World of Warships: Legends ship guide

Also known as R. Lauria

Ruggiero di Lauria

Also called: 鲁杰罗·迪·劳里亚 Beta
Italy · Tier ★ · Battleship · Premium
SAP battleshipMain guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels, and angle to survive while picking targets your SAP bites rather than shatters on.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 35-kn speed to push rather than to rotate
Key characteristics
457 mm AP overmatch114 mm SAP penWide SAP fragmentsSpotter planeFast for the classShort AA reach
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Community Data

Ruggiero di Lauria Community Stats

Across 10,000+ Standard battles from 150+ players, Ruggiero di Lauria averages a 64% win rate, 120,000 damage and 1.2 kills per battle, and survives 53% of them.

Community Data

Ruggiero di Lauria Community Stats

Log in to GamingDiver and upload your data to see Community Data for Ruggiero di Lauria: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Ruggiero di Lauria is a Legendary Italian SAP battleship: her 457mm main battery fires semi-armor-piercing shells (114mm of fixed penetration) in place of AP. SAP lands a reliable guaranteed chunk on broadsides and superstructures instead of fishing for citadels, and pens without the angle checks AP lives or dies on. The catch is that SAP shatters on the heavy belt armor AP would punch through, so the kit rewards picking targets it bites over trading into an angled battleship. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best top speed in Legendary BBs (35 kt) and top-decile engine power in Legendary BBs (235,000 HP). WG's own post highlights her concealment: 15.6 km is fourth-best among Legendary battleships, which is what makes the long-range work sustainable rather than simply exposed.

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 35-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Fast for the class ↗

35 kt, best of Legendary BBs. Lets you rotate flanks or escape disengagements.

Repairs citadel hits ↗

40% of citadel damage heals back, top decile of Legendary BBs. Most peers recover a tenth of it.

Fast turret traverse ↗

6°/s turret traverse, top decile of Legendary BBs. Tracks fast-rotating targets peers can't keep up with.

Sap Battleship

Fast flanking BB ↗

Speed in the top bracket. Rotates flanks and dictates engagement angles.

Short AA reach ↗

4 km AA reach, bottom decile of Legendary BBs. Bombs and torpedoes drop before AA bites.

Acquisition

How to get Ruggiero di Lauria

Ruggiero di Lauria is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency 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

  • Chest of Rarities 0.2% Legendary Tier ship Event · Chest of Rarities · 1 of 5 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
  • Piñata Chest 0.02% Legendary Tier ship Event · Piñata Chest → Chest of Rarities · 1 of 5 ships
Official WG availability sources
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.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Ruggiero di Lauria sits among Legendary BBs (22 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 speed35 kt (1/23) Top 10%Engine power235,000 hp (2/23) Top 10%Power / turn radius235 hp/m (3/23) Top 10%Power-to-weight4.07 hp/t (2/23) Top 25%Stealth profile15.6 km / 12.48 km (4/23 / 4/23) Top 25%Main battery range17.47 km (6/23) Top 25%Acceleration (0-12 kt)12.4 s (5/23) Top 25%Displacement57,700 t (6/23) Top 25%Repair heal rate1.12 %/s (5/23) Top 25%Citadel belt457 mm (4/23) Bottom 25%Secondary DPM (per side)136,640 (21/23) Bottom 25%AA DPS528 (20/23) Bottom 25%Flak damage per salvo (expected)1,260 (21/23) ShortestAP fuse timer0.015 s (1 of 3 tied) WorstAA range4 km (1 of 2 tied) WorstAA threat1,606 (23/23) WorstNo torpedoes (17 of 23 in cohort)
See 22 mid-pack stats

Not standouts for Ruggiero di Lauria -- 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.

