World of Warships: Legends ship guide

Michelangelo

Also called: 米开朗基罗 Beta
Italy · Tier VIII · CB Cruiser · Premium
SAP cruiserPunish broadsides and superstructures with high-alpha SAP; angle to survive return fire and pick targets your SAP won't shatter on.
Playstyle
  • Hold 12-15 km early with an island close enough to shadow back into - but remember the main battery sits amidships with narrow firing angles
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
320 mm AP overmatch83 mm SAP penHeavy, fast torpedoesWide SAP fragmentsStrong secondaries (6.5 km)Visible torps
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Community Data

Michelangelo Community Stats

Across 18,000+ Standard battles from 290+ players, Michelangelo averages a 63% win rate, 84,900 damage and 1.2 kills per battle, and survives 35% of them.

Community Data

Michelangelo Community Stats

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Playstyle

Overview

Michelangelo is a Tier VIII Italian SAP cruiser: her 320mm main battery fires semi-armor-piercing shells (82.7mm of fixed penetration) in place of HE once the gun upgrade is researched. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Sonar (4.7 km on ships and 3.3 km on torpedoes, 98 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Her long-range SAP secondary battery is the real signature - WG bills it as her main strength - and it punches through angled plating that shatters standard secondaries; note the main turrets sit amidships with narrow firing angles, so mid-range fights that unmask both batteries beat pure bow-in holds. Standout traits: best HE fire chance in T8 CAs (35) and best heavy secondary DPM in T8 CAs (408,304).

Positioning

Hold 12-15 km early with an island close enough to shadow back into - but remember the main battery sits amidships with narrow firing angles, so a pure bow-in hold masks your own guns. Work gentle angles that unmask the turrets, let the long-range SAP secondaries chew approaching ships, and save the 320s for broadsides.

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 battleship are wasted damage. Her 66,100-HP hull does not recover from a punished salvo, so hunt the broadsides, soft cruisers, and exposed superstructures SAP bites cleanly, and angle to survive the return fire while you wait for them.

Signature Traits

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 9700 damage
  • Big-caliber AP overmatch · 22.3 mm
ELITE HP ↗
  • High HP pool · 66100 HP
  • Deep effective · 88310 effective
ELITE TORPEDOES ↗
  • Heavy torpedoes · 19233 damage
  • Fast torpedoes · 72 kt
Heavy secondary DPM ↗

401265 secondary DPM per side, best of T8 CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

TORPEDO DOWNSIDES ↗
  • Visible torps · 1.7 km
  • Slow torp reload · 120 s
Acquisition

How to get Michelangelo

Michelangelo is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and Containers. 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Super VIII crate 4.761905% One of the Tier VIII Premium ships Event · Super VIII crate · 1 of 21 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Archived · Spectral Vault 5.0 · 1 of 19 ships
  • Fleet Celebration crate 0.5% One of these ships Event · Fleet Celebration crate · 1 of 2 ships
Show all 10 containers (7 more)
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Archived · 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 · Chest of Rarities · 1 of 8 ships
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Archived · 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 · Mystic Lantern · 1 of 23 ships
  • Piñata Chest 0.025% Tier VIII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Archived · 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%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Archived · 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
  • "Tempest of Renaissance" Campaign Breakdown Campaign Start: 2024-09-09 · End: 2024-10-13
    • The new Tempest of Renaissance campaign is here! Complete all 100 milestones within 5 weeks with the Admiralty Backing to earn Italian Tier VIII Premium cruiser Michelangelo and plenty of other rewards.
  • September Update: Breeze of Inspiration Campaign 2024-09-05
    • Check out the full list of rewards you can earn by completing the campaign, both with and without the Admiralty Backing:
    • Additional rewards with the Admiralty Backing (2,500 doubloons):
    • Italian Tier VIII Premium cruiser Michelangelo
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.

WG official build from Through the Spy Glass: Michelangelo.

