World of Warships: Legends ship guide

Napoli B

Also called: 那不勒斯 B Beta
Italy · Tier ★ · CB Cruiser · Premium · Napoli Variant
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold angles with islands close enough to break line of sight when focus comes; pick broadsides as they rotate rather than baiting them
  • The AP kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Pressing Enhanced Secondary Targeting before you have somewhere to be
Key characteristics
Long torps (13.5 km)2.15 sigma accuracyStrong secondaries (6 km)Stealthy (11.5 km)Exhaust SmokeLow AP DPM
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Community Data

Napoli B Community Stats

Across 2,000+ Standard battles from 83 players, Napoli B averages a 55% win rate, 71,400 damage and 0.8 kills per battle, and survives 33% of them.

Community Data

Napoli B Community Stats

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Playstyle

Overview

Napoli B is a Legendary Italian all-rounder heavy cruiser with 254mm guns at 15.5 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: surface detection in Legendary CAs (11.5 km, 1st of 21) and best armor plate in Legendary CAs (330 mm, 2nd of 21). The trade is AP DPM in Legendary CAs (195,353, 20th of 21).

Positioning

Hold angles with islands close enough to break line of sight when focus comes; pick broadsides as they rotate rather than baiting them. The AP kit pays best when you choose your salvo target, not when you chase one. Shooting from the cloud gives you away at 7.6 km, wider than a destroyer's own concealment here (about 7.1 km), so one can watch you shoot for 0.48 km before you know it is there, with the smoke holding you broadside and stopped. Treat it as cover to leave from, not a firing position. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so you would be blind as well as stopped. Enemy sonar (about 4.9 km) and radar (about 9.9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull.

Potato Avoidance

Pressing Enhanced Secondary Targeting before you have somewhere to be

It is a beacon: everything inside secondary range now knows exactly where you are, and the ships already shooting at you do not stop. Pick the position before you press it, not after. Keeping every secondary in the fight also means showing more of the ship than you want to, so the price of full secondary coverage is an exposed broadside.

Signature Traits

Best-in-class stealth ↗

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

Thickest plate ↗

330 mm on her single heaviest plate, best of Legendary CAs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Tight grouping ↗

Sigma 2.15, top decile of Legendary CAs. More shells land near aim.

Fast for the class ↗

35.5 kt, top decile of Legendary CAs. Lets you rotate flanks or escape disengagements.

ELITE SECONDARIES ↗
  • Heavy secondary DPM · 409366 secondary
  • Tighter secondary dispersion · 156 m
MAIN BATTERY DOWNSIDES ↗
  • Low AP DPM · 195353 AP
  • Low HE DPM · 109588 HE
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.

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

Best listed chance for this ship

  • Black Friday '23 crate 0.25% ⭐ Napoli B Event · Black Friday '23 crate
  • Piñata Chest 0.2% Tier VIII Premium ship or Legendary Tier ship Event · Piñata Chest · 1 of 5 ships
  • Explorer's Chest 0.090909% One of these ships Event · Explorer's Chest · 1 of 11 ships
Show all 5 containers (2 more)
Official WG availability sources
  • Black Friday: Ships & Sales Crates Start: 2023-11-06
    • A quartet of these sleek beauties will be available to obtain, with Tirpitz B and Napoli B headlining the party.
    • As for Napoli, she's available only in revamped Black Friday '23 crates
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.

