World of Warships: Legends ship guide

Nino Bixio

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
2 sigma accuracyStealthy (7.4 km)
Community Data

Nino Bixio Community Stats

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Playstyle

Overview

Nino Bixio is a Tier I Italian cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages. Notable: top-decile high HP pool in T1 CAs (16,600 HP) and top-decile top speed in T1 CAs (26.8 kt).

Positioning

Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.

Potato Avoidance

Sailing in a straight line

Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.

Signature Traits

High HP pool

16600.0 HP, top decile of T1 CAs.

Fast for the class

26.8 kt, top decile of T1 CAs. Lets you rotate flanks or escape disengagements.

Heavy powerplant

23000.0 hp engine, top decile of T1 CAs. More headroom for accelerating out of stops and maintaining speed in turns.

Holds speed in turns

47.9 hp per metre of turn radius, top decile of T1 CAs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Thick deck armor

100.0 mm armor deck, top decile of T1 CAs. Eats plunging fire and HE that peers don't.

Best-in-class stealth

7.36 km surface detect, top decile of T1 CAs. Stays dark longer.

Acquisition

How to get Nino Bixio

Nino Bixio is available in the Nino Bixio branch of the Italy Tech Tree as an early line ship.

Show Italy tech-tree branch diagram
Italy Tech Tree

Nino Bixio sits in the Nino Bixio branch. The highlighted path shows the local branch context inside the full Italy tree.

Builds Beta

Build for reload, HE damage, range, mobility, and survivability.

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Cohort position

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Where Nino Bixio sits among Tier I CAs (13 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 profile7.36 km / 4.42 km (1/13 / 1/13) Top 10%Max speed26.8 kt (2/13) Top 10%Engine power23,000 hp (2/13) Top 10%Turn-speed retention47.9 hp/m (2/13) Top 10%Deck armor100 mm (2/13) Top 25%Hit points16,600 HP (3/13) Top 25%Power-to-weight5.64 hp/t (3/13) Bottom 25%Traverse-to-turn ratio4.86 × (11/13) Bottom 25%Main battery reload8.1 s (11/13) Bottom 25%Fires per minute2.22 (11/12) WorstStern armor10 mm (1 of 5 tied)
See 14 mid-pack stats

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

Rudder shift6.2 s(7/13) Main battery caliber120 mm(9/13) Main battery range10.01 km(9/13) HE shell damage1,900(6/12) HE fire chance6%(9/12) HE DPM70,370(8/12) Main dispersion83.2 m(5/13) HE velocity840 m/s(5/12) Acceleration8.04 s(9/13) Displacement4,076 t(7/13) AA threat44(6/13) Max armor100 mm(5/13) Citadel belt38 mm(7/13) Bow armor25 mm(5/13)

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

Survivability
Hit Points16,600
Displacement4,076 t
Armor range6–100 mm
Plate armor thicknesses6, 10, 25, 38, 50, 100 mm
Armor material/layer entries37
Fire resistance0%
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.
8,300
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.
5,000
Main Battery
ModuleArtillery: 120 mm/50 Ansaldo 1909
Mounts / barrels8 mounts / 8 barrels
Reload time9 s
Firing range (base)9.1 km
Firing range (top fire control)10 km
Turret traverse8 °/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 = (9099/30·(8−0.5)/1000 + 0.5)·30 = 83.2 m
83.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.2 × 0.6 = 49.9 m
49.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.2 × 0.32 (σ=2) = 26.6 m
26.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.9 × 0.321 (σ=2) = 16 m
16 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ5 broadside guns x 60 / 9 s base reload = 33.3.
33.3
HE shells
HE Damage1,900
HE Velocity840 m/s
Fire Chance6%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,900 HE damage x 5 broadside guns = 9,500.
9,500
Base HE DPM
ƒ9,500 HE full-salvo alpha x 60 / 9 s base reload = 63,333.
63,333
Base fires/min
ƒ5 HE shells x 60 / 9 s reload x 6% fire chance = 2.
2
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.9) = 22. 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.
22
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm/39 Vickers-Terni2×1 40mm
Medium aura
DPS7
Range2 km
Maneuverability
Engine moduleEngine: 23,000 hp
Engine power23,000 hp
Maximum speed26.8 kt
Turning circle radius480 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.9× drags
Concealment
Detectability by sea7.36 km
Detectability by air4.42 km
Smoke firing penalty2.63 km
Detect after firing main guns7.36 km
Detect Fire Sea9.36 km
Detect Fire Air7.42 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (1)

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

Fire controlUpgrade
  • Main battery range9,099 → 10008.9 m

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 Disp83.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9099/30·(8−0.5)/1000 + 0.5)·30 = 83.2 m
Max Vert Disp49.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.2 × 0.6 = 49.9 m
Med Horiz Disp26.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.2 × 0.32 (σ=2) = 26.6 m
Med Vert Disp16 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.9 × 0.321 (σ=2) = 16 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
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 alpha5
Barrels that can bear on one beam (5 of 8); casemate/wing mounts only fire one side.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha9,500
1,900 HE damage x 5 broadside guns = 9,500.
Base HE DPM63,333
9,500 HE full-salvo alpha x 60 / 9 s base reload = 63,333.
Base shells/min33.3
5 broadside guns x 60 / 9 s base reload = 33.3.
Base fires/min2
5 HE shells x 60 / 9 s reload x 6% fire chance = 2.

AA defense

Close-range AA DPS22
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.9) = 22. 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 index44
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.

Armor

Hull HP 16,600, 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
Bow25 mm primary (range 6–50 mm)700 (4% of HP)
Overmatch not possible at T IIAngle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)6 mm12,500 (75% of HP)
Overmatched by 127mm+ (Farragut)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 6–38 mm)400 (2% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel38 mm primary (range 6–38 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–100 mm)700 (4% 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 HP8,300 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 HP5,000 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.

Balance History

Balance updates affecting Nino Bixio. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×2
2025-06-26

Ministry of Balance: Declaration of Changes

  • Main battery reload time reduced from 12 to 9 seconds.
  • Main battery maximum HE shell damage increased from 1,700 to 1,900.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Nino Bixio can equip, from in-game data.

  • Nino Bixio 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.