World of Warships: Legends ship guide

Maestrale

Also called: 西北风 Beta
SAP destroyerMain guns fire high-alpha SAP in place of AP; lean on agility and exhaust smoke, and pick targets your SAP bites rather than shatters on.
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 (8 km)Exhaust SmokeEngine BoostHigh HP poolFast for the classEasily spotted
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Community Data

Maestrale Community Stats

Across 1,900+ Standard battles from 200+ players, Maestrale averages a 60% win rate, 30,300 damage and 1.2 kills per battle, and survives 39% of them.

Community Data

Maestrale Community Stats

Log in to GamingDiver and upload your data to see Community Data for Maestrale: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Maestrale is a Tier IV 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: high HP pool in T4 DDs (13,400 HP, 2nd of 21) and smoke duration in T4 DDs (25 s, 3rd of 18). The trade is worst surface detection in T4 DDs (6.6 km, 21st of 21).

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 2.2 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.8 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 3.7 km) reads straight in regardless. The helm answers quickly (2.5 s), so she can break an incoming salvo that slower hulls have to eat.

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), 15 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

High HP pool ↗

13400 HP, top decile of T4 DDs.

Long smoke deployment ↗

25 s smoke deployment window, top decile of T4 DDs. Lays a longer rolling smoke trail while moving.

Long-range torps ↗

8 km torpedo range, top decile of T4 DDs.

Easily spotted ↗

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

Weak torpedoes ↗

9100 damage per torpedo, bottom quartile of T4 DDs.

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.

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

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
  • 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 IV Maestrale
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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Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Maestrale sits among Tier IV DDs (20 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 shift2.5 s (3/21) Top 10%Torpedo range8.01 km (3/21) Top 25%Max speed38 kt (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 damage≈9,100 (19/21) Bottom 25%Torpedo speed56 kt (19/21) Bottom 25%Torpedo reload80 s (17/21) WorstConcealment6.56 km (21/21) WorstTime to 90% speed17.2 s (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied)
See 19 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.