Open in Build Tool →

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 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)409,366 (1/14) BestHE velocity954 m/s (1 of 2 tied) BestPower / turn radius320 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%Turning circle750 m (6/21) Top 25%Power-to-weight8.92 hp/t (6/21) Top 25%Torpedo range13.5 km (3/13) Top 25%Torpedo reaction time7.3 s (3/13) Bottom 25%HE DPM109,588 (18/19) Bottom 25%Effective HE DPM (incl. fire)151,230 (18/19) Bottom 25%AA DPS478 (17/21) Bottom 25%Torpedo damage≈12,900 (11/13) Bottom 10%AP DPM195,353 (20/21) WorstFires per minute5.08 (19/19) WorstAA range4 km (1 of 2 tied) WorstAA threat1,549 (21/21) WorstFlak damage per salvo (expected)1,260 (20/20) WorstTorpedo speed56 kt (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 21 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) Smoke fire bloom7.58 km(11/21) Rudder shift12.6 s(14/21) Main battery caliber254 mm(9/21) Main battery range15.53 km(14/21) Main battery reload17 s(13/21) HE shell damage3,450(9/19) HE fire chance16%(11/19) AP shell damage6,150(10/21) Main dispersion140.1 m(9/21) Time to 90% speed25 s(9/21) Acceleration (0-12 kt)8.5 s(8/21) AP arming threshold42 mm(15/21) Displacement26,892 t(14/21) AP pen at 10 km372 mm(10/21) Torpedo reload95 s(5/13) NormAP fuse timer0.033 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) NormTurn speed retained81%(18 of 21 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points59,200
Displacement26,892 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.
242.9 x 28.06 m
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 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 × 59,200 HP = 5,328 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 × 59,200 HP = 5,920 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.262 hull torpedo-damage coefficient / 0.333 unprotected baseline = 21%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
21%
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.
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
Effective HP
ƒBase 59,200 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 59,200 HP = 8,288 HP per charge, × 2 charges = 16,576 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.
65,778–75,776
Repairable: penetration50%
Repairable: citadel10%
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 × 2,400 = 4,800), 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.
2,400
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 × 11,300 = 22,600), 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.
11,300
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 × 44,400 = 88,800), 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.
44,400
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 × 2,100 = 4,200), 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 ×. 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.
2,100
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 × 2,100 = 4,200), 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.
2,100
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: 254 mm/60 M1939
Mounts / barrels3 mounts / 9 barrels
Reload time17 s
Firing range15.5 km
Turret traverse7 °/s
Turret armor250 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
30° off bow / 30° off stern
Shell Grouping (σ)2.15
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.5 km) shells land in an ellipse about 140 m wide and 84 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1552530·8−1.11000+1.1)·30=140.1m
140.1 m at 15.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.1·0.6=84.1m
84.1 m at 15.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =140.1·0.62.15=39.1m
39.1 m at 15.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =84.1·0.62.15=23.5m
23.5 m at 15.5 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 17 s base reload = 31.8. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 15.429 s (15.3 s = 108 ticks) all-upgrades reload (17 s × 0.9 Main Battery Mod. 3 = 15.3 s) = 35.
Initial: 31.8 → 35
HE shells
HE alpha3,450
HE Velocity954 m/s
Fire Chance16%
HE fire DPM vs T8 BB41661
Effective HE DPM vs T8 BB151249
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
HE DPM
ƒZero upgrades: 31,050 HE full-salvo alpha x 60 / 17 s base reload = 109,588. All upgrades (Main Battery Mod. 3 = -10% reload): 31,050 HE full-salvo alpha x 60 / 15.429 s (15.3 s = 108 ticks) all-upgrades reload (17 s × 0.9 Main Battery Mod. 3 = 15.3 s) = 120,750.
Initial: 109,588 → 120,750
Fires/min
ƒZero upgrades: 31.8 shells/min × 0.16 (16% fire chance) = 5.08. All upgrades (Main Battery Mod. 3 = -10% reload): 35 shells/min × 0.16 (16% fire chance) = 5.6.
Initial: 5.08 → 5.6
AP shells
AP alpha6,150
AP Velocity945 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold42 mm
AP pen max range288 mm
AP overmatch
ƒfloor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).
17 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2650·227.90.69·0.254−1.07·9451.38=620.9mm.
620.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.5 km), where the shell has slowed to 541.6 m/s: P=10−7·2650·227.90.69·0.254−1.07·541.61.38=288mm.
288 mm at 15.5 km
AP full-salvo alpha
ƒ6,150 AP damage x 9 broadside guns = 55,350.
55,350
AP DPM
ƒZero upgrades: 55,350 AP full-salvo alpha x 60 / 17 s base reload = 195,353. All upgrades (Main Battery Mod. 3 = -10% reload): 55,350 AP full-salvo alpha x 60 / 15.429 s (15.3 s = 108 ticks) all-upgrades reload (17 s × 0.9 Main Battery Mod. 3 = 15.3 s) = 215,250.
Initial: 195,353 → 215,250
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 speed56.0 kt
Range13.5 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=38,700·0.333=12,900. 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.
≈ 12,900
Maximum damage (ammunition)
ƒ38,700 warhead alpha / 3 + 1,000 blast = 13,900. 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.
13,900
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.
1,000
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.3 per hit, shown as 2.3×100=230%. 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.
230%
Torpedo launcher traverse25 °/s
Launch arcswing 142° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,900 = 51,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
51,600
AA Defense
AA mount points19
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 19399×4 37mm
20 mm/70 Breda 194110×6 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.
6×2 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 91 from dual-purpose secondaries firing as AA in this range band.
91
Range4 km
Medium aura
Guns37 mm/54 Breda 1939
Continuous DPS
