Michelangelo
Also called: 米开朗基罗 Beta- 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
On this page
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.
Michelangelo Community Stats
Log in to GamingDiver and upload your data to see Community Data for Michelangelo: community win rate, damage, survival, spotting, and your own comparison.
Michelangelo Community Stats
Record History
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
- Heavy AP shells · 9700 damage
- Big-caliber AP overmatch · 22.3 mm
- High HP pool · 66100 HP
- Deep effective · 88310 effective
- Heavy torpedoes · 19233 damage
- Fast torpedoes · 72 kt
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.
- Visible torps · 1.7 km
- Slow torp reload · 120 s
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.
- CampaignEarned in the campaign “Tempest of Renaissance” (Sep 2024); campaign ships can later return through other limited methods.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
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
- Chest of Rarities 0.25% · Tier VIII Premium ship
- Fleet Celebration crate 0.5% · One of these ships
- 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
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.
Francesco Mimbelli
WG officialWG official build from Through the Spy Glass: Michelangelo.
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
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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.
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.
Peers in this cohort
Compare Tier VIII CruisersShow all 35 peers
Stats & specs
Customize in the Build Tool →ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
Zero 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.HE shells
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55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).ƒ
Stock hull only: the top hull's gun fires no HE. 4,700 HE damage x 8 broadside guns = 37,600.ƒ
Stock 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.ƒ
Stock 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.SAP shells
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SAP 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.ƒ
With the top hull (top gun + Main Battery Mod. 3 = -10% reload): 9,500 SAP damage x 8 broadside guns = 76,000.ƒ
With 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.AP shells
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floor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.4 km), where the shell has slowed to 478.5 m/s: .ƒ
9,700 AP damage x 8 broadside guns = 77,600.ƒ
Zero 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.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
Most 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: . 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.ƒ
57,700 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 3.49 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One 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 %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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.ƒ
Effective DPS: 71 raw aura damage × 3.5 × 0.9 hit probability = 224 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 151 + Medium 224 = 375ƒ
Effective DPS: 30 raw aura damage × 3.5 × 0.85 hit probability = 89 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 151 + Medium 224 + Near 89 = 464ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
Sum 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).ƒ
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
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Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
top speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (30.2 kt of 33.5 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 12.35 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.79 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 12.35 km + 2.0 km while burning = 14.35 km.ƒ
Air detectability 7.41 km + 3.0 km while burning = 10.41 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 11,105 HP (16.8% of max HP) total heal (per charge) ƒ
0.006 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.ƒ
0.168 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.ƒ
0.006 (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 ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats 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
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
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.(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.(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.(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.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: at 0 m, at m, and at 15360 m. Below the kink: , so .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: at 0 m, at m, and at 15360 m. Above the kink: , so .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: at 0 m, at m, and at 15360 m. Above the kink: , so .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 , 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 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 , 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 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 , 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.2 mounts × 4 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1700 m / (72.0 kt × 2.6855) = 8.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).8010 m / (72.0 kt × 2.6855) = 41.4 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 3 tubes.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.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
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.@ 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.224 + 89 + 151 = 464 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.Secondary battery dispersion
Same per-type line evaluated at a fixed 5 km: 5 km × 27 + 30 = 165 m.Secondary battery firepower
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(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.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.
Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 200 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. |
| 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 | Turret knocked out | Per-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 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.
Skins & permanent camouflages
Every custom exterior Michelangelo can equip.
DefaultThe ship’s standard exterior
Tricolore di MareDecorative
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.
