Also known as M. Colonna
Marcantonio Colonna
Beta- Push to within secondary range (~7 km) so the secondary battery starts contributing damage
- Avoid: Holding mid-range AP lines like a standard BB
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Marcantonio Colonna Community Stats
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Marcantonio Colonna Community Stats
Record History
Playstyle
Overview
Marcantonio Colonna is a Tier VIII Italian secondary battleship with top-decile secondary reach out to 7 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Standout traits: best flat HE shells in T8 BBs (880) and best Repair Party charges in T8 BBs (4).
Positioning
Push to within secondary range (~7 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.
Potato Avoidance
Holding mid-range AP lines like a standard BB
The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.
Signature Traits
512308.0 secondary DPM per side, best of T7 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.
5.0 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.
4.0 Repair Party charges, best of T7 BBs. More total HP available across a match.
+200.0% secondary damage from Secondary Battery Booster, best of T7 BBs. Bigger damage spike per activation.
54500.0 HP, bottom decile of T7 BBs. Trade hits sparingly.
27.9 s reload, bottom decile of T7 BBs. Salvos punish more, but cycle is slower than peers.
How to get Marcantonio Colonna
Marcantonio Colonna is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Use a Italy battleship commander focused on accuracy, reload, survivability, and fire resistance. Inspirations that tighten salvos or improve repair-party value support the flank-anchor role.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Marcantonio Colonna sits among Tier VII BBs (47 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 12 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5.5 deg/s traverse speed = 32.7 s.ƒ
8 broadside guns x 60 / 31 s base reload = 15.5.HE shells
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64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).ƒ
5,100 HE damage x 8 broadside guns = 40,800.ƒ
40,800 HE full-salvo alpha x 60 / 31 s base reload = 78,968.ƒ
40,800 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 87,742.ƒ
8 HE shells x 60 / 31 s reload x 24% fire chance = 3.72.AP shells
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floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (20.8 km), where the shell has slowed to 549.2 m/s: .ƒ
12,000 AP damage x 8 broadside guns = 96,000.ƒ
96,000 AP full-salvo alpha x 60 / 31 s base reload = 185,806.ƒ
96,000 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 206,452.ƒ
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.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.75) + (36×3.5×0.7) + (42×3.5×0.75) = 327. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 42 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 42 + Medium 49 = 91ƒ
Far 42 + Medium 49 + Near 36 = 127ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7 km × 57 + 30 = 429 m.Show 2 more gun families
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Time to accelerate from 0 kt to 90% of top speed (26.1 kt of 29). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (28.7 kt of 29). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal ƒ
Heal per second (0.5%) x active time (28 s) = up to 14% of max HP restored per charge if the consumable runs its full duration.
Exhaust Smoke Generator3 charges · 180 s reload · 30 s emit / 15 s cloud active
Secondary Battery Reload Booster4 charges · 180 s reload · 20 s active · +200% damage boost · +70% reload boost
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16627}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 187.7\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 187.7 \cdot 0.6 = 112.6\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 187.7 \cdot 0.356\;(\sigma = 1.7) = 66.9\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 112.6 \cdot 0.356\;(\sigma = 1.7) = 40.1\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2434 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 850^{1.38} = 814.1\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (20.8 km), where the shell has slowed to 549.2 m/s: $P = 10^{-7}\cdot 2434 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 549.2^{1.38} = 445.5\,\text{mm}$.64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).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.All 8 barrels bear on the broadside.180 degrees / 5.5 deg/s traverse speed = 32.7 s.5,100 HE damage x 8 broadside guns = 40,800.12,000 AP damage x 8 broadside guns = 96,000.40,800 HE full-salvo alpha x 60 / 31 s base reload = 78,968.96,000 AP full-salvo alpha x 60 / 31 s base reload = 185,806.40,800 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 87,742.96,000 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 206,452.8 broadside guns x 60 / 31 s base reload = 15.5.8 broadside guns x 60 / 27.9 s installed Artillery reload = 17.2.8 HE shells x 60 / 31 s reload x 24% fire chance = 3.72.8 HE shells x 60 / 27.9 s installed reload x 24% fire chance = 4.13.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.75) + (36×3.5×0.7) + (42×3.5×0.75) = 327. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.7 km × 57 + 30 = 429 m.Secondary battery firepower
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).Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3850 from the 152 mm family.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.
Overmatched by 6 guns here: MusashiARP MusashiTsurugi and 3 more. Angling still helps against the rest.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 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. |
| Stern | 25 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. |
| Citadel | 300 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. |
| Superstructure | 25 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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 16,400 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Marcantonio Colonna can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
