World of Warships: Legends ship guide

Maestrale

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 8-km torpedoes for a perfect shot
Key characteristics
Long torps (8 km)2 sigma accuracyEngine BoostEasily spotted
Community Data

Maestrale Community Stats

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Playstyle

Overview

Maestrale is a Tier IV Italian torpedo destroyer reaching 8 km. The torpedoes travel at 56 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: top-decile high HP pool in T4 DDs (13,400 HP).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 56 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 8-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

High HP pool

13400.0 HP, top decile of T4 DDs.

Long-range torps

8.01 km torpedo range, top decile of T4 DDs.

Easily spotted

6.56 km surface detect, worst of T4 DDs. Visible before you can react; position early.

Slow acceleration

~12.16 s to max forward speed, bottom decile of T4 DDs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Acquisition

How to get Maestrale

Maestrale is available in the Destroyer Hunters branch of the Italy Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 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
Italy Tech Tree

Maestrale 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
Show direct source rows

Builds Beta

Build for concealment, gun reload, SAP damage, Exhaust Smoke utility, speed, and survivability.

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Cohort position

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Where Maestrale sits among Tier IV DDs (21 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%Hit points13,400 HP (2/21) Top 10%Rudder shift3.2 s (3/21) Top 10%Torpedo range8.01 km (3/21) Top 25%Max speed38 kt (5/21) Top 25%Traverse-to-turn ratio7.38 × (5/21) Top 25%Main dispersion82.2 m (5/21) Top 25%HE velocity840 m/s (6/21) Top 25%Engine power44,000 hp (6/21) Bottom 25%Air detection3.14 km (17/21) Bottom 25%Displacement2,279 t (19/21) Bottom 25%AA range2 km (19/21) Bottom 25%Torpedo damage10,000 (19/21) Bottom 25%Torpedo speed56 kt (18/21) Bottom 25%Torpedo reload80 s (17/21) Bottom 10%Acceleration12.16 s (20/21) WorstConcealment6.56 km (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstEnd plates10 mm (1 of 10 tied / 1 of 10 tied)
See 13 mid-pack stats

Not standouts for Maestrale -- 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.

Main battery caliber120 mm(16/21) Main battery range9.86 km(14/21) Main battery reload5.2 s(8/21) HE shell damage1,750(15/21) HE fire chance8%(11/21) Fires per minute3.69(8/21) HE DPM80,769(10/21) Turn-speed retention74.6 hp/m(8/21) Power-to-weight19.31 hp/t(14/21) AA DPS79(11/21) AA threat128(11/21) NormSigma2(20 of 21 tied at this value) NormDeck armor10 mm(10 of 19 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 10,900 → 13,400
Displacement2,279 t
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries21
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
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.
6,700
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.
4,000
Main Battery
ModuleArtillery: 120 mm/50 OTO 1931
Mounts / barrels2 mounts / 4 barrels
Reload time5.8 s
Firing range (base)9 km
Firing range (top fire control)9.9 km
Turret traverse14 °/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 = (8966/30·(8−0.5)/1000 + 0.5)·30 = 82.2 m
82.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82.2 × 0.6 = 49.3 m
49.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82.2 × 0.32 (σ=2) = 26.3 m
26.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.3 × 0.32 (σ=2) = 15.8 m
15.8 m
Turret turn time
ƒ180 degrees / 14 deg/s traverse speed = 12.9 s.
12.9 s
Base shells/min
ƒ4 broadside guns x 60 / 5.8 s base reload = 41.4.
41.4
HE shells
HE Damage1,750
HE Velocity840 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 4 broadside guns = 7,000.
7,000
Base HE DPM
ƒ7,000 HE full-salvo alpha x 60 / 5.8 s base reload = 72,414.
72,414
Base fires/min
ƒ4 HE shells x 60 / 5.8 s reload x 8% fire chance = 3.31.
3.31
SAP shells
SAP Damage2,600
SAP Velocity840 m/s
SAP Pen (mm)34.2
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time80 s
Projectile speed56 kt
Range8.01 km
Maximum simulated damage9,100 (est.)
Alpha damage27,300
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
54,600
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (11×3.5×0.95) = 79. 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.
79
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm/39 Vickers-Terni2×1 40mm
13.2 mm/76 Breda 19312×2 13mm
Medium aura
DPS12
Range2 km
Near aura
DPSInitial: 7 → 11
Range1.2 km
Total DPS in Aura
ƒMedium 12 + Near 11 = 23
23
Maneuverability
Engine moduleEngine: 44,000 hp
Engine power44,000 hp
Maximum speed38 kt
Turning circle radius590 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.4× ok
Concealment
Detectability by sea6.56 km
Detectability by air3.14 km
Smoke firing penalty2.24 km
Detect after firing main guns6.56 km
Detect Fire Sea8.56 km
Detect Fire Air6.14 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator3 charges · 120 s reload · 15 s emit / 10 s cloud active
Engine Boost3 charges · 120 s reload · 15 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 points10,900 → 13,400
  • Rudder shift4.5 → 3.2 s
  • Close-range AA DPS19 → 23
  • Turret traverse14 → 10 °/s
Fire controlUpgrade
  • Main battery range8,966 → 9862.6 m
TorpedoesUpgrade
  • Alpha damage23,400 → 27,300
  • Display damage7,800 → 9,100

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 Disp82.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8966/30·(8−0.5)/1000 + 0.5)·30 = 82.2 m
Max Vert Disp49.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82.2 × 0.6 = 49.3 m
Med Horiz Disp26.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82.2 × 0.32 (σ=2) = 26.3 m
Med Vert Disp15.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.3 × 0.32 (σ=2) = 15.8 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time12.9 s
180 degrees / 14 deg/s traverse speed = 12.9 s.
HE full-salvo alpha7,000
1,750 HE damage x 4 broadside guns = 7,000.
Base HE DPM72,414
7,000 HE full-salvo alpha x 60 / 5.8 s base reload = 72,414.
Base shells/min41.4
4 broadside guns x 60 / 5.8 s base reload = 41.4.
Base fires/min3.31
4 HE shells x 60 / 5.8 s reload x 8% fire chance = 3.31.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range55 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage54,600
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage54,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS79
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (11×3.5×0.95) = 79. 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 range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index128
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

Armor

Hull HP 10,90013,400 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
Bow10 mm2,000 (15% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 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.
Stern10 mm1,100 (8% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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).
Superstructure10 mm1,000 (7% 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 HP6,700 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.
AA mount (40 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 HP4,000 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 Maestrale. Cards are condensed; use each source link for full context.

Buff ×5Torpedo ×5
2026-04-30

Ministry of Balance: Viva la Marina!

  • Stock torpedo damage increased from 7,333 to 8,600.
  • Stock torpedo speed increased from 51 to 56 kts.
  • Stock torpedo flooding chance increased from 115 to 136%.
  • Upgraded torpedo damage increased from 8,600 to 10,000.
  • Upgraded torpedo flooding chance increased from 136% to 160%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Maestrale 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.