Legate
Beta- Use islands, kiting lanes, and crossfires rather than open-water broadside trades
- Avoid: Do not show broadside to chase one extra salvo
Legate Community Stats
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Legate Community Stats
Record History
Playstyle
Overview
Legate is a Tier VIII Italy premium Cruiser that wants controlled mid-range cruiser work: support friendly destroyers, punish exposed broadsides, and keep enough cover or turning room to disengage.
Positioning
Use islands, kiting lanes, and crossfires rather than open-water broadside trades. Stay close enough to influence destroyer fights, but far enough back to turn out before battleships punish you.
Potato Avoidance
Show broadside to chase one extra salvo
Legate needs disciplined angles and disengagement timing more than it needs constant damage uptime.
Signature Traits
35.0% fire chance per HE shell, best of T8 CAs.
38.0 mm best HE pen across secondary families, best of T8 CAs. Pens hull plates peers' secondaries shatter on.
72.0 kt torpedo speed, best of T8 CAs. Less reaction time for targets to dodge.
25.0 s Smoke Generator duration, best of T8 CAs. Holds the smoke shield longer.
1.7 km torpedo detect, worst of T8 CAs. Easy to dodge if targets are looking.
120.0 s torpedo reload, bottom decile of T8 CAs. Long wait between drops.
How to get Legate
Legate is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Use a Italy cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.
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 Legate sits among Tier VIII 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.
See 21 mid-pack stats
Not standouts for Legate -- 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 chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
8 broadside guns x 60 / 21.5 s base reload = 22.3.HE shells
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In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).ƒ
4,700 HE damage x 8 broadside guns = 37,600.ƒ
37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930.ƒ
37,600 HE full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 116,289.ƒ
8 HE shells x 60 / 21.5 s reload x 35% fire chance = 7.81.AP shells
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floor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 434.7 m/s: .ƒ
9,700 AP damage x 8 broadside guns = 77,600.ƒ
77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558.ƒ
77,600 AP full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.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
Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (30×3.5×0.85) + (48×3.5×0.9) = 464. 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 48 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 48 + Medium 71 = 119ƒ
Far 48 + Medium 71 + Near 30 = 149ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6.75 km × 57 + 30 = 414.8 m.Show 1 more gun family
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Time to accelerate from 0 kt to 90% of top speed (30.2 kt of 33.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (33.2 kt of 33.5). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Sonar2 charges · 180 s reload · 98 s active · 5.2 km ship detect · 3.63 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Exhaust Smoke Generator2 charges · 150 s reload · 25 s emit / 10 s cloud active
Secondary Battery Reload Booster4 charges · 180 s reload · 20 s active · +200% damage boost · +70% reload boost
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15360}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 177\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 177 \cdot 0.6 = 106.2\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 177 \cdot 0.32\;(\sigma = 2) = 56.6\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 106.2 \cdot 0.319\;(\sigma = 2) = 33.9\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2600 \cdot 525^{0.69} \cdot 0.32^{-1.07} \cdot 830^{1.38} = 707.5\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 434.7 m/s: $P = 10^{-7}\cdot 2600 \cdot 525^{0.69} \cdot 0.32^{-1.07} \cdot 434.7^{1.38} = 289.8\,\text{mm}$.In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).floor(320 mm caliber / 14.3) = 22 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 / 8 deg/s traverse speed = 22.5 s.4,700 HE damage x 8 broadside guns = 37,600.9,700 AP damage x 8 broadside guns = 77,600.37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930.77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558.37,600 HE full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 116,289.77,600 AP full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.8 broadside guns x 60 / 21.5 s base reload = 22.3.8 broadside guns x 60 / 19.4 s installed Artillery reload = 24.7.8 HE shells x 60 / 21.5 s reload x 35% fire chance = 7.81.8 HE shells x 60 / 19.4 s installed reload x 35% fire chance = 8.66.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 19,233 = 115,398.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (30×3.5×0.85) + (48×3.5×0.9) = 464. 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.6.75 km × 57 + 30 = 414.8 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: 3×4 152 mm (6/side) × 60/11 × 1700 = 55,636 + 10×2 90 mm (10/side) × 60/5 × 1400 = 168,000. 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: 1700 from the 152 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 152 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: 38 mm from the 152 mm family.Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Legate can equip, from in-game data.
DefaultThe ship’s standard exterior- DecorativePraetorian RomanDecorative
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.
