World of Warships: Legends ship guide

Napoli B

Beta
Italy · Tier ★ · Cruiser · Napoli Variant
Heavy cruiserBig-gun cruiser: bully other cruisers with AP, angle versus battleships.
Playstyle
  • Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (14 km)2.15 sigma accuracyStrong secondaries (6 km)Stealthy (11.5 km)Short AA reach
Community Data

Napoli B Community Stats

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Playstyle

Overview

Napoli B is a Legendary Italian heavy cruiser with a long-range torpedo battery reaching 13.5 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Standout traits: best flat HE shells in Legendary CAs (954) and best power per turn radius in Legendary CAs (320 HP).

Positioning

Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull. Drop on choke points and predictable rotations rather than direct lines; the torps are the threat tool, the guns are how you earn damage between waves.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Heavy armor

330.0 mm max plate, best of Legendary CAs.

Flat HE shells

954.0 m/s HE muzzle velocity, best of Legendary CAs. Flatter trajectory, easier to land at range.

Heavy secondary DPM

417500.0 secondary DPM per side, best of Legendary CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Holds speed in turns

320.0 hp per metre of turn radius, best of Legendary CAs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Best-in-class stealth

11.54 km surface detect, top decile of Legendary CAs. Stays dark longer.

Short AA reach

4.0 km AA reach, bottom decile of Legendary CAs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Napoli B

Napoli B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: 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.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for survivability, concealment, mobility, and secondary pressure if leaning into the buff. Keep main-battery and disengagement tools reliable.

Open in Build Tool →

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Cohort position

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Where Napoli B sits among Legendary CAs (21 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.

BestStealth profile11.54 km / 6.92 km (1/21 / 1/21) BestSecondary dispersion bracket21 (1/14) BestSecondary DPM (per side)417,500 (1/14) BestHE velocity954 m/s (1 of 2 tied) BestTurn-speed retention320 hp/m (1/21) BestMax armor330 mm (1 of 3 tied) Top 10%Max speed35.5 kt (3/21) Top 10%Sigma2.15 (3/21) Top 10%AP velocity945 m/s (3/21) Top 10%Engine power240,000 hp (3/21) Top 10%Secondary range6 km (2/14) Top 25%Power-to-weight8.92 hp/t (6/21) Top 25%Torpedo range13.5 km (3/13) Bottom 25%HE DPM121,765 (18/20) Bottom 25%AP DPM217,059 (19/21) Bottom 25%AA DPS478 (17/21) Bottom 25%Torpedo damage13,900 (11/13) Bottom 10%Fires per minute5.65 (19/20) WorstAA range4 km (1 of 2 tied) WorstAA threat1,551 (21/21) WorstTorpedo speed56 kt (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 18 mid-pack stats

Not standouts for Napoli B -- 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.

Hit points59,200 HP(7/21) Rudder shift16.4 s(14/21) Traverse-to-turn ratio5.02 ×(14/21) Main battery caliber254 mm(9/21) Main battery range15.53 km(14/21) Main battery reload15.3 s(13/21) HE shell damage3,450(9/20) HE fire chance16%(11/20) AP shell damage6,150(10/21) Main dispersion140.1 m(9/21) Acceleration10.65 s(13/21) AP arming threshold42 mm(15/21) Displacement26,892 t(14/21) Torpedo reload95 s(5/13) NormAP fuse timer0.03 s(11 of 21 tied at this value) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormRepair charges2(15 of 21 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 2Def-AASmokeFighter
Survivability
Hit Points59,200
Displacement26,892 t
Armor range16–330 mm
Plate armor thicknesses16, 20, 25, 30, 40, 45, 50, 55, 60, 80, 85, 90, 100, 120, 130, 180, 200, 220, 330 mm
Armor material/layer entries83
Fire resistance40%
Fire duration30 s
Torp Reduction21%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
29,600
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.
17,800
Main Battery
ModuleArtillery: 254 mm/60 M1939
Mounts / barrels3 mounts / 9 barrels
Reload time17 s
Firing range15.5 km
Turret traverse7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.15
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15525/30·(8−1.1)/1000 + 1.1)·30 = 140.1 m
140.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140.1 × 0.6 = 84.1 m
84.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140.1 × 0.303 (σ=2.15) = 42.4 m
42.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84.1 × 0.302 (σ=2.15) = 25.4 m
25.4 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ9 broadside guns x 60 / 17 s base reload = 31.8.
31.8
HE shells
HE Damage3,450
HE Velocity954 m/s
Fire Chance16%
HE penetration
ƒ42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).
42 mm
HE full-salvo alpha
ƒ3,450 HE damage x 9 broadside guns = 31,050.
31,050
Base HE DPM
ƒ31,050 HE full-salvo alpha x 60 / 17 s base reload = 109,588.
109,588
Installed HE DPM
ƒ31,050 HE full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 121,765.
121,765
Base fires/min
ƒ9 HE shells x 60 / 17 s reload x 16% fire chance = 5.08.
5.08
AP shells
AP Damage6,150
AP Velocity945 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold42 mm
AP overmatch
ƒfloor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).
17 mm
AP Pen Close
ƒCanonical 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 × 2650 × 227.9^0.69 × 0.254^-1.07 × 945^1.38 = 620.9 mm. Matches the in-game spec card.
620.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 485.9 m/s: 1e-7 × 2650 × 227.9^0.69 × 0.254^-1.07 × 485.9^1.38 = 247.9 mm.
247.9 mm
AP full-salvo alpha
ƒ6,150 AP damage x 9 broadside guns = 55,350.
55,350
Base AP DPM
ƒ55,350 AP full-salvo alpha x 60 / 17 s base reload = 195,353.
195,353
Installed AP DPM
ƒ55,350 AP full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 217,059.
217,059
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.
0
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time95 s
Projectile speed56 kt
Range13.5 km
Maximum simulated damage12,900 (est.)
Alpha damage38,700
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
51,600
AA Defense
AA mount points19
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (87×3.5×0.9) + (38×3.5×0.85) + (29×3.5×0.9) = 478. 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.
478
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19399×4 37mm
20 mm/70 Breda 194110×6 20mm
90 mm/50 OTO 1939 (DP)6×2 90mm
Far aura
DPS
ƒIncludes 29 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
29
Range4 km
Medium aura
DPS87
Range3.5 km
Total DPS in Aura
ƒFar 29 + Medium 87 = 116
116
Near aura
DPS38
Range2 km
Total DPS in Aura
ƒFar 29 + Medium 87 + Near 38 = 154
154
S
Secondary Battery
Mounts10
Firing range6.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Napoli
Max secondary dispersion @ 6 km
ƒ6 km × 21 + 30 = 156 m.
156 m
152 mm/55 OTO 1936 (×4)
Caliber152 mm
Reload time7.2 s
SAP Damage3,850
Muzzle Velocity950 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
90 mm/50 OTO 1939 (×6)
Caliber90 mm
Reload time3.2 s
SAP Damage2,000
Muzzle Velocity860 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet80°
Maneuverability
Engine moduleEngine: 240,000 hp
Engine power240,000 hp
Maximum speed35.5 kt
Turning circle radius750 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.0× slow
Concealment
Detectability by sea11.54 km
Detectability by air6.92 km
Smoke firing penalty7.58 km
Detect after firing main guns11.54 km
Detect Fire Sea13.54 km
Detect Fire Air9.92 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Module options (1)

