World of Warships: Legends ship guide

Luca Tarigo

Also called: 卢卡·塔里戈 Beta
SAP destroyerA SAP gunboat: high-alpha SAP into broadsides and superstructures, leaning on smoke and speed.
Playstyle
  • Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (10 km)Exhaust SmokeEngine BoostFlat arc HE shellsEasily spotted
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Community Data

Luca Tarigo Community Stats

Across 3,600+ Standard battles from 170+ players, Luca Tarigo averages a 62% win rate, 36,100 damage and 1.1 kills per battle, and survives 41% of them.

Community Data

Luca Tarigo Community Stats

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Playstyle

Overview

Luca Tarigo is a Tier VI Italian SAP destroyer: her main guns fire high-alpha semi-armor-piercing shells instead of AP, so one good salvo lands a big guaranteed hit on broadsides and superstructures. Lean on speed to pick targets your SAP bites rather than shatters on; the torpedoes are slow and secondary. Exhaust smoke and engine boost cover the approach. Standout traits: best smoke duration in T6 DDs (30 s, 3rd of 36) and flat arc HE shells in T6 DDs (950, 2nd of 41). The trade is surface detection in T6 DDs (7.2 km, 38th of 41).

Positioning

Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke. Pick broadsides, soft destroyers, and exposed superstructures where SAP lands full damage; do not trade SAP into the bow armor of an angled cruiser, and use speed and smoke, not concealment, to survive. Shooting from the cloud gives you away at 2.6 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 4.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled cruiser are wasted; hunt the broadsides, soft destroyers, and superstructures it bites cleanly, and remember the torpedoes are slow backup, not your primary damage.

Signature Traits

Engine Boost

+25% speed (about +9.5 kt), 25 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long smoke deployment ↗

30 s smoke deployment window, best of T6 DDs. Lays a longer rolling smoke trail while moving.

Flat arc HE shells ↗

950 m/s HE muzzle velocity, top decile of T6 DDs. Flatter trajectory, easier to land at range.

Easily spotted ↗

7.2 km surface detect, bottom decile of T6 DDs. Visible before you can react; position early.

Weak torpedoes ↗

9100 damage per torpedo, bottom quartile of T6 DDs.

Acquisition

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.

History: Early Access May 2023 – Jun 2023 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Italy tech-tree branch diagram
Italy Tech Tree

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

Official WG availability sources
  • Full Speed Ahead: Italian Destroyers in Early Access Early Access Start: 2023-05-17 · End: 2023-06-14
    • What has changed is the method of acquiring the ships—instead of regular and big crates, you’ll find them in regular crates and Random Bundles.
    • The branch is represented by the following Early Access ships:
    • Tier VI Luca Tarigo
Show direct source rows

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.

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Cohort position

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Where Luca Tarigo sits among Tier VI DDs (40 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.

Top 10%HE velocity950 m/s (2/41) Top 25%AA DPS180 (8/41) Top 25%Torpedo range10 km (7/41) Top 25%Torpedo reaction time7.3 s (10/41) Top 25%Torpedo reload70 s (8/41) Bottom 25%Air detection3.63 km (37/41) Bottom 25%Main battery caliber120 mm (33/41) Bottom 25%Time to 90% speed17.1 s (32/41) Bottom 25%Torpedo damage≈9,100 (37/41) Bottom 25%Torpedo speed56 kt (35/41) Bottom 10%Concealment7.2 km (38/41) WorstNo secondaries (37 of 41 in cohort)
See 25 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.

