Napoli B
Also called: 那不勒斯 B Beta- 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
On this page
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.
Napoli B Community Stats
Log in to GamingDiver and upload your data to see Community Data for Napoli B: community win rate, damage, survival, spotting, and your own comparison.
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: 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
11.5 km surface detect, top decile of Legendary CAs. Stays dark longer.
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.
Sigma 2.15, top decile of Legendary CAs. More shells land near aim.
35.5 kt, top decile of Legendary CAs. Lets you rotate flanks or escape disengagements.
- Heavy secondary DPM · 409366 secondary
- Tighter secondary dispersion · 156 m
- Low AP DPM · 195353 AP
- Low HE DPM · 109588 HE
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
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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
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Explorer's Chest
0.090909%
One of these ships
Event · Explorer's Chest · 1 of 11 ships
Show all 5 containers (2 more)
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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
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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
- 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 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.
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.
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.
Peers in this cohort
Compare Legendary CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 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.ƒ
In 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.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 / 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 / 15.429 s (15.3 s = 108 ticks) all-upgrades reload (17 s × 0.9 Main Battery Mod. 3 = 15.3 s) = 35.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 / 15.429 s (15.3 s = 108 ticks) all-upgrades reload (17 s × 0.9 Main Battery Mod. 3 = 15.3 s) = 120,750.ƒ
Zero 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.AP shells
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floor(254 mm caliber / 14.3) = 17 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 (15.5 km), where the shell has slowed to 541.6 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 / 15.429 s (15.3 s = 108 ticks) all-upgrades reload (17 s × 0.9 Main Battery Mod. 3 = 15.3 s) = 215,250.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
38,700 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.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 2.3 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 = 4 x 12,900 = 51,600. 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 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 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.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: 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).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
top speed / 4 + 4.9 = 35.5 / 4 + 4.9 = 13.8 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 (31.9 kt of 35.5 kt).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
With 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.ƒ
Base 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.ƒ
Detectability by sea 11.54 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.02 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 11.54 km + 2.0 km while burning = 13.54 km.ƒ
Air detectability 6.92 km + 3.0 km while burning = 9.92 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
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 ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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) ƒ
0.005 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.ƒ
0.14 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.ƒ
0.005 (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
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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
The standard cruiser dispersion curve.(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.(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.(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.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 15525 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 15525 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 15525 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 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 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 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 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 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.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 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.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 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.3 mounts × 3 barrels = 9; all 9 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
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).13500 m / (56.0 kt × 2.6855) = 89.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 4 tubes.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.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
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.@ 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.274 + 113 + 91 = 478 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.Secondary battery dispersion
Same per-type line evaluated at a fixed 5 km: 5 km × 21 + 30 = 135 m.Secondary battery firepower
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(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 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.
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.
Skins & permanent camouflages
Every custom exterior Napoli B can equip.
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.
