World of Warships: Legends ship guide

Also known as M. Colonna

Marcantonio Colonna

Also called: 马坎托尼奥·科隆纳 Beta
Italy · Tier VII · Battleship · Premium
All-rounder battleshipNo standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (7 km)Long smoke deploymentNimble for the tonnageExtra heal chargesFragile
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Community Data

Marcantonio Colonna Community Stats

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Playstyle

Overview

Marcantonio Colonna is a Tier VII Italian all-rounder battleship with 381mm guns at 16.6 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best smoke duration in T7 BBs (60 s) and best heavy secondary DPM in T7 BBs (512,308).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 29 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

ELITE SMOKE
  • Long smoke deployment · 60 s
  • Lingering smoke · 15 s
ELITE SECONDARIES
  • Heavy secondary DPM · 512308 secondary
  • Heavy SAP · 3850 max
Nimble for the tonnage

5 hp per ton, best of T7 BBs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Extra heal charges

4 Repair Party charges, best of T7 BBs. More total HP available across a match.

Fragile HP pool

54500 HP, bottom decile of T7 BBs. Trade hits sparingly.

Slow reload

27.9 s reload, bottom decile of T7 BBs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Marcantonio Colonna

Marcantonio Colonna is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources
  • Set Sail to the Legendary Roman Empire Event/store source Start: 2026-05-04 · End: 2026-06-01 Official ship/event post that can indicate store, collaboration, event, return, or limited availability.

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 Marcantonio Colonna sits among Tier VII BBs (48 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.

BestSecondary DPM (per side)512,308 (1/49) BestPower-to-weight5 hp/t (1/49) BestRepair charges4 (1 of 4 tied) Top 10%Main dispersion187.7 m (2/49) Top 10%HE velocity880 m/s (5/48) Top 10%Acceleration31.2 s (3/49) Top 10%Turn-speed retention251.4 hp/m (4/49) Top 10%Displacement37,220 t (3/49) Top 25%Stealth profile15 km / 12 km (10/49 / 9/49) Top 25%Rudder shift14.3 s (10/49) Top 25%AP velocity850 m/s (9/49) Top 25%Engine power186,000 hp (12/49) Top 25%Secondary range7 km (9/49) Bottom 25%Max speed29 kt (39/49) Bottom 25%Main battery range16.63 km (44/49) Bottom 25%Main battery reload27.9 s (43/49) Bottom 25%Sigma1.7 (41/49) Bottom 25%HE DPM87,742 (43/48) Bottom 25%AP DPM206,452 (40/49) Bottom 25%AA DPS328 (41/49) Bottom 25%AA threat1,070 (44/49) Bottom 25%Max armor340 mm (42/49) Bottom 25%Bow armor30 mm (37/47) Bottom 10%Fires per minute4.13 (47/48) Bottom 10%Effective HE DPM (incl. fire)118,378 (46/48) WorstHit points54,500 HP (49/49) WorstAA range4 km (1 of 4 tied) WorstNo torpedoes (33 of 49 in cohort) WorstStern armor25 mm (1 of 6 tied)
See 14 mid-pack stats

Not standouts for Marcantonio Colonna -- 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.