Source: Through the Spy Glass: Michelangelo

Open in Build Tool →

Commanders frequently paired with this ship Francesco Mimbelli

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

Hide ▾

Where Michelangelo sits among Tier VIII CAs (35 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 dispersion bracket27 (1 of 2 tied) BestSecondary DPM (per side)401,265 (1/28) BestTorpedo speed72 kt (1 of 3 tied) Top 10%Hit points66,100 HP (3/36) Top 10%Main battery caliber320 mm (3/36) Top 10%Engine power200,000 hp (3/36) Top 10%Power / turn radius241 hp/m (3/36) Top 25%AP pen at 10 km421 mm (8/35) Top 25%Secondary range6.5 km (5/28) Top 25%Torpedo damage≈19,233 (4/21) Top 25%Max armor255 mm (5/36) Top 25%Citadel belt200 mm (5/36) Bottom 25%Main battery reload24 s (33/36) Bottom 25%Sigma2 (31/36) Bottom 25%AP DPM194,000 (31/35) Bottom 25%Main dispersion177 m (29/36) Bottom 25%Time to 90% speed27.8 s (30/36) Bottom 25%Acceleration (0-12 kt)9.6 s (29/36) Bottom 25%Displacement38,000 t (33/36) Bottom 25%Power-to-weight5.26 hp/t (29/36) Bottom 25%AA threat1,566 (30/36) Bottom 25%Torpedo reaction time8.8 s (18/21) Bottom 10%AP arming threshold53 mm (33/35) WorstAA range4 km (1 of 4 tied) WorstTorpedo reload120 s (1 of 3 tied)
See 19 mid-pack stats

Not standouts for Michelangelo -- 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.

