World of Warships: Legends ship guide

Paolo Emilio

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold the concealment edge of the contested cap
  • Avoid: Forcing a specialist role the ship was not built for
Key characteristics
Heavy torpedoes2 sigma accuracy11 km gun rangeSmokeSlow reload
Community Data

Paolo Emilio Community Stats

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Playstyle

Overview

Paolo Emilio is a Tier VII Italian all-rounder destroyer (7.3 km surface detection and 6 km torpedoes): balanced between gun pressure, torpedoes, and concealment without a cohort-best trait in any one. The kit pays out by reading the match - contest the cap when the matchup favors you, kite when it doesn't. Standout traits: best armor plate in T7 DDs (60 mm) and best torpedo alpha in T7 DDs (23,767).

Positioning

Hold the concealment edge of the contested cap. Cycle between cap contesting (when peer DDs are not outranging you) and torpedo lanes (when they are); without a dominant kit trait the value is choosing the right matchup, not committing to one playstyle.

Potato Avoidance

Forcing a specialist role the ship was not built for

An all-rounder pays out by reading the match and adapting, not by treating the ship like a brawler or a sniper or a cap contester when she is none of those. If you find yourself thinking 'this ship would be better at X,' pick a ship built for X next match.

Signature Traits

Heavy armor

60.0 mm max plate, best of T7 DDs.

Heavy torpedoes

23767.0 damage per torpedo, best of T7 DDs.

Fast for the class

43.5 kt, best of T7 DDs. Lets you rotate flanks or escape disengagements.

Heavy powerplant

135000.0 hp engine, best of T7 DDs. More headroom for accelerating out of stops and maintaining speed in turns.

Slow reload

9.6 s reload, worst of T7 DDs. Salvos punish more, but cycle is slower than peers.

Wide dispersion

100.4 m max horizontal dispersion, bottom decile of T7 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Paolo Emilio

Paolo Emilio 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

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 16 containers (13 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
Show direct source rows

Builds Beta

Build for speed, concealment, torpedo damage/reload, smoke utility, and survivability.

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Cohort position

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Where Paolo Emilio sits among Tier VII DDs (30 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.

BestMax speed43.5 kt (1/30) BestEngine power135,000 hp (1/30) BestTorpedo damage23,767 (1/29) BestMax armor60 mm (1/30) BestCitadel belt60 mm (1/29) BestEnd plates30 mm (1/29 / 1/29) BestDeck armor45 mm (1/25) Top 10%Hit points24,400 HP (2/30) Top 10%Turn-speed retention166.7 hp/m (2/30) Top 10%Power-to-weight28.08 hp/t (2/30) Top 25%Main battery caliber139 mm (7/30) Top 25%Main battery range11.39 km (5/30) Bottom 25%Rudder shift6.9 s (27/30) Bottom 25%AP DPM150,000 (23/28) Bottom 25%AP arming threshold23 mm (23/28) Bottom 25%AA threat243 (25/30) Bottom 25%Torpedo reload120 s (23/29) Bottom 10%Stealth profile7.34 km / 3.67 km (29/30 / 28/30) Bottom 10%Main dispersion100.4 m (29/30) Bottom 10%Acceleration13.05 s (29/30) Bottom 10%Displacement4,807 t (29/30) WorstMain battery reload9.6 s (30/30) WorstHE DPM97,500 (30/30) WorstAA range2 km (1 of 2 tied) WorstTorpedo range6 km (29/29)
See 11 mid-pack stats

Not standouts for Paolo Emilio -- 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.

Traverse-to-turn ratio6.32 ×(22/30) HE shell damage1,950(9/30) HE fire chance9%(9/30) Fires per minute4.5(21/30) AP velocity875 m/s(9/28) HE velocity875 m/s(9/30) AA DPS136(22/30) Torpedo speed67 kt(9/29) NormAP fuse timer0.01 s(23 of 28 tied at this value) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value)

