Giussano
Beta- Hold 10-13 km with islands tight enough to break vision on demand
- Avoid: Open-water broadside trading
Giussano Community Stats
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Giussano Community Stats
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
12.0% fire chance per HE shell, best of T3 CAs.
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.
36.5 kt, best of T3 CAs. Lets you rotate flanks or escape disengagements.
100000.0 hp engine, best of T3 CAs. More headroom for accelerating out of stops and maintaining speed in turns.
13.5 s reload, worst of T3 CAs. Salvos punish more, but cycle is slower than peers.
~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.)
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
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.
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 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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 113.4 × 0.6 = 68.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 113.4 × 0.319 (σ=2) = 36.2 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 68.1 × 0.319 (σ=2) = 21.7 mƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
8 broadside guns x 60 / 15 s base reload = 32.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 8 broadside guns = 17,600.ƒ
17,600 HE full-salvo alpha x 60 / 15 s base reload = 70,400.ƒ
8 HE shells x 60 / 15 s reload x 12% fire chance = 3.84.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
3,000 AP damage x 8 broadside guns = 24,000.ƒ
24,000 AP full-salvo alpha x 60 / 15 s base reload = 96,000.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
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 14 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 14 + Near 21 = 35ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3.5 km × 57 + 30 = 229.5 m.
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
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 113.4 × 0.6 = 68.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 113.4 × 0.319 (σ=2) = 36.2 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 68.1 × 0.319 (σ=2) = 21.7 mStandard cruiser dispersion baseline.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.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.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 8 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.2,200 HE damage x 8 broadside guns = 17,600.3,000 AP damage x 8 broadside guns = 24,000.17,600 HE full-salvo alpha x 60 / 15 s base reload = 70,400.24,000 AP full-salvo alpha x 60 / 15 s base reload = 96,000.8 broadside guns x 60 / 15 s base reload = 32.8 HE shells x 60 / 15 s reload x 12% fire chance = 3.84.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 2 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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 dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.3.5 km × 57 + 30 = 229.5 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.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.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 19,300 → 24,000 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 |
|---|---|---|---|---|
| Bow | 15 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. |
| Stern | 15 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. |
| Citadel | 24 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). |
| Superstructure | 10 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 HP | 12,000 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 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 (20 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 | 7,200 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.
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.
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.
Skins & permanent camouflages
Every custom exterior Giussano can equip, from in-game data.
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.
