World of Warships: Legends ship guide

Paolo Emilio

Also called: 保罗·埃米利奥 Beta
Italy · Tier VII · Destroyer · Premium
SAP destroyerFires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
Playstyle
  • Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Heavy torpedoes11.4 km gun rangeSmokeEngine BoostFast for the classLow HE DPM
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Community Data

Paolo Emilio Community Stats

Across 11,000+ Standard battles from 230+ players, Paolo Emilio averages a 61% win rate, 48,700 damage and 1.2 kills per battle, and survives 30% of them.

Community Data

Paolo Emilio Community Stats

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Playstyle

Overview

Paolo Emilio is a Tier VII Italian SAP destroyer: her main guns fire high-alpha semi-armor-piercing shells instead of AP, so one good salvo lands a big guaranteed hit on broadsides and superstructures. Lean on speed to pick targets your SAP bites rather than shatters on; the torpedoes are slow and secondary. Exhaust smoke and engine boost cover the approach. Standout traits: best top speed in T7 DDs (43.5 kt, 1st of 42) and torpedo alpha in T7 DDs (22,267, 3rd of 38). The trade is surface detection in T7 DDs (7.3 km, 39th of 42).

Positioning

Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke. Pick broadsides, soft destroyers, and exposed superstructures where SAP lands full damage; do not trade SAP into the bow armor of an angled cruiser, and use speed and smoke, not concealment, to survive. Shooting from the cloud gives you away at 2.9 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.1 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.4 km) and radar (about 9.4 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. Both phases of a turn are slow (5.3 s on the rudder, a 810 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled cruiser are wasted; hunt the broadsides, soft destroyers, and superstructures it bites cleanly, and remember the torpedoes are slow backup, not your primary damage.

Signature Traits

Torpedoes on both beams

One launcher on each beam plus a centreline launcher, 8 tubes per side. Each launcher reloads on its own, so she can fire one side, turn and fire the other without waiting, or ambush ships on both sides of an island at once, shared by 9/42 T7 DDs.

Engine Boost

+8% speed (about +3.5 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

Fast for the class ↗

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

Heavy torpedoes ↗

22267 damage per torpedo, top decile of T7 DDs.

Low HE DPM ↗

78000 HE DPM, bottom decile of T7 DDs. Don't bank on burn pressure.

Easily spotted ↗

7.3 km surface detect, bottom decile of T7 DDs. Visible before you can react; position early.

Acquisition

How to get Paolo Emilio

Paolo Emilio is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Global XP and 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

  • Super VII crate 4% One of the Tier VII Premium ships Event · Super VII crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.384615% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
Show all 16 containers (13 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Archived · Mega Santa '23 · 1 of 29 ships
  • Spectral Vault 4.0 0.160256% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.102564%
    • Spectral Vault 4.0 → Spectral Vault 5.00.057692%
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · 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 0.080449% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.051282%
    • Spectral Vault 3.0 → Spectral Vault 5.00.011538%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011282%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
  • Mystic Lantern 0.07619% Tier VII Premium ship Event · Mystic Lantern · 1 of 42 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Archived · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · 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 Archived · 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 0.013814% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005128%
    • Spectral Vault 2.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002051%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · 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 Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.002048% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.000513%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Show direct source rows

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.

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Cohort position

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Where Paolo Emilio sits among Tier VII DDs (41 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 (1/42) BestEngine power135,000 hp (1/42) Top 10%Acceleration (0-12 kt)4.6 s (5/42) Top 10%Power / turn radius166.7 hp/m (2/42) Top 10%Power-to-weight28.08 hp/t (3/42) Top 10%Torpedo damage≈22,267 (3/38) Top 10%Max armor60 mm (3/42) Top 10%Citadel belt60 mm (3/42) Top 25%Hit points24,400 HP (7/42) Top 25%Main battery range11.39 km (5/37) Bottom 25%Smoke fire bloom2.88 km (33/42) Bottom 25%Air detection3.67 km (36/42) Bottom 25%Fires per minute3.6 (32/35) Bottom 25%Main dispersion100.4 m (34/37) Bottom 25%Displacement4,807 t (38/42) Bottom 25%AA threat244 (33/42) Bottom 25%Torpedo range6 km (35/38) Bottom 25%Torpedo reload120 s (34/38) Bottom 10%Concealment7.34 km (39/42) Bottom 10%Rudder shift5.3 s (39/42) Bottom 10%Effective HE DPM (incl. fire)104,704 (34/35) Bottom 10%Torpedo reaction time9.4 s (36/38) WorstTurning circle810 m (42/42) WorstMain battery reload12 s (37/37) WorstHE DPM78,000 (35/35) WorstNo secondaries (35 of 42 in cohort) WorstAA range2 km (1 of 7 tied)
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.

