Marco Polo
Beta- Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
- Avoid: Using the 32-kn speed to push rather than to rotate
Marco Polo Community Stats
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Marco Polo Community Stats
Playstyle
Overview
Marco Polo is a Tier VIII Italian fast battleship at 32 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best Repair Party charges in T8 BBs (4).
Positioning
Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.
Potato Avoidance
Using the 32-kn speed to push rather than to rotate
The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.
Signature Traits
4.0 Repair Party charges, best of T8 BBs. More total HP available across a match.
3.87 hp per ton, top decile of T8 BBs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.
150.0 mm armor deck, top decile of T8 BBs. Eats plunging fire and HE that peers don't.
11.39 s flight time to max range, top decile of T8 BBs. Harder for targets to dodge.
233.8 m max horizontal dispersion, bottom decile of T8 BBs. Long-range salvos are noticeably wider than peers'.
4.0 km AA reach, bottom quartile of T8 BBs. Drops bombs and rockets land before AA bites.
How to get Marco Polo
Marco Polo is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CampaignEarnable in the Double Impact campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
-
Super VIII Crate
5%
One of the Tier VIII Premium ships
Event containers · Super VIII Crate · 1 of 20 ships
-
Santa Level 5
1.25%
Tier VIII Premium ship
Event containers · Santa Level 5 · 1 of 10 ships
-
Spectral Vault 5.0
0.657895%
Tier VIII Premium ship
Event containers · Spectral Vault 5.0 · 1 of 19 ships
Show all 15 containers (12 more)
-
Santa Level 4
0.425%
Tier VIII Premium ship
Event containers · Santa Level 4 · 2 paths combined · 1 of 10 ships
Show 2 paths
- Santa Level 40.3%
- Santa Level 4 → Santa Level 50.125%
-
Spectral Vault 4.0
0.256579%
Tier VIII Premium ship
Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
Show 2 paths
- Spectral Vault 4.00.157895%
- Spectral Vault 4.0 → Spectral Vault 5.00.098684%
-
Chest of Rarities
0.25%
Tier VIII Premium ship
Event containers · Chest of Rarities · 1 of 8 ships
-
Santa Level 3
0.13625%
Tier VIII Premium ship
Event containers · Santa Level 3 · 4 paths combined · 1 of 10 ships
Show 4 paths
- Santa Level 3 → Santa Level 50.0625%
- Santa Level 3 → Santa Level 40.045%
- Santa Level 3 → Santa Level 4 → Santa Level 50.01875%
- Santa Level 30.01%
-
Spectral Vault 3.0
0.053224%
Tier VIII Premium ship
Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
Show 4 paths
- Spectral Vault 3.0 → Spectral Vault 5.00.019737%
- Spectral Vault 3.0 → Spectral Vault 4.00.017368%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
- Spectral Vault 3.00.005263%
-
Mystic Lantern
0.043478%
Tier VIII Premium ship
Event containers · Mystic Lantern · 1 of 23 ships
-
Santa Level 2
0.041688%
Tier VIII Premium ship
Event containers · Santa Level 2 · 6 paths combined · 1 of 10 ships
Show 6 paths
- Santa Level 2 → Santa Level 40.015%
- Santa Level 2 → Santa Level 3 → Santa Level 50.009375%
- Santa Level 2 → Santa Level 3 → Santa Level 40.00675%
- Santa Level 2 → Santa Level 4 → Santa Level 50.00625%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002812%
- Santa Level 2 → Santa Level 30.0015%
-
Champion's Box
0.02725%
Tier VIII Premium ship
Event containers · Champion's Box · 4 paths combined · 1 of 10 ships
Show 4 paths
- Champion's Box → Santa Level 3 → Santa Level 50.0125%
- Champion's Box → Santa Level 3 → Santa Level 40.009%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.00375%
- Champion's Box → Santa Level 30.002%
-
Piñata Chest
0.025%
Tier VIII Premium ship
Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
-
Spectral Vault 2.0
0.010454%
Tier VIII Premium ship
Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
Show 6 paths
- Spectral Vault 2.0 → Spectral Vault 4.00.003158%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
- Spectral Vault 2.0 → Spectral Vault 3.00.000526%
-
Santa Level 1
0.009878%
Tier VIII Premium ship
Event containers · Santa Level 1 · 8 paths combined · 1 of 10 ships
Show 8 paths
- Santa Level 1 → Santa Level 3 → Santa Level 50.003125%
- Santa Level 1 → Santa Level 2 → Santa Level 40.00225%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001406%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.001012%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000938%
- Santa Level 1 → Santa Level 30.0005%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000422%
- Santa Level 1 → Santa Level 2 → Santa Level 30.000225%
-
Spectral Vault 1.0
0.001295%
Tier VIII Premium ship
Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
Show 9 paths
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
- Spectral Vault 1.0 → Spectral Vault 3.00.000053%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
- "Double Impact" Campaign Breakdown Campaign Start: 2022-12-12 · End: 2023-01-15 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Through the Spy Glass: Marlborough & Marco Polo Ship feature / release Start: 2022-12-13 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
- Through the Spy Glass: Giuseppe Verdi Ship feature / release Start: 2023-08-22 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows
- Chest of Rarities 0.25% · Tier VIII Premium ship
- Mystic Lantern 0.043478% · Tier VIII Premium ship
- Santa Level 3 0.01% · Tier VIII Premium ship
- Santa Level 4 0.3% · Tier VIII Premium ship
- Santa Level 5 1.25% · Tier VIII Premium ship
Builds Beta
Build around SAP/AP consistency, reload, range, and survivability. Paolo di Revel remains a natural Italian battleship direction, but prioritize the current improved SAP and reload/range profile over generic tank-only builds.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
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Where Marco Polo sits among Tier VIII BBs (25 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 29 mid-pack stats
Not standouts for Marco Polo -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17120/30·(12−2.2)/1000 + 2.2)·30 = 233.8 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 233.8 × 0.6 = 140.3 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 233.8 × 0.331 (σ=1.9) = 77.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 140.3 × 0.331 (σ=1.9) = 46.5 mƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