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

HullUpgrade
  • Turret traverse7 → 10 °/s

See all derived stats

Show

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 (σ)2.15
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp140.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15525/30·(8−1.1)/1000 + 1.1)·30 = 140.1 m
Max Vert Disp84.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140.1 × 0.6 = 84.1 m
Med Horiz Disp42.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140.1 × 0.303 (σ=2.15) = 42.4 m
Med Vert Disp25.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84.1 × 0.302 (σ=2.15) = 25.4 m
AP Pen Close620.9 mm
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 × 2650 × 227.9^0.69 × 0.254^-1.07 × 945^1.38 = 620.9 mm. Matches the in-game spec card.
AP Pen Far247.9 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 485.9 m/s: 1e-7 × 2650 × 227.9^0.69 × 0.254^-1.07 × 485.9^1.38 = 247.9 mm.
HE penetration42 mm
42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).
AP overmatch17 mm
floor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius0
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.
Broadside guns used for alpha9
All 9 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha31,050
3,450 HE damage x 9 broadside guns = 31,050.
AP full-salvo alpha55,350
6,150 AP damage x 9 broadside guns = 55,350.
Base HE DPM109,588
31,050 HE full-salvo alpha x 60 / 17 s base reload = 109,588.
Base AP DPM195,353
55,350 AP full-salvo alpha x 60 / 17 s base reload = 195,353.
Installed HE DPM121,765
31,050 HE full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 121,765.
Installed AP DPM217,059
55,350 AP full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 217,059.
Base shells/min31.8
9 broadside guns x 60 / 17 s base reload = 31.8.
Installed shells/min35.3
9 broadside guns x 60 / 15.3 s installed Artillery reload = 35.3.
Base fires/min5.08
9 HE shells x 60 / 17 s reload x 16% fire chance = 5.08.
Installed fires/min5.65
9 HE shells x 60 / 15.3 s installed reload x 16% fire chance = 5.65.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range92.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage103,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage51,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS478
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (87×3.5×0.9) + (38×3.5×0.85) + (29×3.5×0.9) = 478. 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.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1551
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 typeNapoli
Max dispersion = range (km) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km156 m
6 km × 21 + 30 = 156 m.

Secondary battery firepower

Secondary DPM (per side)417,500
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: 4×3 152 mm (6/side) × 60/7.2 × 3850 = 192,500 + 6×2 90 mm (6/side) × 60/3.2 × 2000 = 225,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3850
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3850 from the 152 mm family.
Max SAP pen42.3 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Napoli B. Cards are condensed; use each source link for full context.

Buff ×4
2026-04-30

Ministry of Balance: Viva la Marina!

  • Added Enhanced Secondary Targeting to the third slot as an alternative to Catapult Fighter.
Read the full official post
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • In case you missed it, during the middle of the last update, Napoli B received the same buff to her secondary battery range as her original version.
  • Secondary battery range increased from 5 to 6 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Napoli B can equip, from in-game data.

  • Napoli B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.