Traverse-to-turn ratio4.76 ×(21/49) Main battery caliber381 mm(31/49) AP shell damage12,000(27/49) AP arming threshold64 mm(19/49) AP pen at 10 km586 mm(15/48) Flak per wave (expected)1,350(29/49) Citadel belt300 mm(28/47) Deck armor75 mm(15/45) NormSecondary dispersion bracket57(36 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value)
Survivability
Hit Points54,500
Displacement37,220 t
Armor range16–340 mm
Plate armor thicknesses16, 19, 25, 30, 32, 40, 49, 50, 70, 75, 80, 100, 120, 140, 150, 220, 300, 340 mm
Armor material/layer entries79
Fire resistance36.6%
Fire duration60 s
Torp Reduction38%
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.
16,400
Effective HP
ƒBase 54,500 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 7,630 HP per charge, x4 charges = 30,520 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
85,020
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 381 mm/50 OTO 1934
Mounts / barrels4 mounts / 8 barrels
Reload time31 s
Firing range16.6 km
Turret traverse5.5 °/s
Turret armor381 mm
AP pen max range479 mm
HE fire DPM vs T7 BB27566
Effective HE DPM vs T7 BB106533
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1662730·101.61000+1.6)·30=187.7m
187.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =187.7·0.6=112.6m
112.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =187.7·0.61.7=66.2m
66.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =112.6·0.61.7=39.7m
39.7 m
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 31 s base reload = 15.5. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 27.9 s all-upgrades reload = 17.2.
Initial: 15.5 → 17.2
HE shells
HE Damage5,100
HE Velocity880 m/s
Fire Chance24%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,100 HE damage x 8 broadside guns = 40,800.
40,800
HE DPM
ƒZero upgrades: 40,800 HE full-salvo alpha x 60 / 31 s base reload = 78,968. All upgrades (Main Battery Mod. 3 = -10% reload): 40,800 HE full-salvo alpha x 60 / 27.9 s all-upgrades reload = 87,742.
Initial: 78,968 → 87,742
Fires/min
ƒZero upgrades: 15.5 shells/min x 24% fire chance = 3.72. All upgrades (Main Battery Mod. 3 = -10% reload): 17.2 shells/min x 24% fire chance = 4.13.
Initial: 3.72 → 4.13
AP shells
AP Damage12,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·884.80.69·0.3811.07·8501.38=814.1mm. Matches the in-game spec card.
814.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.8 km), where the shell has slowed to 549.2 m/s: P=107·2434·884.80.69·0.3811.07·549.21.38=445.5mm.
445.5 mm
AP full-salvo alpha
ƒ12,000 AP damage x 8 broadside guns = 96,000.
96,000
AP DPM
ƒZero upgrades: 96,000 AP full-salvo alpha x 60 / 31 s base reload = 185,806. All upgrades (Main Battery Mod. 3 = -10% reload): 96,000 AP full-salvo alpha x 60 / 27.9 s all-upgrades reload = 206,452.
Initial: 185,806 → 206,452
AP AOE Radius
ƒAP 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.
120
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
37 mm/54 Breda 19388×2 37mm
20 mm/65 Breda 19352×2 20mm
20 mm/70 Breda 19418×6 20mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×1 90mm
Far aura
Guns90 mm/50 OTO 1939 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 110 from dual-purpose secondaries firing as AA in this range band.
110
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 49 raw aura damage × 3.5 × 0.75 hit probability = 129 - the same in-game units as the Close-range AA DPS headline.
129
Range3.5 km
Total DPS in Aura
ƒFar 110 + Medium 129 = 239
239
Near aura
Guns20 mm/65 Breda 1935 + 20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 36 raw aura damage × 3.5 × 0.7 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.
88
Range2 km
Total DPS in Aura
ƒFar 110 + Medium 129 + Near 88 = 327
327
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 180 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop.
2.5-4 km
S
Secondary Battery
Mounts16
Firing range7.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 7 km
ƒ7 km × 57 + 30 = 429 m.
429 m
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time9.1 s
SAP Damage3,850
Muzzle Velocity950 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 2 more gun families
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time9.1 s
SAP Damage3,850
Muzzle Velocity950 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
90 mm/50 OTO 1939 (×12) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time2 s
SAP Damage2,000
Muzzle Velocity860 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet80°
Maneuverability
Engine power186,000 hp
Maximum speed29 kt
Turning circle radius740 m
Rudder shift time14.3 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
31.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 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.
48.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·29.0·0.5144740=1.16°/s, so ratio=ωturretωhull=5.51.16=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea15 km
Detectability by air12 km
Smoke firing penalty10.32 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15 km
Detect Fire Sea17 km
Detect Fire Air15 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 7,630 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 30,520 HP (56% of max HP) total heal (all charges)
ƒ14% per charge x 4 charges = up to 56% of max HP if the whole Repair Party loadout is used.
· 272 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (54,500 HP) per second = 272 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Exhaust Smoke Generator3 charges · 180 s reload · 60 s emit / 15 s cloud active · 450 m radius
Secondary Battery Reload Booster4 charges · 180 s reload · 20 s active · +200% grouping · -70% dispersion