Hit points79,200 HP(18/23) Smoke fire bloom15.5 km(12/23) Rudder shift17.1 s(11/23) Turning circle1,000 m(18/23) Main battery caliber457 mm(9/23) Main battery reload28 s(9/23) Sigma1.9(12/23) AP shell damage14,900(7/23) AP DPM255,429(16/23) Main dispersion194.7 m(11/23) AP velocity762 m/s(15/23) Time to 90% speed35.4 s(13/23) AP arming threshold76 mm(15/23) AP pen at 10 km654 mm(11/23) Repair charges3(9/23) Max armor457 mm(9/23) NormSecondary dispersion bracket57(16 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormSecondary range5 km(13 of 23 tied at this value) NormBow armor32 mm(18 of 23 tied at this value) NormStern armor32 mm(18 of 23 tied at this value)
Survivability
Hit Points79,200
Displacement57,700 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.
287 x 33.6 m
Armor range19–457 mm
Plate armor thicknesses19, 32, 38, 45, 50, 60, 80, 100, 120, 127, 150, 170, 200, 250, 300, 350, 400, 457 mm
Armor material/layer entries91
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 79,200 HP = 14,256 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 79,200 HP = 15,840 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.203 hull torpedo-damage coefficient / 0.333 unprotected baseline = 39%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
39%
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.
39,600
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.
23,800
Effective HP
ƒBase 79,200 HP plus everything Repair Party can restore: 0.0112 of max HP per second (1.12%) × 20 s × 79,200 HP = 17,741 HP per charge, × 3 charges = 53,222 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
132,000–132,422
Repairable: penetration50%
Repairable: citadel40%
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 × 5,500 = 11,000), 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.
5,500
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 11,900 = 23,800), 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.
11,900
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 × 59,400 = 118,800), 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.
59,400
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 × 3,300 = 6,600), 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 ×. 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.
3,300
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 × 3,000 = 6,000), 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.
3,000
Citadel 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
Main Battery
ModuleArtillery: 457 mm/45 Mk.II
Mounts / barrels4 mounts / 8 barrels
Reload time28 s
Firing range17.5 km
Turret traverse6 °/s
Turret armor450 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.
4x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
30° off bow / 30° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.5 km) than a standard battleship: about 195 m wide × 117 m tall, against 235 m × 141 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1747030·10−1.61000+1.6)·30=194.7m
194.7 m at 17.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =194.7·0.6=116.8m
116.8 m at 17.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =194.7·0.61.9=61.5m
61.5 m at 17.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =116.8·0.61.9=36.9m
36.9 m at 17.5 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 28 s base reload = 17.1. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 19.
Initial: 17.1 → 19
SAP shells
SAP alpha16,600
SAP Velocity757 m/s
SAP Pen (mm)114
SAP Min Ricochet70 deg
SAP Guaranteed Ricochet80 deg
SAP Fuse Timer0.03 s
SAP Fuse Threshold25 mm
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.
400
SAP full-salvo alpha
ƒ16,600 SAP damage x 8 broadside guns = 132,800.
132,800
SAP DPM
ƒZero upgrades: 132,800 SAP full-salvo alpha x 60 / 28 s base reload = 284,571. All upgrades (Main Battery Mod. 3 = -10% reload): 132,800 SAP full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 315,119.
Initial: 284,571 → 315,119
AP shells
AP alpha14,900
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold76 mm
AP pen max range553 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2485·15060.69·0.457−1.07·7621.38=849.2mm.
849.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.5 km), where the shell has slowed to 558 m/s: P=10−7·2485·15060.69·0.457−1.07·5581.38=552.4mm.
552.4 mm at 17.5 km
AP full-salvo alpha
ƒ14,900 AP damage x 8 broadside guns = 119,200.
119,200
AP DPM
ƒZero upgrades: 119,200 AP full-salvo alpha x 60 / 28 s base reload = 255,429. All upgrades (Main Battery Mod. 3 = -10% reload): 119,200 AP full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 282,847.
Initial: 255,429 → 282,847
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.
400
AA Defense
AA mount points36
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
37 mm/54 Breda 193810×2 37mm
37 mm/54 Breda 19396×4 37mm
20 mm/70 Breda 194120×6 20mm
135 mm/45 Model 1938 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 135mm
Far aura
Guns135 mm/45 Model 1938 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 52 from dual-purpose secondaries firing as AA in this range band.
52
Range4 km
Medium aura
Guns37 mm/54 Breda 1938 + 37 mm/54 Breda 1939
Continuous DPS