9 broadside guns x 60 / 29 s base reload = 18.6.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 9 broadside guns = 51,300.ƒ
51,300 HE full-salvo alpha x 60 / 29 s base reload = 106,138.ƒ
51,300 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 117,931.ƒ
9 HE shells x 60 / 29 s reload x 36% fire chance = 6.7.AP shells
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floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2400 × 1071^0.69 × 0.406^-1.07 × 836^1.38 = 836.2 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 586.3 m/s: 1e-7 × 2400 × 1071^0.69 × 0.406^-1.07 × 586.3^1.38 = 512.4 mm.ƒ
13,050 AP damage x 9 broadside guns = 117,450.ƒ
117,450 AP full-salvo alpha x 60 / 29 s base reload = 243,000.ƒ
117,450 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 270,000.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: (58×3.5×0.75) + (59×3.5×0.7) + (57×3.5×0.75) = 446. 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 57 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 57 + Medium 58 = 115ƒ
Far 57 + Medium 58 + Near 59 = 174ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.Show 2 more gun families
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
Exhaust Smoke Generator3 charges · 150 s reload · 30 s emit / 10 s cloud active
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
Show
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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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17120/30·(12−2.2)/1000 + 2.2)·30 = 233.8 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 233.8 × 0.6 = 140.3 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 233.8 × 0.331 (σ=1.9) = 77.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 140.3 × 0.331 (σ=1.9) = 46.5 mCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2400 × 1071^0.69 × 0.406^-1.07 × 836^1.38 = 836.2 mm. Matches the in-game spec card.Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 586.3 m/s: 1e-7 × 2400 × 1071^0.69 × 0.406^-1.07 × 586.3^1.38 = 512.4 mm.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 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 9 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.5,700 HE damage x 9 broadside guns = 51,300.13,050 AP damage x 9 broadside guns = 117,450.51,300 HE full-salvo alpha x 60 / 29 s base reload = 106,138.117,450 AP full-salvo alpha x 60 / 29 s base reload = 243,000.51,300 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 117,931.117,450 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 270,000.9 broadside guns x 60 / 29 s base reload = 18.6.9 broadside guns x 60 / 26.1 s installed Artillery reload = 20.7.9 HE shells x 60 / 29 s reload x 36% fire chance = 6.7.9 HE shells x 60 / 26.1 s installed reload x 36% fire chance = 7.45.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (58×3.5×0.75) + (59×3.5×0.7) + (57×3.5×0.75) = 446. 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.5 km × 57 + 30 = 315 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) × 60/12 × 2100 = 31,500 + 2×3 152 mm (3/side) × 60/12 × 2100 = 31,500 + 12×2 90 mm (12/side) × 60/4 × 1300 = 234,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 152 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 152 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 25 mm from the 152 mm family.Armor
Hull HP 69,100, 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 |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–130 mm) | 3,400 (5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 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) | 40 mm primary (range 19–350 mm) | 51,800 (75% of HP) | No common caliber overmatches40 mm: most HE shatters, standard pen from 283mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–130 mm) | 2,800 (4% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 350 mm primary (range 19–350 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 30 mm primary (range 30–370 mm) | 2,000 (3% 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 HP | 34,600 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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. |
| 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 | 20,700 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.
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 Marco Polo. Cards are condensed; use each source link for full context.
Ministry of Balance: New Horizons, Greater Heights
- This Italian battleship will definitely benefit from improved SAP shells, making her more enjoyable in battle.
- SAP shell alpha damage increased from 14,100 to 14,500.
- SAP gun reload time reduced from 33 to 31 s.
- Detectability range by sea while firing in smoke reduced from 15.13 to 11.35 km.
- The Big Guns ship trait has been replaced with Sure Shot. This doesn't affect the ship's performance.
Ministry of Balance: Old Gold
- AP/HE main battery reload time reduced from 32 to 29 seconds.
- SAP/AP main battery reload time reduced from 36 to 33 seconds.
Ministry of Balance: Italian Concerto
- To distinguish Marco Polo more from the other Italian battleships, she’s getting an improved firing range.
- Main Battery firing range increased from 16.7 to 17.1 km.
- That's not the end of the Italian adjustments! We've made a bunch of changes to the Italian Commanders’ unique skills to fit the updates that have been made and new ships that have been added to the Italian Tech Tree over the past year.
- Base Trait improved from a maximum of 4 to 5%.
- reduction of incoming damage from shells, torpedoes, and bombs to your ship.
- Time Is of the Essence reduced from a maximum of 6 to 5.5%.
- reduction in Battleship Main Battery reload time.
- Battleship AP shell penetration multiplier reduced from 2/5/8/10 to 2/3/4/5%.
- Battleship shells deal more damage on citadel hits by 4/6/8/10%.
- Removed.
- +4 more official change lines in the source post.
Ministry of Balance Reports: Big Small Changes!
- In this update, the Italian Tech Tree cruisers from Tier II to Tier VII are receiving the option to equip Semi-Armor-Piercing (SAP) shells. You will have the choice of using HE or SAP shells when helming these ships, like with their Premium counterparts and Marco Polo. A few of these ships have also received improvements to their standard AP shells.
Skins & permanent camouflages
Every custom exterior Marco Polo 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.