Max speed33.5 kt(14/36) Concealment12.35 km(11/36) Smoke fire bloom7.37 km(17/36) Air detection7.41 km(11/36) Rudder shift10.8 s(21/36) Turning circle830 m(27/36) Main battery range15.36 km(27/36) AP velocity830 m/s(21/35) AA DPS464(26/36) Flak damage per salvo (expected)1,800(21/36) Torpedo range8.01 km(15/21) Repair heal rate0.6 %/s(15/36) Bow armor25 mm(20/36) Stern armor25 mm(21/36) NormAP fuse timer0.033 s(24 of 35 tied at this value) NormAP ricochet start45°(25 of 35 tied at this value) NormAP auto-bounce angle60°(24 of 35 tied at this value) NormTurn speed retained81%(32 of 36 tied at this value) NormRepair charges2(33 of 36 tied at this value)
Survivability
Hit Points66,100
Displacement38,000 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.
263 x 28.1 m
Armor range16–255 mm
Plate armor thicknesses16, 25, 27, 40, 50, 60, 70, 100, 110, 120, 150, 200, 250, 255 mm
Armor material/layer entries59
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
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 × 66,100 HP = 5,949 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 × 66,100 HP = 6,610 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
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.
33,100
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.
19,800
Effective HP
ƒBase 66,100 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 66,100 HP = 11,105 HP per charge, × 2 charges = 22,210 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
88,310
Repairable: penetration50%
Repairable: citadel33%
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 × 5,300 = 10,600), 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.
5,300
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,000 = 16,000), 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.
8,000
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 × 49,600 = 99,200), 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.
49,600
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 × 1,500 = 3,000), 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.
1,500
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 × 5,100 = 10,200), 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.
5,100
Citadel 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
Main Battery
ModuleArtillery: 320 mm/44 OTO Model 1935
Mounts / barrels2 mounts / 8 barrels
Reload timeInitial: 21.5 s → 24 s
Firing range15.4 km
Turret traverse8 °/s
Turret armor250 mm
Guns to bear
ƒ180° − 142° (the most restricted aft-facing mount's arc) = 38° off bow; 180° − 142° (the most restricted forward-facing mount's arc) = 38° 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.
38° off bow / 38° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 27% wider (worse) horizontal dispersion and 27% more vertical spread at max range (15.4 km) than a standard cruiser: about 177 m wide × 106 m tall, against 139 m × 83 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1536030·10−1.61000+1.6)·30=177m
177 m at 15.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =177·0.6=106.2m
106.2 m at 15.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =177·0.62=53.1m
53.1 m at 15.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =106.2·0.62=31.9m
31.9 m at 15.4 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 21.571 s (21.5 s = 151 ticks) base reload = 22.3. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 21.714 s (21.6 s = 152 ticks) all-upgrades reload (24 s × 0.9 Main Battery Mod. 3 = 21.6 s) = 22.1.
Initial: 22.3 → 22.1
HE shells
HE alpha4,700 (stock hull only)
HE Velocity830 m/s
Fire Chance35%
HE fire DPM vs T8 BB63840
Effective HE DPM vs T8 BB168423
HE penetration
ƒ55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒStock hull only: the top hull's gun fires no HE. 4,700 HE damage x 8 broadside guns = 37,600.
37,600 (stock hull only)
HE DPM
ƒStock hull only: the top hull's gun fires no HE. Zero upgrades: 37,600 HE full-salvo alpha x 60 / 21.571 s (21.5 s = 151 ticks) base reload = 104,583. All upgrades (Main Battery Mod. 3 = -10% reload): 37,600 HE full-salvo alpha x 60 / 19.429 s (19.4 s = 136 ticks) all-upgrades stock-gun reload (21.5 s × 0.9 Main Battery Mod. 3 = 19.4 s) = 116,118.
Initial: 104,583 → 116,118 (stock hull only)
Fires/min
ƒStock hull only: the top hull's gun fires no HE. Zero upgrades: 22.3 shells/min × 0.35 (35% fire chance) = 7.79. All upgrades (Main Battery Mod. 3 = -10% reload): 24.7 shells/min × 0.35 (35% fire chance) = 8.65.
Initial: 7.79 → 8.65 (stock hull only)
SAP shells
SAP alpha9,500 (top hull)
SAP Velocity830 m/s (top hull)
SAP Pen (mm)82.7 (top hull)
SAP Min Ricochet70 deg (top hull)
SAP Guaranteed Ricochet80 deg (top hull)
SAP Fuse Timer0.03 s (top hull)
SAP Fuse Threshold25 mm (top hull)
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.
175 (top hull)
SAP full-salvo alpha
ƒWith the top hull (top gun + Main Battery Mod. 3 = -10% reload): 9,500 SAP damage x 8 broadside guns = 76,000.
76,000 (top hull)
SAP DPM
ƒWith the top hull (top gun + Main Battery Mod. 3 = -10% reload): 76,000 SAP full-salvo alpha x 60 / 21.714 s (21.6 s = 152 ticks) all-upgrades reload (24 s × 0.9 Main Battery Mod. 3 = 21.6 s) = 210,000.
210,000 (top hull)
AP shells
AP alpha9,700
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold53 mm
AP pen max range331 mm
AP overmatch
ƒfloor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
22 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2600·5250.69·0.32−1.07·8301.38=707.5mm.
707.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.4 km), where the shell has slowed to 478.5 m/s: P=10−7·2600·5250.69·0.32−1.07·478.51.38=330.8mm.
330.8 mm at 15.4 km
AP full-salvo alpha
ƒ9,700 AP damage x 8 broadside guns = 77,600.
77,600
AP DPM
ƒZero upgrades: 77,600 AP full-salvo alpha x 60 / 21.571 s (21.5 s = 151 ticks) base reload = 215,841. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 77,600 AP full-salvo alpha x 60 / 21.714 s (21.6 s = 152 ticks) all-upgrades reload (24 s × 0.9 Main Battery Mod. 3 = 21.6 s) = 214,421.
Initial: 215,841 → 214,421
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.
175
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time120 s
Projectile speed72.0 kt
Range8.01 km
Maximum simulated damage
ƒMost 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=57,700·0.333=19,233. 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.
≈ 19,233
Maximum damage (ammunition)
ƒ57,700 warhead alpha / 3 + 1,200 blast = 20,433. 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.
20,433
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.
1,200
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km72 kt×2.6855=8.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.49 per hit, shown as 3.49×100=349%. 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.
349%
Torpedo launcher traverse25 °/s
Launch arcswing 146° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming223 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
57,699
AA Defense
AA mount points20
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 193812×2 37mm
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.
10×2 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 151 from dual-purpose secondaries firing as AA in this range band.
151
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 71 raw aura damage × 3.5 × 0.9 hit probability = 224 - the same in-game units as the Close-range AA DPS headline.
224
Range3.5 km
Total DPS in Aura
ƒFar 151 + Medium 224 = 375
375
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.85 hit probability = 89 - the same in-game units as the Close-range AA DPS headline.
89
Range2 km
Total DPS in Aura
ƒFar 151 + Medium 224 + Near 89 = 464
464
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts13
Firing range6.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 3×4 152 mm (6/side) × 60/9.714 s (9.6 s = 68 ticks) × 3650 = 135,265 + 10×2 90 mm (10/side) × 60/4.286 s (4.2 s = 30 ticks) × 1900 = 266,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
401,265
Secondary dispersion type
ƒMax dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (50%, Massachusetts type)
Max secondary dispersion @ 6.5 km
ƒ6.5 km × 27 + 30 = 205.5 m.
205.5 m
152 mm/55 Model 1935 (3×4)
Caliber152 mm
Reload time9.6 s
SAP alpha3,650
Muzzle Velocity950 m/s
SAP Pen42.3 mm
Min Ricochet80°
Max Ricochet85°
Show 1 more gun family
90 mm/50 OTO 1939 (10×2) (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 time4.2 s
SAP alpha1,900
Muzzle Velocity860 m/s
SAP Pen26 mm
Min Ricochet70°
Max Ricochet80°
Maneuverability
Engine power200,000 hp
Maximum speed33.5 kt
Turning circle radius830 m
Rudder shift time10.8 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 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.
32.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
13.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
27.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
45.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 4.8 = +3.2°/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 (+3.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.35 km x 0.955 = 11.79 km. Camouflage does not change detectability by air.
12.35 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.35 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.79 km.
11.79 km
Detectability by air7.41 km
Smoke firing penalty7.37 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.35 km) = 15.36 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.36 km
Detect when firing (air)
ƒAir detectability 7.41 km + gun-firing bloom 6.4 km = 13.81 km. The bloom tracks main-battery caliber 320 mm × 0.020 = 6.4 km.
13.81 km
Detect when on fire (sea)
ƒSea detectability 12.35 km + 2.0 km while burning = 14.35 km.
14.35 km
Detect when on fire (air)
ƒAir detectability 7.41 km + 3.0 km while burning = 10.41 km.
10.41 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 11,105 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 66,100 HP = 11,105 HP: up to 16.8% of max HP restored per charge.
· 22,210 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 66,100 HP = 22,210 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 397 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 66,100 HP = 397 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Exhaust Smoke Generator2 charges · 150 s reload · 40 s emit / 10 s cloud active · 750 m radius
Enhanced Secondary Targeting4 charges · 100 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

