Luca Tarigo
Beta- Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment
- Avoid: Pushing the cap fight yourself
Luca Tarigo Community Stats
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Luca Tarigo Community Stats
Playstyle
Overview
Luca Tarigo is a Tier VI Italian long-range torpedo destroyer reaching 10 km. The torps drop on probable lanes from outside detection; the guns are for sustained chip damage between waves. Standout traits: top-decile flat HE shells in T6 DDs (950).
Positioning
Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment. The long-range torps make you a map-control tool; the cap fight itself is for your peer DDs while you shape rotations from the flank.
Potato Avoidance
Pushing the cap fight yourself
The kit is map control via torpedo lanes, not cap brawling; if you contest the cap directly your peer DDs will out-trade you and the long torps stop mattering when you are dead.
Signature Traits
950.0 m/s HE muzzle velocity, top decile of T6 DDs. Flatter trajectory, easier to land at range.
16.0 mm superstructure, top decile of T6 DDs. HE farms less.
7.2 km surface detect, bottom decile of T6 DDs. Visible before you can react; position early.
How to get Luca Tarigo
Luca Tarigo is available in the Destroyer Hunters branch of the Italy Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.
Show Italy tech-tree branch diagram
Luca Tarigo sits in the Destroyer Hunters branch. The highlighted path shows the local branch context inside the full Italy tree.
Best listed chance for this ship
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Anniversary '23 Regia Marina crate
2%
VI Luca Tarigo
Event containers · Anniversary '23 Regia Marina crate
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Italian Destroyer Crate
0.02%
VI Luca Tarigo
Early access containers · Italian Destroyer Crate
Official WG availability sources
- Full Speed Ahead: Italian Destroyers in Early Access Early Access Start: 2023-05-17 · End: 2023-06-14 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Anniversary '23 Regia Marina crate 2% · VI Luca Tarigo
- Italian Destroyer Crate 0.02% · VI Luca Tarigo
Builds Beta
Build for gun reload, SAP damage, concealment, Exhaust Smoke utility, speed, and survivability.
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Cohort position
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Where Luca Tarigo sits among Tier VI DDs (33 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 Luca Tarigo -- 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.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9764/30·(8−0.5)/1000 + 0.5)·30 = 88.2 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.2 × 0.6 = 52.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.2 × 0.32 (σ=2) = 28.2 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.9 × 0.319 (σ=2) = 16.9 mƒ
180 degrees / 14 deg/s traverse speed = 12.9 s.ƒ
6 broadside guns x 60 / 5.5 s base reload = 65.5.HE shells
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20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).ƒ
1,750 HE damage x 6 broadside guns = 10,500.ƒ
10,500 HE full-salvo alpha x 60 / 5.5 s base reload = 114,545.ƒ
6 HE shells x 60 / 5.5 s reload x 8% fire chance = 5.24.SAP shells
AP shells
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floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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: (20×3.5×1) + (33×3.5×0.95) = 180. 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
Medium 20 + Near 33 = 53
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator4 charges · 120 s reload · 15 s emit / 10 s cloud active
Engine Boost4 charges · 120 s reload · 25 s active · +25% speed bonus
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 = (9764/30·(8−0.5)/1000 + 0.5)·30 = 88.2 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.2 × 0.6 = 52.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.2 × 0.32 (σ=2) = 28.2 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.9 × 0.319 (σ=2) = 16.9 mStandard destroyer dispersion baseline.20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).All 6 barrels bear on the broadside.180 degrees / 14 deg/s traverse speed = 12.9 s.1,750 HE damage x 6 broadside guns = 10,500.10,500 HE full-salvo alpha x 60 / 5.5 s base reload = 114,545.6 broadside guns x 60 / 5.5 s base reload = 65.5.6 HE shells x 60 / 5.5 s reload x 8% fire chance = 5.24.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.6 (centerline launchers train across - full salvo to either side).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: (20×3.5×1) + (33×3.5×0.95) = 180. 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.Armor
Hull HP 14,600 → 17,100 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 | 16 mm | 2,800 (16% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 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) | 16 mm | 12,800 (75% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm | 1,200 (7% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 mm primary (range 10–16 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 16 mm | 1,100 (6% 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 | 8,600 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. |
| 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 | 5,100 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 Luca Tarigo. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Main battery firing range increased from 9.56 to 9.76 km.
- Main battery HE shell damage increased from 1,700 to 1,750.
- Main battery HE shell fire-setting chance increased from 7 to 8%.
- Detectability range by sea reduced from 7.58 to 7.2 km.
- Stock hull HP increased from 12,600 to 14,600 (with saturation adjusted proportionally).
- Upgraded hull HP increased from 15,100 to 17,100 (with saturation adjusted proportionally).
Ministry of Balance: Spring Changes
- Main Battery reload time reduced from 6.5 to 5.5 seconds.
Skins & permanent camouflages
Every custom exterior Luca Tarigo 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.