See all derived stats

Show

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 (σ)1.7
Max Horiz Disp187.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1662730·101.61000+1.6)·30=187.7m
Shell scatter width @ 5 km90 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 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 width @ 15 km174 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp112.6 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =187.7·0.6=112.6m
Shell scatter height @ 10 km68.7 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=0.5·16627=8314 m, and radiusOnMax=0.6 at 16627 m. Above the kink: k=0.5+(0.60.5)·100008314166278314=0.5203, so σV=σH·k=132·0.5203=68.7m.
Med Horiz Disp66.2 m
50%-hit horizontal radius: σH,50=σH·0.6σ =187.7·0.61.7=66.2m
Med Vert Disp39.7 m
50%-hit vertical radius: σV,50=σV·0.6σ =112.6·0.61.7=39.7m
AP Pen Close814.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·884.80.69·0.3811.07·8501.38=814.1mm. Matches the in-game spec card.
AP Pen Far445.5 mm
Same formula at the ship's max firing range (20.8 km), where the shell has slowed to 549.2 m/s: P=107·2434·884.80.69·0.3811.07·549.21.38=445.5mm.
AP pen 5 km692 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km586 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km501 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km4.63 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·0.275·0.38128·824.3=1.9×105. That runs from a 880 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.79 s
How long an AP 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·0.2954·0.38128·884.8=1.9×105. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time32.7 s
180 degrees / 5.5 deg/s traverse speed = 32.7 s.
HE full-salvo alpha40,800
5,100 HE damage x 8 broadside guns = 40,800.
AP full-salvo alpha96,000
12,000 AP damage x 8 broadside guns = 96,000.
HE DPMInitial: 78,968 → 87,742
Zero upgrades: 40,800 HE full-salvo alpha x 60 / 31 s base reload = 78,968. All upgrades (Main Battery Mod. 3 = -10% reload): 40,800 HE full-salvo alpha x 60 / 27.9 s all-upgrades reload = 87,742.
AP DPMInitial: 185,806 → 206,452
Zero upgrades: 96,000 AP full-salvo alpha x 60 / 31 s base reload = 185,806. All upgrades (Main Battery Mod. 3 = -10% reload): 96,000 AP full-salvo alpha x 60 / 27.9 s all-upgrades reload = 206,452.
Shells/minInitial: 15.5 → 17.2
Zero upgrades: 8 broadside guns x 60 / 31 s base reload = 15.5. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 27.9 s all-upgrades reload = 17.2.
Fires/minInitial: 3.72 → 4.13
Zero upgrades: 15.5 shells/min x 24% fire chance = 3.72. All upgrades (Main Battery Mod. 3 = -10% reload): 17.2 shells/min x 24% fire chance = 4.13.

AA defense

AA DPS at max range110
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 8x2 -> 129 DPS @ 3.5 km; 20mm65 Breda M1935 double 2x2 -> 18 DPS @ 2 km; 20mm70 Breda barrels 6 8x6 -> 71 DPS @ 2 km; 90mm50 barrels 1 M1939 12x1 -> 110 DPS @ 4 km.
Maximum AA range4 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range110 DPS @ 4 km, 239 DPS @ 3.5 km, 328 DPS @ 2 km
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-blank328
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1070
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 range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km429 m
7 km × 57 + 30 = 429 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)512,308
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: 2×3 152 mm (3/side) × 60/9.1 × 3850 = 76,154 + 2×3 152 mm (3/side) × 60/9.1 × 3850 = 76,154 + 12×1 90 mm (6/side) × 60/2 × 2000 = 360,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3850
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3850 from the 152 mm family.
Max SAP pen42.3 mm
Maximum SAP armor penetration across secondary SAP families. SAP auto-bounces past its ricochet angles but never shatters on plate it can pen, and it starts no fires. Best on this ship: 42.3 mm from the 152 mm family.

Armor Beta

Hull HP 54,500, 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.

Bow & stern30 mm

Overmatched by 6 guns here: MusashiARP MusashiTsurugi and 3 more. Angling still helps against the rest.

Belt / citadel300 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 30–80 mm)2,900 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–300 mm)40,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–300 mm)1,500 (3% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 16–300 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.
Superstructure25 mm primary (range 25–340 mm)2,400 (4% 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).
Secondary mount (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 HP16,400 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Marcantonio Colonna 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.