Hit points17,100 HP(12/41) Max speed38 kt(15/41) Smoke fire bloom2.61 km(25/41) Rudder shift3.7 s(25/41) Turning circle610 m(17/41) Main battery range10.74 km(13/41) Main battery reload5.5 s(29/41) HE shell damage1,750(25/41) HE fire chance8%(19/41) Fires per minute5.17(18/41) HE DPM113,077(26/41) Main dispersion95.6 m(31/41) Acceleration (0-12 kt)5 s(22/41) Engine power50,000 hp(27/41) Power / turn radius82 hp/m(25/41) Displacement2,580 t(18/41) Power-to-weight19.38 hp/t(24/41) Effective HE DPM (incl. fire)151,739(24/41) AA range3.5 km(23/41) AA threat377(25/41) NormTurn speed retained81%(37 of 41 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit PointsInitial: 14,600 → 17,100
Displacement2,580 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
110 x 11.15 m
Armor range10–16 mm
Plate armor thicknesses10, 16 mm
Armor material/layer entries19
Fire resistance
ƒstock hull: 1 − 0.7336 fire coefficient = 26.6%; top hull: 1 − 0.7003 fire coefficient = 30%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 26.6% → 30%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 17,100 HP = 1,539 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 17,100 HP = 1,710 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
8,600
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.
5,100
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,800 = 5,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,800
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 12,800 = 25,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
12,800
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,100 = 2,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,200 = 2,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,200
Main Battery
ModuleArtillery: 120 mm/50 Ansaldo 1926
Mounts / barrels3 mounts / 6 barrels
Reload time5.5 s
Firing range (base)9.8 km
Firing range (top fire control)10.7 km
Turret traverse14 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow 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.
±150°, ±130°
Guns to bear
ƒ180° − 130° (the most restricted aft-facing mount's arc) = 50° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
50° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.7 km) shells land in an ellipse about 96 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(10740.430·8−0.51000+0.5)·30=95.6m
95.6 m at 10.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.6·0.6=57.3m
57.3 m at 10.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =95.6·0.62=28.7m
28.7 m at 10.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.3·0.62=17.2m
17.2 m at 10.7 km
Turret turn time
ƒ180 degrees / 14 deg/s traverse speed = 12.9 s.
12.9 s
Shells/min
ƒ6 broadside guns x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 64.6.
64.6
HE shells
HE alpha1,750
HE Velocity950 m/s
Fire Chance8%
HE fire DPM vs T6 BB38656
Effective HE DPM vs T6 BB151733
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 6 broadside guns = 10,500.
10,500
HE DPM
ƒ10,500 HE full-salvo alpha x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 113,077.
113,077
Fires/min
ƒ64.6 shells/min × 0.08 (8% fire chance) = 5.17.
5.17
SAP shells
SAP alpha2,600
SAP Velocity950 m/s
SAP Pen (mm)34.2
SAP Min Ricochet60 deg
SAP Guaranteed Ricochet75 deg
SAP Fuse Timer0.03 s
SAP Fuse Threshold25 mm
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
9
SAP full-salvo alpha
ƒ2,600 SAP damage x 6 broadside guns = 15,600.
15,600
SAP DPM
ƒ15,600 SAP full-salvo alpha x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 168,000.
168,000
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 80 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 70×0.85=59.5 s.
Initial: 80 s → 70 s
Projectile speed56.0 kt
Range10 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=27,300·0.333=9,100. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 9,100
Maximum damage (ammunition)
ƒ27,300 warhead alpha / 3 + 900 blast = 10,000. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
10,000
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
900
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.6 per hit, shown as 1.6×100=160%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
160%
Torpedo launcher traverse25 °/s
Launch arcscentreline 240°, 242°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
54,600
AA Defense
AA mount points10
Maximum AA range
ƒInitial: 2.5 km → 3.5 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
Initial: 2.5 km → 3.5 km
37 mm/54 Breda 1938 (upgraded hull only)2×2 37mm
13.2 mm/76 Breda 19318×2 13mm
40 mm/39 QF MKII (stock hull only)2×1 40mm
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 1 hit probability = 70 - the same in-game units as the Close-range AA DPS headline.
70
Range3.5 km
Near aura
Guns13.2 mm/76 Breda 1931
Continuous DPS
ƒInitial: 42 × 3.5 × 0.95 = 140 → 33 × 3.5 × 0.95 = 110. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 140 → 110
Range1.2 km
Total DPS in Aura
ƒMedium 70 + Near 110 = 180
180
Maneuverability
Engine power50,000 hp
Maximum speed38.0 kt
Turning circle radius610 m
Rudder shift timeInitial: 5.1 s → 3.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 38 / 4 + 4.9 = 14.4 kt. Base value; speed modifiers scale it.
14.4 kt
Crash stop
ƒSeconds 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.
21.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
12.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (34.2 kt of 38.0 kt).
17.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.6 kt of 38.0 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.
28.6 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 14 − 7.9 = +6.1°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+6.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.2 km x 0.955 = 6.88 km. Camouflage does not change detectability by air.
7.2 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.2 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.88 km.
6.88 km
Detectability by air3.63 km
Smoke firing penalty2.61 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.2 km) = 10.74 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.74 km
Detect when firing (air)
ƒAir detectability 3.63 km + gun-firing bloom 2.4 km = 6.03 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
6.03 km
Detect when on fire (sea)
ƒSea detectability 7.2 km + 2.0 km while burning = 9.2 km.
9.2 km
Detect when on fire (air)
ƒAir detectability 3.63 km + 3.0 km while burning = 6.63 km.
6.63 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator4 charges · 120 s reload · 30 s emit / 10 s cloud active · 450 m radius
Engine Boost4 charges · 120 s reload · 25 s active · +25% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points14,600 → 17,100
  • Rudder shift5.1 → 3.7 s
  • Close-range AA DPS54 → 53
  • Maximum AA range2.5 → 3.5 km
Fire controlUpgrade
  • Main battery range9,764 → 10740.4 m
TorpedoesUpgrade
  • Reload80 → 70 s

