Napoli B
Also called: 那不勒斯 B Beta- Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides…
- The AP kit pays best when you choose your salvo target, not when you chase one
- Avoid: Open-water broadside trading
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Napoli B Community Stats
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Napoli B Community Stats
Record History
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: best armor plate in Legendary CAs (330 mm) and best flat HE shells in Legendary CAs (954).
Positioning
Hold 12-15 km 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.
Potato Avoidance
Open-water broadside trading
Her 254mm shells citadel cruisers on the wrong frame, and her 59,200-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
330.0 mm max plate, best of Legendary CAs.
954.0 m/s HE muzzle velocity, best of Legendary CAs. Flatter trajectory, easier to land at range.
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
- Heavy powerplant · 240000.0 hp
217059 AP DPM, bottom decile of Legendary CAs. Citadel windows matter more than spam.
4.0 km AA reach, bottom decile of Legendary CAs. Drops bombs and rockets land before AA bites.
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
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Black Friday '23 crate
0.25%
⭐ Napoli B
Event · Black Friday '23 crate
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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 New · Explorer's Chest · 1 of 11 ships
Show all 5 containers (2 more)
- Champion's Box 0.05% ⭐ Napoli B Archived · Champion's Box → Black Friday '23 crate
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Black Friday Ultimate Crate
0.04175%
⭐ Napoli B
Event · Black Friday Ultimate Crate → Black Friday '23 crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Black Friday '23 crate 0.25% · ⭐ Napoli B
- Explorer's Chest 0.090909% · One of these ships
- Piñata Chest 0.2% · Tier VIII Premium ship or Legendary Tier ship
Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Napoli B sits among Legendary CAs (22 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 20 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
Zero 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 / 15.3 s all-upgrades reload = 35.3.HE shells
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42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).ƒ
3,450 HE damage x 9 broadside guns = 31,050.ƒ
Zero 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 / 15.3 s all-upgrades reload = 121,765.ƒ
Zero upgrades: 31.8 shells/min x 16% fire chance = 5.08. All upgrades (Main Battery Mod. 3 = -10% reload): 35.3 shells/min x 16% fire chance = 5.65.AP shells
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floor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 485.9 m/s: .ƒ
6,150 AP damage x 9 broadside guns = 55,350.ƒ
Zero 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 / 15.3 s all-upgrades reload = 217,059.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
Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): , equivalently . Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 2.3 per hit, shown as . Torpedo flood 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. Not shown on the in-game port screen.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,900 = 51,600.ƒ
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.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 91 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 87 raw aura damage × 3.5 × 0.9 hit probability = 274 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 91 + Medium 274 = 365ƒ
Effective DPS: 38 raw aura damage × 3.5 × 0.85 hit probability = 113 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 91 + Medium 274 + Near 113 = 478ƒ
Each ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.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 waves 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 flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop.ƒ
Max dispersion = range (km) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6 km × 21 + 30 = 156 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
Time to reach 90% of top speed (31.9 kt of 35.5 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active · 450 m radius
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Secondary Battery Booster3 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) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (59,200 HP) per second = 296 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.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.Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 485.9 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . 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, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . 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, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).floor(254 mm caliber / 14.3) = 17 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 9 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.3,450 HE damage x 9 broadside guns = 31,050.6,150 AP damage x 9 broadside guns = 55,350.Zero 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 / 15.3 s all-upgrades reload = 121,765.Zero 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 / 15.3 s all-upgrades reload = 217,059.Zero 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 / 15.3 s all-upgrades reload = 35.3.Zero upgrades: 31.8 shells/min x 16% fire chance = 5.08. All upgrades (Main Battery Mod. 3 = -10% reload): 35.3 shells/min x 16% fire chance = 5.65.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,900 = 51,600.AA defense
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.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) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.6 km × 21 + 30 = 156 m.Same per-type line evaluated at a fixed 5 km: 5 km × 21 + 30 = 135 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: 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).Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3850 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.Ship Charts
Balance History
Balance updates affecting Napoli B. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Added Enhanced Secondary Targeting to the third slot as an alternative to Catapult Fighter.
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.
April Update: The Bonds of Loyalty
- Secondary battery range increased from 5 to 6 km.
Skins & permanent camouflages
Every custom exterior Napoli B can equip, from in-game data.
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.