Smoke fire bloom2.24 km(11/21) Turning circle590 m(16/21) Main battery caliber120 mm(16/21) Main battery range9.86 km(14/21) Main battery reload5.8 s(9/21) HE shell damage1,750(15/21) HE fire chance8%(11/21) Fires per minute3.28(8/21) HE DPM71,707(12/21) Main dispersion89 m(8/21) Acceleration (0-12 kt)5 s(14/21) Power / turn radius74.6 hp/m(8/21) Power-to-weight19.31 hp/t(14/21) Effective HE DPM (incl. fire)95,440(11/21) AA DPS79(11/21) AA threat128(11/21) Torpedo reaction time7.3 s(8/21) NormSigma2(20 of 21 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit PointsInitial: 10,900 → 13,400
Displacement2,279 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.
106.7 x 10.15 m
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries21
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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: 13.3% → 16.6%
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 × 13,400 HP = 1,206 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 × 13,400 HP = 1,340 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.
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
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 × 2,000 = 4,000), 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.
2,000
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 × 10,100 = 20,200), 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 ×. 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.
10,100
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 × 1,000 = 2,000), 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.
1,000
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 × 1,100 = 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 ×. 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
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
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.
±152°, ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 152° (the most restricted forward-facing mount's arc) = 28° 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.
30° off bow / 28° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.9 km) shells land in an ellipse about 89 m wide and 53 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 =(9862.630·8−0.51000+0.5)·30=89m
89 m at 9.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89·0.6=53.4m
53.4 m at 9.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =89·0.62=26.7m
26.7 m at 9.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =53.4·0.62=16m
16 m at 9.9 km
Turret turn time
ƒ180 degrees / 14 deg/s traverse speed = 12.9 s.
12.9 s
Shells/min
ƒ4 broadside guns x 60 / 5.857 s (5.8 s = 41 ticks) base reload = 41.
41
HE shells
HE alpha1,750
HE Velocity840 m/s
Fire Chance8%
HE fire DPM vs T4 BB23719
Effective HE DPM vs T4 BB95427
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
HE DPM
ƒ7,000 HE full-salvo alpha x 60 / 5.857 s (5.8 s = 41 ticks) base reload = 71,707.
71,707
Fires/min
ƒ41 shells/min × 0.08 (8% fire chance) = 3.28.
3.28
SAP shells
SAP alpha2,600
SAP Velocity840 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.
7
SAP full-salvo alpha
ƒ2,600 SAP damage x 4 broadside guns = 10,400.
10,400
SAP DPM
ƒ10,400 SAP full-salvo alpha x 60 / 5.857 s (5.8 s = 41 ticks) base reload = 106,537.
106,537
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time80 s
Projectile speed56.0 kt
Range8.01 km
Maximum simulated damage
ƒInitial: 23,400 × 0.333 = 7,800 → 27,300 × 0.333 = 9,100 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most 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.
Initial: ≈ 7,800 → ≈ 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 264°, 274°
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 points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
40 mm/39 Vickers-Terni2×1 40mm
13.2 mm/76 Breda 19312×2 13mm
Medium aura
Guns40 mm/39 Vickers-Terni
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 1 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
42
Range2 km
Near aura
Guns13.2 mm/76 Breda 1931
Continuous DPS
ƒInitial: 7 × 3.5 × 0.95 = 23 → 11 × 3.5 × 0.95 = 37. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 23 → 37
Range1.2 km
Total DPS in Aura
ƒMedium 42 + Near 37 = 79
79
Maneuverability
Engine power44,000 hp
Maximum speed38.0 kt
Turning circle radius590 m
Rudder shift timeInitial: 3.5 s → 2.5 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.
16 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).
17.2 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.
28.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 14 − 8.4 = +5.6°/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 (+5.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.56 km x 0.955 = 6.26 km. Camouflage does not change detectability by air.
6.56 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.56 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.26 km.
6.26 km
Detectability by air3.14 km
Smoke firing penalty2.24 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.56 km) = 9.86 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
9.86 km
Detect when firing (air)
ƒAir detectability 3.14 km + gun-firing bloom 2.4 km = 5.54 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
5.54 km
Detect when on fire (sea)
ƒSea detectability 6.56 km + 2.0 km while burning = 8.56 km.
8.56 km
Detect when on fire (air)
ƒAir detectability 3.14 km + 3.0 km while burning = 6.14 km.
6.14 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator3 charges · 120 s reload · 25 s emit / 10 s cloud active · 450 m radius
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.

HullUpgrade
  • Hit points10,900 → 13,400
  • Rudder shift3.5 → 2.5 s
  • Close-range AA DPS19 → 23
Fire controlUpgrade
  • Main battery range8,966 → 9862.6 m
TorpedoesUpgrade
  • Alpha damage23,400 → 27,300
  • Display damage7,800 → 9,100

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.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

HE muzzle velocity840 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 range53.3 s
8010 m / (56.0 kt × 2.6855) = 53.3 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 range42
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers 2x1 -> 42 DPS @ 2 km; 13 2mm 2barrels Breda MG 2x2 -> 37 DPS @ 1.2 km.
AA DPS layered by range42 DPS @ 2 km, 79 DPS @ 1.2 km
@ 2 km: 42 from one family; @ 1.2 km: 42 + 37 = 79. 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-blank79
42 + 37 = 79 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index128
42 × 2 + 37 × 1.2 = 128. 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

A series of destroyers that exerted substantial influence on the development of this ship type in the Italian Navy. Among their key features were a high running speed, a more sophisticated main battery, and access to anti-submarine armament.

Armor Beta

Hull HP 10,900 → 13,400 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm2,000 (15% of HP)
Overmatched by 150mm+ AP (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+ AP (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: 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.
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 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 (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.

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.

  • 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.