Under the hood

Show ▾

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

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.
Shell scatter height @ 5 km25.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10740.4=5370 m, and radiusOnMax=0.6 at 10740.4 m. Below the kink: k=0.2+(0.5−0.2)·50005370=0.4793, so σV=σH·k=52.5·0.4793=25.2m.
Shell scatter height @ 10 km52.8 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10740.4=5370 m, and radiusOnMax=0.6 at 10740.4 m. Above the kink: k=0.5+(0.6−0.5)·10000−537010740.4−5370=0.5862, so σV=σH·k=90·0.5862=52.8m.
HE flight time @ 10 km7.04 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3812·0.1228·23.15=9.31×10−5. That runs from a 950 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.
Guns per full salvo (alpha, DPM)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

HE muzzle velocity950 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.3 s
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range66.5 s
10000 m / (56.0 kt × 2.6855) = 66.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage54,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range70
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 2x2 -> 70 DPS @ 3.5 km; 13 2mm 2barrels Breda MG 8x2 -> 110 DPS @ 1.2 km.
AA DPS layered by range70 DPS @ 3.5 km, 180 DPS @ 1.2 km
@ 3.5 km: 70 from one family; @ 1.2 km: 70 + 110 = 180. 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.
AA DPS at point-blank180
70 + 110 = 180 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index377
70 × 3.5 + 110 × 1.2 = 377. 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 range1.2 km
Open in Charting Tool

Ship Charts

Background

The Navigatori class was a group of destroyers built for the Italian Navy in 1928 and 1929 in response to the large destroyers being constructed for the French Navy. Initially classed as scouts, these destroyers were significantly larger than the preceding class and had almost twice the displacement.

Armor Beta

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.

Bow & stern16 mm

Overmatched by 126+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm2,800 (16% of HP)
Overmatched by 283mm+ AP (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 mm12,800 (75% of HP)
Overmatched by 283mm+ AP (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.
Stern16 mm1,200 (7% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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.
Superstructure16 mm1,100 (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 HP8,600 magazine HPTurret knocked outPer-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.
AA mount (37 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 HP5,100 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.

Balance History

Balance updates affecting Luca Tarigo. Cards are condensed; use each source link for full context.

Buff ×7Main Battery ×4Concealment ×1
2026-04-30

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).
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Luca Tarigo can equip.

  • Luca Tarigo 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.