Main battery caliber135 mm(11/37) HE shell damage1,950(13/35) HE fire chance9%(11/35) HE velocity875 m/s(12/35) Time to 90% speed17.1 s(29/42) AP pen at 10 km67 mm(17/34) AA DPS137(29/42) Torpedo speed67 kt(15/38) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormTurn speed retained81%(40 of 42 tied at this value)
Survivability
Hit Points24,400
Displacement4,807 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
153 x 14.5 m (ship-model figure)
Armor range6–60 mm
Plate armor thicknesses6, 10, 13, 15, 16, 19, 20, 25, 30, 45, 60 mm
Armor material/layer entries48
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 24,400 HP = 2,196 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 24,400 HP = 2,440 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,500 = 7,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,500
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 18,300 = 36,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
18,300
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,100 = 4,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,800
Main Battery
ModuleArtillery: 135 mm/45 OTO 1938
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 10.7 s → 12 s
Firing range11.4 km
Turret traverse10 °/s
Turret armor60 mm
Turret traverse arcs
ƒHow 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.
2x ±147°, 2x ±153°
Guns to bear
ƒ180° − 153° (the most restricted aft-facing mount's arc) = 27° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° 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.
27° off bow / 33° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (11.4 km) shells land in an ellipse about 100 m wide and 60 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1138830·8−0.51000+0.5)·30=100.4m
100.4 m at 11.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.4·0.6=60.2m
60.2 m at 11.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =100.4·0.62=30.1m
30.1 m at 11.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =60.2·0.62=18.1m
18.1 m at 11.4 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 10.714 s (10.7 s = 75 ticks) base reload = 44.8. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 10.857 s (10.8 s = 76 ticks) all-upgrades reload (12 s × 0.9 Main Battery Mod. 3 = 10.8 s) = 44.2.
Initial: 44.8 → 44.2
HE shells
HE alpha1,950
HE Velocity875 m/s
Fire Chance9%
HE fire DPM vs T7 BB26704
Effective HE DPM vs T7 BB104704
HE penetration
ƒ23 mm ≈ 135 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
HE DPM
ƒZero upgrades: 15,600 HE full-salvo alpha x 60 / 10.714 s (10.7 s = 75 ticks) base reload = 87,360. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 15,600 HE full-salvo alpha x 60 / 10.857 s (10.8 s = 76 ticks) all-upgrades reload (12 s × 0.9 Main Battery Mod. 3 = 10.8 s) = 86,211.
Initial: 87,360 → 86,211
Fires/min
ƒZero upgrades: 44.8 shells/min × 0.09 (9% fire chance) = 4.03. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 44.2 shells/min × 0.09 (9% fire chance) = 3.98.
Initial: 4.03 → 3.98
SAP shells
SAP alpha3,000 (top hull)
SAP Velocity875 m/s (top hull)
SAP Pen (mm)38 (top hull)
SAP Min Ricochet60 deg (top hull)
SAP Guaranteed Ricochet75 deg (top hull)
SAP Fuse Timer0.03 s (top hull)
SAP Fuse Threshold25 mm (top hull)
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
12 (top hull)
SAP full-salvo alpha
ƒWith the top hull (top gun + Main Battery Mod. 3 = -10% reload): 3,000 SAP damage x 8 broadside guns = 24,000.
24,000 (top hull)
SAP DPM
ƒWith the top hull (top gun + Main Battery Mod. 3 = -10% reload): 24,000 SAP full-salvo alpha x 60 / 10.857 s (10.8 s = 76 ticks) all-upgrades reload (12 s × 0.9 Main Battery Mod. 3 = 10.8 s) = 132,632.
132,632 (top hull)
AP shells
AP alpha3,000 (stock hull only)
AP Velocity875 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1900·32.70.69·0.139−1.07·8751.38=199.9mm.
199.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.4 km), where the shell has slowed to 360.2 m/s: P=10−7·1900·32.70.69·0.139−1.07·360.21.38=58.7mm.
58.7 mm at 11.4 km
AP full-salvo alpha
ƒStock hull only: the top hull's gun fires no AP. 3,000 AP damage x 8 broadside guns = 24,000.
24,000 (stock hull only)
AP DPM
ƒStock hull only: the top hull's gun fires no AP. Zero upgrades: 24,000 AP full-salvo alpha x 60 / 10.714 s (10.7 s = 75 ticks) base reload = 134,400. All upgrades (Main Battery Mod. 3 = -10% reload): 24,000 AP full-salvo alpha x 60 / 9.714 s (9.6 s = 68 ticks) all-upgrades stock-gun reload (10.7 s × 0.9 Main Battery Mod. 3 = 9.6 s) = 148,235.
Initial: 134,400 → 148,235 (stock hull only)
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 speed67.0 kt
Range6 km
Maximum simulated damage
ƒMost 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: Dsim=α·c=66,800·0.333=22,267. 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.
≈ 22,267
Maximum damage (ammunition)
ƒ66,800 warhead alpha / 3 + 1,500 blast = 23,767. 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.
23,767
Torpedo module damage
ƒPer-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.
1,500
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km67 kt×2.6855=9.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
9.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 4.06 per hit, shown as 4.06×100=406%. 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.
406%
Torpedo launcher traverse25 °/s
Launch arcscentreline 260°; wing 149° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming210 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 22,267 = 178,136. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
178,136
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
20 mm/70 Breda 19414×6 20mm
13.2 mm/76 Breda 19312×2 13mm
Outer Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.95 hit probability = 100 - the same in-game units as the Close-range AA DPS headline.
100
Range2 km
Inner Near aura
Guns13.2 mm/76 Breda 1931
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.
37
Range1.2 km
Total DPS in Aura
ƒOuter Near 100 + Inner Near 37 = 137
137
Maneuverability
Engine power135,000 hp
Maximum speed43.5 kt
Turning circle radius810 m
Rudder shift time5.3 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 43.5 / 4 + 4.9 = 15.8 kt. Base value; speed modifiers scale it.
15.8 kt
Crash stop
ƒSeconds 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.
15.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
13.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (39.1 kt of 43.5 kt).
17.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (43.1 kt of 43.5 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.
28.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.0 = +3.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+3.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.34 km x 0.955 = 7.01 km. Camouflage does not change detectability by air.
7.34 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.34 km x 0.955 (Grade IV permanent camo or any disposable camo) = 7.01 km.
7.01 km
Detectability by air3.67 km
Smoke firing penalty2.88 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.34 km) = 11.39 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.39 km
Detect when firing (air)
ƒAir detectability 3.67 km + gun-firing bloom 2.7 km = 6.37 km. The bloom tracks main-battery caliber 135 mm × 0.020 = 2.7 km.
6.37 km
Detect when on fire (sea)
ƒSea detectability 7.34 km + 2.0 km while burning = 9.34 km.
9.34 km
Detect when on fire (air)
ƒAir detectability 3.67 km + 3.0 km while burning = 6.67 km.
6.67 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 89 s cloud active · 450 m radius
Exhaust Smoke Generator2 charges · 180 s reload · 30 s emit / 45 s cloud active · 600 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 20 s active · ×4 flak burst boost
ƒRepeats the flak burst pattern ×4 within each salvo - more clouds in the air over the salvo, at the same spots.
Module options (1)