ƒEffective DPS: 87 raw aura damage × 3.5 × 0.9 hit probability = 274 - the same in-game units as the Close-range AA DPS headline.
274
Range3.5 km
Total DPS in Aura
ƒFar 91 + Medium 274 = 365
365
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 0.85 hit probability = 113 - the same in-game units as the Close-range AA DPS headline.
113
Range2 km
Total DPS in Aura
ƒFar 91 + Medium 274 + Near 113 = 478
478
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 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, 3 clouds each + 1 outer cloud
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
Mounts10
Firing range6.0 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: 4×3 152 mm (6/side) × 60/7.286 s (7.2 s = 51 ticks) × 3850 = 190,235 + 6×2 90 mm (6/side) × 60/3.286 s (3.2 s = 23 ticks) × 2000 = 219,130. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
409,366
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 (4×3)
Caliber152 mm
Reload time7.2 s
SAP alpha3,850
Muzzle Velocity950 m/s
SAP Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
90 mm/50 OTO 1939 (6×2) (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 time3.2 s
SAP alpha2,000
Muzzle Velocity860 m/s
SAP Pen26 mm
Min Ricochet70°
Max Ricochet80°
Maneuverability
Engine power240,000 hp
Maximum speed35.5 kt
Turning circle radius750 m
Rudder shift time12.6 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 = 35.5 / 4 + 4.9 = 13.8 kt. Base value; speed modifiers scale it.
13.8 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.
28 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt).
25 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
39.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 5.3 = +1.7°/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 (+1.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.54 km x 0.955 = 11.02 km. Camouflage does not change detectability by air.
11.54 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.54 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.02 km.
11.02 km
Detectability by air6.92 km
Smoke firing penalty7.58 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.54 km) = 15.53 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.53 km
Detect when firing (air)
ƒAir detectability 6.92 km + gun-firing bloom 5.08 km = 12 km. The bloom tracks main-battery caliber 254 mm × 0.020 = 5.08 km.
12 km
Detect when on fire (sea)
ƒSea detectability 11.54 km + 2.0 km while burning = 13.54 km.
13.54 km
Detect when on fire (air)
ƒAir detectability 6.92 km + 3.0 km while burning = 9.92 km.
9.92 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 · 600 m radius
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.
Choose one
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Repair Party2 charges · 80 s reload · 28 s active · 8,288 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 59,200 HP = 8,288 HP: up to 14% of max HP restored per charge.
· 16,576 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 59,200 HP = 16,576 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 296 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 59,200 HP = 296 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 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 km26.5 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=0.5·15525=7762 m, and radiusOnMax=0.6 at 15525 m. Below the kink: k=0.2+(0.5−0.2)·50007762=0.3932, so σV=σH·k=67.5·0.3932=26.5m.
Shell scatter height @ 10 km53.9 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=0.5·15525=7762 m, and radiusOnMax=0.6 at 15525 m. Above the kink: k=0.5+(0.6−0.5)·10000−776215525−7762=0.5288, so σV=σH·k=102·0.5288=53.9m.
Shell scatter height @ 15 km81 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=0.5·15525=7762 m, and radiusOnMax=0.6 at 15525 m. Above the kink: k=0.5+(0.6−0.5)·15000−776215525−7762=0.5932, so σV=σH·k=136.5·0.5932=81m.
AP pen 5 km479 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 =10−7·2650·227.90.69·0.254−1.07·782.51.38=479mm, where 782.5 m/s is the shell's speed when it arrives at 5 km (from 945 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 km372 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 =10−7·2650·227.90.69·0.254−1.07·651.91.38=372mm, where 651.9 m/s is the shell's speed when it arrives at 10 km (from 945 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 km295 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 =10−7·2650·227.90.69·0.254−1.07·550.61.38=295mm, where 550.6 m/s is the shell's speed when it arrives at 15 km (from 945 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 km4.64 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·0.277·0.25428·227.9=3.08×10−5. That runs from a 945 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 km4.6 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·0.277·0.25428·227.9=3.08×10−5. That runs from a 954 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)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,650
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 mass227.9 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 coefficient0.277
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity945 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity954 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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 time7.3 s
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range89.8 s
13500 m / (56.0 kt × 2.6855) = 89.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: 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 damage103,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range91
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 37mm Breda barrels 4 9x4 -> 274 DPS @ 3.5 km; 20mm70 Breda barrels 6 10x6 -> 113 DPS @ 2 km; 90mm50 barrels 2 M1939 6x2 -> 91 DPS @ 4 km.
AA DPS layered by range91 DPS @ 4 km, 365 DPS @ 3.5 km, 478 DPS @ 2 km
@ 4 km: 91 from one family; @ 3.5 km: 274 + 91 = 365; @ 2 km: 274 + 113 + 91 = 478. 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-blank478
274 + 113 + 91 = 478 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1549
274 × 3.5 + 113 × 2 + 91 × 4 = 1549. 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 km135 m
Same per-type line evaluated at a fixed 5 km: 5 km × 21 + 30 = 135 m.

Secondary battery firepower

Max SAP alpha3850
max(3850 (152 mm), 2000 (90 mm)) = 3850. Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3850 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 project of a large heavy cruiser armed with 254 mm guns, developed by Ansaldo in the second half of the 1930s.

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.

  • 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.