ArtilleryUpgrade
  • Base reload21.5 → 24 s

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 cruiser27% wider H · 27% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (15.4 km) with the same model as Max Horiz/Vert Disp: horizontal 177 / 139 m − 1 = +27%, vertical 106 / 83 m − 1 = +27%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km35.6 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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=0.5·15360=7680 m, and radiusOnMax=0.6 at 15360 m. Below the kink: k=0.2+(0.5−0.2)·50007680=0.3953, so σV=σH·k=90·0.3953=35.6m.
Shell scatter height @ 10 km70 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=0.5·15360=7680 m, and radiusOnMax=0.6 at 15360 m. Above the kink: k=0.5+(0.6−0.5)·10000−768015360−7680=0.5302, so σV=σH·k=132·0.5302=70m.
Shell scatter height @ 15 km103.6 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15360=7680 m, and radiusOnMax=0.6 at 15360 m. Above the kink: k=0.5+(0.6−0.5)·15000−768015360−7680=0.5953, so σV=σH·k=174·0.5953=103.6m.
AP pen 5 km543 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·5250.69·0.32−1.07·685.21.38=543mm, where 685.2 m/s is the shell's speed when it arrives at 5 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km421 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·5250.69·0.32−1.07·5701.38=421mm, where 570 m/s is the shell's speed when it arrives at 10 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km336 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·5250.69·0.32−1.07·4841.38=336mm, where 484 m/s is the shell's speed when it arrives at 15 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.31 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·0.4098·0.3228·525=3.14×10−5. That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.31 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·0.3786·0.3228·485=3.14×10−5. That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)8
2 mounts × 4 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,600
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass525 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4098
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity830 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity830 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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 time8.8 s
1700 m / (72.0 kt × 2.6855) = 8.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed72.0 kt
Travel time to max range41.4 s
8010 m / (72.0 kt × 2.6855) = 41.4 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage115,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 19,233 = 115,398. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range151
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 12x2 -> 224 DPS @ 3.5 km; 20mm70 Breda barrels 6 8x6 -> 89 DPS @ 2 km; 90mm50 barrels 2 M1939 10x2 -> 151 DPS @ 4 km.
AA DPS layered by range151 DPS @ 4 km, 375 DPS @ 3.5 km, 464 DPS @ 2 km
@ 4 km: 151 from one family; @ 3.5 km: 224 + 151 = 375; @ 2 km: 224 + 89 + 151 = 464. 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-blank464
224 + 89 + 151 = 464 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1566
224 × 3.5 + 89 × 2 + 151 × 4 = 1566. 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 @ 5 km165 m
Same per-type line evaluated at a fixed 5 km: 5 km × 27 + 30 = 165 m.

Secondary battery firepower

Max SAP alpha3650
max(3650 (152 mm), 1900 (90 mm)) = 3650. Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3650 from the 152 mm family.
Max SAP pen42.3 mm
max(42.3 mm (152 mm), 26 mm (90 mm)) = 42.3 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.
Open in Charting Tool

Ship Charts

Background

The Washington Naval Conference gave Italy the opportunity to build battleships from 1927. Several projects with displacements between 18,000 and 35,000 tons were under development simultaneously; some of the projects relied on foreign designs - Hood, Nelson, and Dunkerque - but some were unique. The design proposed by Admiral de Feo featured a ship with eight 12.6-inch (320 mm) guns in quadruple-gun turrets placed close to the midship frames, and the secondary battery mounts were moved toward the ship's fore and aft ends.

Armor Beta

Hull HP 66,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel200 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)5,300 (8% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–250 mm)49,600 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 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 25–100 mm)5,100 (8% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel200 mm primary (range 27–200 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.
Superstructure16 mm primary (range 16–255 mm)1,500 (2% 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 HP33,100 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.
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 HP19,800 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Michelangelo can equip.

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.