107
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
20 mm/65 Breda 1939 (upgraded hull only)2×1 20mm
20 mm/65 Breda 1935 (upgraded hull only)4×2 20mm
40 mm/39 QF MKII (stock hull only)2×1 40mm
13.2 mm/76 Breda 1931 (stock hull only)4×2 13mm
100 mm /47 OTO 1928 (DP)3×2 100mm
Far aura
DPS
ƒIncludes 14 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
14
Range4 km
Near aura
DPS21
Range2 km
Total DPS in Aura
ƒFar 14 + Near 21 = 35
35
S
Secondary Battery
Mounts3
Firing range3.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity850 m/s
Fire Chance6%
Armor Pen17 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed36.5 kt
Turning circle radius580 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio2.7× drags
Concealment
Detectability by sea9.18 km
Detectability by air5.51 km
Smoke firing penalty4.01 km
Detect after firing main guns9.18 km
Detect Fire Sea11.18 km
Detect Fire Air8.51 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

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

HullTrade-off
  • Hit points19,300 → 24,000
  • Rudder shift12.9 → 9.2 s
  • Close-range AA DPS31 → 21
  • Maximum AA range2.5 → 2 km
  • Turret traverse5 → 6 °/s
Fire controlUpgrade
  • Main battery range11,656 → 12821.6 m

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 Disp113.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11656/30·(8−1.1)/1000 + 1.1)·30 = 113.4 m
Max Vert Disp68.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 113.4 × 0.6 = 68.1 m
Med Horiz Disp36.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 113.4 × 0.319 (σ=2) = 36.2 m
Med Vert Disp21.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 68.1 × 0.319 (σ=2) = 21.7 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close254.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2142 × 47.5^0.69 × 0.152^-1.07 × 850^1.38 = 254.5 mm. Matches the in-game spec card.
AP Pen Far59.9 mm
Same formula at the ship's max firing range (16 km), where the shell has slowed to 297.8 m/s: 1e-7 × 2142 × 47.5^0.69 × 0.152^-1.07 × 297.8^1.38 = 59.9 mm.
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).
AP AOE Radius12
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
Base HE DPM70,400
17,600 HE full-salvo alpha x 60 / 15 s base reload = 70,400.
Base AP DPM96,000
24,000 AP full-salvo alpha x 60 / 15 s base reload = 96,000.
Base shells/min32
8 broadside guns x 60 / 15 s base reload = 32.
Base fires/min3.84
8 HE shells x 60 / 15 s reload x 12% fire chance = 3.84.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range60.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage33,068
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage16,534
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS107
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (21×3.5×0.85) + (14×3.5×0.9) = 107. 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 index301
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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)45,000
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: 3×2 100 mm (3/side) × 60/6 × 1500 = 45,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor

Hull HP 19,30024,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow15 mm primary (range 13–15 mm)1,200 (5% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 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)6 mm primary (range 6–15 mm)18,000 (75% of HP)
Overmatched by 127mm+ (Shenyang, Nicholas)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern15 mm primary (range 10–15 mm)1,200 (5% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel24 mm primary (range 10–24 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure10 mm primary (range 10–40 mm)1,900 (8% 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 HP12,000 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 (100 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 (20 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 HP7,200 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.

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

Buff ×1Main Battery ×2
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Added SAP upgrade module — Artillery: 152 mm/53 Ansaldo 1926 SAP.
  • Increases reload time to 16.5 s.
  • SAP shell damage: 3,850.
  • Penetrates 42 mm of armor.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Giussano 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.