Michelangelo
Beta- Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
- Avoid: Open-water broadside trading
Michelangelo Community Stats
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Michelangelo Community Stats
Playstyle
Overview
Michelangelo is a Tier VIII Italian super-cruiser: a battleship-sized hull with a 320mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (5.2 km on ships and 3.6 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.
Positioning
Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.
Potato Avoidance
Open-water broadside trading
Her 320mm shells citadel cruisers on the wrong frame, and her 66,100-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
35.0% fire chance per HE shell, best of T8 CAs.
408304.0 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.
72.0 kt torpedo speed, best of T8 CAs. Less reaction time for targets to dodge.
25.0 s Smoke Generator duration, best of T8 CAs. Holds the smoke shield longer.
1.7 km torpedo detect, worst of T8 CAs. Easy to dodge if targets are looking.
~13.0 s to max forward speed, worst of T8 CAs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Michelangelo
Michelangelo is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, 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.
- Doubloons17,500 Doubloons in the Legends Store (Sep 2024).
- CampaignEarnable in the Tempest of Renaissance campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
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Super VIII Crate
5%
One of the Tier VIII Premium ships
Event containers · Super VIII Crate · 1 of 20 ships
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Spectral Vault 5.0
0.657895%
Tier VIII Premium ship
Event containers · Spectral Vault 5.0 · 1 of 19 ships
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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%
Show all 9 containers (6 more)
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Chest of Rarities
0.25%
Tier VIII Premium ship
Event containers · Chest of Rarities · 1 of 8 ships
-
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%
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Mystic Lantern
0.043478%
Tier VIII Premium ship
Event containers · Mystic Lantern · 1 of 23 ships
-
Piñata Chest
0.025%
Tier VIII Premium ship
Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
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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%
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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
- "Tempest of Renaissance" Campaign Breakdown Campaign Start: 2024-09-09 · End: 2024-10-13 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: Michelangelo Ship feature / release Start: 2024-09-10 · 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.
- September Update: Breeze of Inspiration 17,500 Doubloons 2024-09-05 Tier VIII default; exact price not in source
Show direct source rows
- Chest of Rarities 0.25% · Tier VIII Premium ship
- Mystic Lantern 0.043478% · Tier VIII Premium ship
- Spectral Vault 3.0 0.005263% · Tier VIII Premium ship
- Spectral Vault 4.0 0.157895% · Tier VIII Premium ship
- Spectral Vault 5.0 0.657895% · Tier VIII Premium ship
Builds Beta
Francesco Mimbelli is the official recommended commander direction, with Time to Make a Move improving cruiser reload. Build around main-battery uptime, speed, turret handling, and survivability so Michelangelo can keep SAP and secondary pressure active.
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 Michelangelo sits among Tier VIII CAs (27 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 21 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.
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 = (15360/30·(10−1.6)/1000 + 1.6)·30 = 177 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177 × 0.6 = 106.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177 × 0.32 (σ=2) = 56.6 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 106.2 × 0.319 (σ=2) = 33.9 mƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
8 broadside guns x 60 / 21.5 s base reload = 22.3.HE shells
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In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).ƒ
4,700 HE damage x 8 broadside guns = 37,600.ƒ
37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930.ƒ
37,600 HE full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 116,289.ƒ
8 HE shells x 60 / 21.5 s reload x 35% fire chance = 7.81.AP shells
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floor(320 mm caliber / 14.3) = 22 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 × 2600 × 525^0.69 × 0.32^-1.07 × 830^1.38 = 707.5 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 434.7 m/s: 1e-7 × 2600 × 525^0.69 × 0.32^-1.07 × 434.7^1.38 = 289.8 mm.ƒ
9,700 AP damage x 8 broadside guns = 77,600.ƒ
77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558.ƒ
77,600 AP full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.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
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (30×3.5×0.85) + (48×3.5×0.9) = 464. 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 48 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 48 + Medium 71 = 119ƒ
Far 48 + Medium 71 + Near 30 = 149ƒ
Max dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6.5 km × 27 + 30 = 205.5 m.Show 1 more gun family
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Sonar2 charges · 180 s reload · 98 s active · 5.2 km ship detect · 3.63 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Exhaust Smoke Generator2 charges · 150 s reload · 25 s emit / 10 s cloud active
Secondary Battery Booster4 charges · 100 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 = (15360/30·(10−1.6)/1000 + 1.6)·30 = 177 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177 × 0.6 = 106.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177 × 0.32 (σ=2) = 56.6 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 106.2 × 0.319 (σ=2) = 33.9 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 × 2600 × 525^0.69 × 0.32^-1.07 × 830^1.38 = 707.5 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 434.7 m/s: 1e-7 × 2600 × 525^0.69 × 0.32^-1.07 × 434.7^1.38 = 289.8 mm.In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).floor(320 mm caliber / 14.3) = 22 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 / 8 deg/s traverse speed = 22.5 s.4,700 HE damage x 8 broadside guns = 37,600.9,700 AP damage x 8 broadside guns = 77,600.37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930.77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558.37,600 HE full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 116,289.77,600 AP full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.8 broadside guns x 60 / 21.5 s base reload = 22.3.8 broadside guns x 60 / 19.4 s installed Artillery reload = 24.7.8 HE shells x 60 / 21.5 s reload x 35% fire chance = 7.81.8 HE shells x 60 / 19.4 s installed reload x 35% fire chance = 8.66.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (30×3.5×0.85) + (48×3.5×0.9) = 464. 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) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.6.5 km × 27 + 30 = 205.5 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: 3×4 152 mm (6/side) × 60/9.6 × 3650 = 136,875 + 10×2 90 mm (10/side) × 60/4.2 × 1900 = 271,429. 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: 3650 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
Hull HP 66,100, 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 | 25 mm primary (range 25–40 mm) | 5,300 (8% of HP) | Overmatched by 380mm+ (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+ (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. |
| Stern | 25 mm primary (range 25–100 mm) | 5,100 (8% of HP) | Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 200 mm primary (range 27–200 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen). |
| Superstructure | 16 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 HP | 33,100 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 | 19,800 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.
Skins & permanent camouflages
Every custom exterior Michelangelo can equip, from in-game data.
DefaultThe ship’s standard exterior
Michelangelo WpDecorative
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.
