World of Warships: Legends ship guide

Nazario Sauro

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 8-km torpedoes for a perfect shot
Key characteristics
Long torps (8 km)2 sigma accuracyStrong AAEngine BoostSlow acceleration
Community Data

Nazario Sauro Community Stats

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Playstyle

Overview

Nazario Sauro is a Tier II Italian torpedo destroyer reaching 8 km. The torpedoes travel at 51 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (59 AA DPS at 2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best HE alpha in T2 DDs (1,700) and best engine power in T2 DDs (36,000 HP).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 51 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 8-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

High HP pool

10300.0 HP, best of T2 DDs.

Heavy HE shells

1700.0 damage per HE shell, best of T2 DDs. Punishes superstructure and modules harder than peers.

Heavy powerplant

36000.0 hp engine, best of T2 DDs. More headroom for accelerating out of stops and maintaining speed in turns.

Holds speed in turns

72.0 hp per metre of turn radius, best of T2 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Slow acceleration

~12.25 s to max forward speed, worst of T2 DDs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Slow torp reload

85.0 s torpedo reload, bottom decile of T2 DDs. Long wait between drops.

Acquisition

How to get Nazario Sauro

Nazario Sauro is available in the Destroyer Hunters branch of the Italy Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show Italy tech-tree branch diagram
Italy Tech Tree

Nazario Sauro sits in the Destroyer Hunters branch. The highlighted path shows the local branch context inside the full Italy tree.

Official WG availability sources

Builds Beta

Carlo Bergamini, Giuseppe Fulgosi, and Luigi Rizzo are useful Italian destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

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Commanders frequently paired with this ship Luigi Rizzo

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Cohort position

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Where Nazario Sauro sits among Tier II DDs (20 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.

BestHit points10,300 HP (1/20) BestMain battery caliber120 mm (1 of 2 tied) BestEngine power36,000 hp (1/20) BestTurn-speed retention72 hp/m (1/20) Top 10%AA DPS59 (2/20) Top 10%Torpedo range8.01 km (3/20) Top 25%Main battery range8.82 km (6/20) Top 25%HE DPM69,153 (5/20) Top 25%HE velocity850 m/s (5/20) Top 25%AA threat104 (4/16) Bottom 25%Air detection2.89 km (18/20) Bottom 25%Rudder shift3.6 s (18/20) Bottom 25%HE fire chance5% (17/20) Bottom 10%Concealment6.03 km (19/20) Bottom 10%Displacement1,575 t (19/20) Bottom 10%Torpedo reload85 s (19/20) WorstAcceleration12.25 s (1 of 2 tied) WorstDeck armor6 mm (1 of 8 tied)
See 13 mid-pack stats

Not standouts for Nazario Sauro -- here's where she sits on every other ranked stat in the cohort.

Max speed35 kt(7/20) Traverse-to-turn ratio4.85 ×(11/20) Main battery reload5.9 s(15/20) Fires per minute2.03(15/20) Main dispersion75.1 m(7/20) Power-to-weight22.86 hp/t(8/20) AA range2 km(11/20) Torpedo damage7,333(13/20) Torpedo speed51 kt(15/20) Max armor10 mm(9/20) Citadel belt10 mm(9/20) Bow armor10 mm(7/20) Stern armor10 mm(7/20)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 8,900 → 10,300
Displacement1,575 t
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries21
Fire resistanceInitial: 0% → 3.3%
Fire duration30 s
Torp Reduction0%
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.
5,200
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.
3,100
Main Battery
ModuleArtillery: 120 mm/45 Vickers-Terni 1926
Mounts / barrels2 mounts / 4 barrels
Reload time6.5 s
Firing range (base)8 km
Firing range (top fire control)8.8 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8019/30·(8−0.5)/1000 + 0.5)·30 = 75.1 m
75.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 75.1 × 0.6 = 45.1 m
45.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 75.1 × 0.32 (σ=2) = 24 m
24 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.1 × 0.319 (σ=2) = 14.4 m
14.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 6.5 s base reload = 36.9.
36.9
HE shells
HE Damage1,700
HE Velocity850 m/s
Fire Chance5%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
Base HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 6.5 s base reload = 62,769.
62,769
Base fires/min
ƒ4 HE shells x 60 / 6.5 s reload x 5% fire chance = 1.85.
1.85
SAP shells
SAP Damage2,350
SAP Velocity850 m/s
SAP Pen (mm)34.2
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time85 s
Projectile speed51 kt
Range8.01 km
Maximum simulated damage6,633 (est.)
Alpha damage19,900
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming157 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
39,798
AA Defense
AA mount points3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (5×3.5×0.95) = 59. 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.
59
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm/39 Vickers-Terni2×1 40mm
13.2 mm/76 Breda 1931 (upgraded hull only)1×2 13mm
7.7 mm Lewis (stock hull only)1×1 8mm
Medium aura
DPSInitial: 10 → 12
Range2 km
Near aura
DPS5
Range1.2 km
Total DPS in Aura
ƒMedium 12 + Near 5 = 17
17
Maneuverability
Engine moduleEngine: 36,000 hp
Engine power36,000 hp
Maximum speed35 kt
Turning circle radius500 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.8× drags
Concealment
Detectability by sea6.03 km
Detectability by air2.89 km
Smoke firing penalty2.07 km
Detect after firing main guns6.03 km
Detect Fire Sea8.03 km
Detect Fire Air5.89 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator3 charges · 120 s reload · 15 s emit / 10 s cloud active
Engine Boost3 charges · 120 s reload · 15 s active · +25% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points8,900 → 10,300
  • Rudder shift5 → 3.6 s
  • Close-range AA DPS12 → 17
  • Turret traverse10 → 8 °/s
Fire controlUpgrade
  • Main battery range8,019 → 8820.9 m
TorpedoesUpgrade
  • Reload95 → 85 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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp75.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8019/30·(8−0.5)/1000 + 0.5)·30 = 75.1 m
Max Vert Disp45.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 75.1 × 0.6 = 45.1 m
Med Horiz Disp24 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 75.1 × 0.32 (σ=2) = 24 m
Med Vert Disp14.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.1 × 0.319 (σ=2) = 14.4 m
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
Base HE DPM62,769
6,800 HE full-salvo alpha x 60 / 6.5 s base reload = 62,769.
Base shells/min36.9
4 broadside guns x 60 / 6.5 s base reload = 36.9.
Base fires/min1.85
4 HE shells x 60 / 6.5 s reload x 5% fire chance = 1.85.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range60.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage39,798
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage39,798
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS59
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (5×3.5×0.95) = 59. 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 range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index104
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 range1.2 km

Armor

Hull HP 8,90010,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 6–10 mm)1,500 (15% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Stern10 mm primary (range 6–10 mm)1,100 (11% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm primary (range 6–10 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure6 mm500 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP5,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP3,100 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

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

Skins & permanent camouflages

Every custom exterior Nazario Sauro can equip, from in-game data.

  • Nazario Sauro 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.