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

ArtilleryUpgrade
  • Base reload10.7 → 12 s

Under the hood

Show ▾

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

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.
Shell scatter height @ 5 km24.3 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11388=5694 m, and radiusOnMax=0.6 at 11388 m. Below the kink: k=0.2+(0.5−0.2)·50005694=0.4634, so σV=σH·k=52.5·0.4634=24.3m.
Shell scatter height @ 10 km51.8 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11388=5694 m, and radiusOnMax=0.6 at 11388 m. Above the kink: k=0.5+(0.6−0.5)·10000−569411388−5694=0.5756, so σV=σH·k=90·0.5756=51.8m.
AP pen 5 km113 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1900·32.70.69·0.139−1.07·580.11.38=113mm, where 580.1 m/s is the shell's speed when it arrives at 5 km (from 875 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km67 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1900·32.70.69·0.139−1.07·395.31.38=67mm, where 395.3 m/s is the shell's speed when it arrives at 10 km (from 875 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.39 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.29·0.13928·32.7=6.73×10−5. That runs from a 875 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.
HE flight time @ 10 km6.23 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.29·0.13528·32.7=6.35×10−5. That runs from a 875 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.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)1,900
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass32.7 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.29
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity875 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity875 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time9.4 s
1700 m / (67.0 kt × 2.6855) = 9.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed67.0 kt
Travel time to max range33.3 s
6000 m / (67.0 kt × 2.6855) = 33.3 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
3 launchers × 4 tubes.
Per-side salvo8 torpedoes
4 centreline + (8 wing tubes / 2) = 8: centreline launchers train to either side; wing 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.
Full-salvo damage267,204
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 22,267 = 267,204. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range100
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 13 2mm 2barrels Breda MG 2x2 -> 37 DPS @ 1.2 km; 20mm70 Breda barrels 6 4x6 -> 100 DPS @ 2 km.
AA DPS layered by range100 DPS @ 2 km, 137 DPS @ 1.2 km
@ 2 km: 100 from one family; @ 1.2 km: 37 + 100 = 137. 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.
AA DPS at point-blank137
37 + 100 = 137 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index244
37 × 1.2 + 100 × 2 = 244. 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
Open in Charting Tool

Ship Charts

Background

The project of a relatively large and a very high-speed "armored reconnaissance ship" with a powerful main battery, developed by the Ansaldo company under Project UP 39. Paolo Emilio was the predecessor of the Capitani Romani-class light cruisers.

Armor Beta

Hull HP 24,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel60 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 6–30 mm)3,500 (14% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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.
Hull (midship)30 mm primary (range 15–30 mm)18,300 (75% of HP)
Overmatched by 460mm+ AP (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.
Stern19 mm primary (range 6–30 mm)1,800 (7% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 10–60 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

Balance History

Balance updates affecting Paolo Emilio. Cards are condensed; use each source link for full context.

Nerf ×2Buff ×4Main 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.

  • 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.