Paolo Emilio
Beta- Hold the concealment edge of the contested cap
- Avoid: Forcing a specialist role the ship was not built for
Paolo Emilio Community Stats
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Paolo Emilio Community Stats
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
60.0 mm max plate, best of T7 DDs.
23767.0 damage per torpedo, best of T7 DDs.
43.5 kt, best of T7 DDs. Lets you rotate flanks or escape disengagements.
135000.0 hp engine, best of T7 DDs. More headroom for accelerating out of stops and maintaining speed in turns.
9.6 s reload, worst of T7 DDs. Salvos punish more, but cycle is slower than peers.
100.4 m max horizontal dispersion, bottom decile of T7 DDs. Long-range salvos are noticeably wider than peers'.
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
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Super VII Crate
4%
One of the Tier VII Premium ships
Event containers · Super VII Crate · 1 of 25 ships
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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)
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Mega Santa '23
0.172414%
Tier VII Premium ship
Event containers · Mega Santa '23 · 1 of 29 ships
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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%
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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%
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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%
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Mystic Lantern
0.074419%
Tier VII Premium ship
Event containers · Mystic Lantern · 1 of 43 ships
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Super Santa '23
0.051724%
Tier VII Premium ship
Event containers · Super Santa '23 · 1 of 29 ships
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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%
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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%
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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%
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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%
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Ultimate Crate
0.005172%
Tier VII Premium ship
Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
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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
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Mega Santa '23 0.172414% · Tier VII Premium ship
- Mystic Lantern 0.074419% · Tier VII Premium ship
- Santa Level 2 0.002857% · Tier VII Premium ship
- Santa Level 3 0.057143% · Tier VII Premium ship
- Santa Level 4 0.114286% · Tier VII Premium ship
Builds Beta
Build for speed, concealment, torpedo damage/reload, smoke utility, and survivability.
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 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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 100.4 × 0.6 = 60.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 100.4 × 0.32 (σ=2) = 32.1 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 60.2 × 0.321 (σ=2) = 19.3 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
8 broadside guns x 60 / 10.7 s base reload = 44.9.HE shells
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23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).ƒ
1,950 HE damage x 8 broadside guns = 15,600.ƒ
15,600 HE full-salvo alpha x 60 / 10.7 s base reload = 87,477.ƒ
15,600 HE full-salvo alpha x 60 / 9.6 s installed reload (Main Battery Mod. 3 = -10%) = 97,500.ƒ
8 HE shells x 60 / 10.7 s reload x 9% fire chance = 4.04.AP shells
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floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
3,000 AP damage x 8 broadside guns = 24,000.ƒ
24,000 AP full-salvo alpha x 60 / 10.7 s base reload = 134,579.ƒ
24,000 AP full-salvo alpha x 60 / 9.6 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.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
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Outer Near 30 + Inner Near 11 = 41
Damage Control Party∞ charges · 40 s reload · 5 s active
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
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 100.4 × 0.6 = 60.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 100.4 × 0.32 (σ=2) = 32.1 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 60.2 × 0.321 (σ=2) = 19.3 mCanonical 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.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.23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).floor(139 mm caliber / 14.3) = 9 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 8 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,950 HE damage x 8 broadside guns = 15,600.3,000 AP damage x 8 broadside guns = 24,000.15,600 HE full-salvo alpha x 60 / 10.7 s base reload = 87,477.24,000 AP full-salvo alpha x 60 / 10.7 s base reload = 134,579.15,600 HE full-salvo alpha x 60 / 9.6 s installed reload (Main Battery Mod. 3 = -10%) = 97,500.24,000 AP full-salvo alpha x 60 / 9.6 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.8 broadside guns x 60 / 10.7 s base reload = 44.9.8 broadside guns x 60 / 9.6 s installed Artillery reload = 50.8 HE shells x 60 / 10.7 s reload x 9% fire chance = 4.04.8 HE shells x 60 / 9.6 s installed reload x 9% fire chance = 4.5.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).3 launchers x 4 tubes.12 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.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.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 |
|---|---|---|---|---|
| Bow | 30 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. |
| Stern | 30 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. |
| Citadel | 60 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). |
| Superstructure | 20 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 HP | 12,200 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 7,300 module HP | Incapacitated at 0 HP | When 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.
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%.
Skins & permanent camouflages
Every custom exterior Paolo Emilio 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.