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

Def-AASmokeEngine Boost
Survivability
Hit Points24,400
Displacement4,807 t
Armor range6–60 mm
Plate armor thicknesses6, 10, 13, 15, 16, 19, 20, 25, 30, 45, 60 mm
Armor material/layer entries48
Fire resistance36.6%
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.
12,200
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.
7,300
Main Battery
ModuleArtillery: 135 mm/45 OTO 1938
Mounts / barrels4 mounts / 8 barrels
Reload time10.7 s
Firing range11.4 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 = (11388/30·(8−0.5)/1000 + 0.5)·30 = 100.4 m
100.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 100.4 × 0.6 = 60.2 m
60.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 100.4 × 0.32 (σ=2) = 32.1 m
32.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 60.2 × 0.321 (σ=2) = 19.3 m
19.3 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ8 broadside guns x 60 / 10.7 s base reload = 44.9.
44.9
HE shells
HE Damage1,950
HE Velocity875 m/s
Fire Chance9%
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ1,950 HE damage x 8 broadside guns = 15,600.
15,600
Base HE DPM
ƒ15,600 HE full-salvo alpha x 60 / 10.7 s base reload = 87,477.
87,477
Installed HE DPM
ƒ15,600 HE full-salvo alpha x 60 / 9.6 s installed reload (Main Battery Mod. 3 = -10%) = 97,500.
97,500
Base fires/min
ƒ8 HE shells x 60 / 10.7 s reload x 9% fire chance = 4.04.
4.04
AP shells
AP Damage3,000
AP Velocity875 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1900 × 32.7^0.69 × 0.139^-1.07 × 875^1.38 = 199.9 mm. Matches the in-game spec card.
199.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.2 km), where the shell has slowed to 310.1 m/s: 1e-7 × 1900 × 32.7^0.69 × 0.139^-1.07 × 310.1^1.38 = 47.8 mm.
47.8 mm
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
Base AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 10.7 s base reload = 134,579.
134,579
Installed AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 9.6 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
150,000
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.
12
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes3 launchers × 4 tubes = 12 tubes
Reload time120 s
Projectile speed67 kt
Range6 km
Maximum simulated damage22,267 (est.)
Alpha damage66,800
Torpedo detectability1.7 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming207 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
267,204
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×0.95) + (30×3.5×0.95) = 136. 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.
136
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
20 mm/70 Breda 19414×6 20mm
13.2 mm/76 Breda 19312×2 13mm
Outer Near aura
DPS30
Range2 km
Inner Near aura
DPS11
Range1.2 km
Total DPS in Aura
ƒOuter Near 30 + Inner Near 11 = 41
41
Maneuverability
Engine moduleEngine: 135,000 hp
Engine power135,000 hp
Maximum speed43.5 kt
Turning circle radius810 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.3× slow
Concealment
Detectability by sea7.34 km
Detectability by air3.67 km
Smoke firing penalty2.88 km
Detect after firing main guns7.34 km
Detect Fire Sea9.34 km
Detect Fire Air6.67 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 15 s emit / 89 s cloud active
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 45 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 20 s active · +300% flak burst boost

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 Disp100.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11388/30·(8−0.5)/1000 + 0.5)·30 = 100.4 m
Max Vert Disp60.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 100.4 × 0.6 = 60.2 m
Med Horiz Disp32.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 100.4 × 0.32 (σ=2) = 32.1 m
Med Vert Disp19.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 60.2 × 0.321 (σ=2) = 19.3 m
AP Pen Close199.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1900 × 32.7^0.69 × 0.139^-1.07 × 875^1.38 = 199.9 mm. Matches the in-game spec card.
AP Pen Far47.8 mm
Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 310.1 m/s: 1e-7 × 1900 × 32.7^0.69 × 0.139^-1.07 × 310.1^1.38 = 47.8 mm.
HE penetration23 mm
23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha15,600
1,950 HE damage x 8 broadside guns = 15,600.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
Base HE DPM87,477
15,600 HE full-salvo alpha x 60 / 10.7 s base reload = 87,477.
Base AP DPM134,579
24,000 AP full-salvo alpha x 60 / 10.7 s base reload = 134,579.
Installed HE DPM97,500
15,600 HE full-salvo alpha x 60 / 9.6 s installed reload (Main Battery Mod. 3 = -10%) = 97,500.
Installed AP DPM150,000
24,000 AP full-salvo alpha x 60 / 9.6 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
Base shells/min44.9
8 broadside guns x 60 / 10.7 s base reload = 44.9.
Installed shells/min50
8 broadside guns x 60 / 9.6 s installed Artillery reload = 50.
Base fires/min4.04
8 HE shells x 60 / 10.7 s reload x 9% fire chance = 4.04.
Installed fires/min4.5
8 HE shells x 60 / 9.6 s installed reload x 9% fire chance = 4.5.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range34.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
3 launchers x 4 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage267,204
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage267,204
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS136
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×0.95) + (30×3.5×0.95) = 136. 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 index243
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

Armor

Hull HP 24,400, 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
Bow30 mm primary (range 6–30 mm)3,500 (14% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)30 mm primary (range 15–30 mm)18,300 (75% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 6–30 mm)1,800 (7% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 10–60 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).
Superstructure20 mm primary (range 20–45 mm)2,100 (9% 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 HP12,200 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 (20 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 HP7,300 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 Paolo Emilio. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×3Main Battery ×4Consumable ×5
2026-04-30

Ministry of Balance: Viva la Marina!

  • Added an optional upgrade that swaps AP shells for SAP shells.
  • Main battery reload time with SAP upgrade increased from 10.7 to 12 s.
  • Main battery SAP shells deal 3,000 damage and can penetrate up to 38 mm.
  • Removed long-range AA battery: Paolo Emilio's 135 mm main battery guns are not dual-purpose and therefore should not contribute to AA defenses 20 mm AA gun average damage per second increased from 76 to 100 13.2 mm AA gun average damage per second increased from 27 to 37.
  • Added Defensive AA Fire consumable to slot 4:
  • Number of charges: 3.
  • Cooldown time: 140 s.
  • Duration: 20 s.
  • Damage: +400%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Paolo Emilio can equip, from in-game data.

  • Paolo Emilio 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.