ƒEffective DPS: 113 raw aura damage × 3.5 × 0.75 hit probability = 297 - the same in-game units as the Close-range AA DPS headline.
297
Range3.5 km
Total DPS in Aura
ƒFar 52 + Medium 297 = 349
349
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 73 raw aura damage × 3.5 × 0.7 hit probability = 179 - the same in-game units as the Close-range AA DPS headline.
179
Range2 km
Total DPS in Aura
ƒFar 52 + Medium 297 + Near 179 = 528
528
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 135 mm (8/side) × 60/10.714 s (10.7 s = 75 ticks) × 3050 = 136,640. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
136,640
135 mm/45 Model 1938 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 135mm
Caliber135 mm
Reload time10.7 s
SAP alpha3,050
Muzzle Velocity875 m/s
SAP Pen38 mm
Min Ricochet60°
Max Ricochet75°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power235,000 hp
Maximum speed35.0 kt
Turning circle radius1000 m
Rudder shift time17.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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.
38.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
35.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
55.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 3.9 = +2.1°/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 (+2.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.6 km x 0.955 = 14.9 km. Camouflage does not change detectability by air.
15.6 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.6 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.9 km.
14.9 km
Detectability by air12.48 km
Smoke firing penalty15.5 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.6 km) = 17.47 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.47 km
Detect when firing (air)
ƒAir detectability 12.48 km + gun-firing bloom 9.14 km = 21.62 km. The bloom tracks main-battery caliber 457 mm × 0.020 = 9.14 km.
21.62 km
Detect when on fire (sea)
ƒSea detectability 15.6 km + 2.0 km while burning = 17.6 km.
17.6 km
Detect when on fire (air)
ƒAir detectability 12.48 km + 3.0 km while burning = 15.48 km.
15.48 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 20 s active · 17,741 HP (22.4% of max HP) total heal (per charge)
ƒ0.0112 of max HP per second (1.12%) × 20 s effective active time = 0.224 of max HP × 79,200 HP = 17,741 HP: up to 22.4% of max HP restored per charge.
· 53,223 HP (67.2% of max HP) total heal (all charges)
ƒ0.224 of max HP per charge × 3 charges = 0.672 × 79,200 HP = 53,223 HP: up to 67.2% of max HP if the whole Repair Party loadout is used.
· 887 HP/s (1.12% of max HP) heal per second
ƒ0.0112 (1.12% of max HP) × 79,200 HP = 887 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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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 BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.5 km) with the same model as Max Horiz/Vert Disp: horizontal 195 / 235 m − 1 = -17%, vertical 117 / 141 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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 width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km33.5 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=0.5·17470=8735 m, and radiusOnMax=0.6 at 17470 m. Below the kink: k=0.2+(0.5−0.2)·50008735=0.3717, so σV=σH·k=90·0.3717=33.5m.
Shell scatter height @ 10 km67.9 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=0.5·17470=8735 m, and radiusOnMax=0.6 at 17470 m. Above the kink: k=0.5+(0.6−0.5)·10000−873517470−8735=0.5145, so σV=σH·k=132·0.5145=67.9m.
Shell scatter height @ 15 km99.5 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·17470=8735 m, and radiusOnMax=0.6 at 17470 m. Above the kink: k=0.5+(0.6−0.5)·15000−873517470−8735=0.5717, so σV=σH·k=174·0.5717=99.5m.
AP pen 5 km743 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 =10−7·2485·15060.69·0.457−1.07·6921.38=743mm, where 692 m/s is the shell's speed when it arrives at 5 km (from 762 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 km654 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 =10−7·2485·15060.69·0.457−1.07·630.71.38=654mm, where 630.7 m/s is the shell's speed when it arrives at 10 km (from 762 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 15 km582 mm
AP penetration at a fixed 15 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 =10−7·2485·15060.69·0.457−1.07·579.31.38=582mm, where 579.3 m/s is the shell's speed when it arrives at 15 km (from 762 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 km5.24 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·0.2897·0.45728·1506=1.58×10−5. That runs from a 762 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)2,485
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 mass1,506 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 coefficient0.2897
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity762 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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.

AA defense

AA DPS at max range53
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 10x2 -> 185 DPS @ 3.5 km; 37mm Breda barrels 4 6x4 -> 111 DPS @ 3.5 km; 20mm70 Breda barrels 6 20x6 -> 179 DPS @ 2 km; 135 45 Models 1938 twin AA 8x2 -> 53 DPS @ 4 km.
AA DPS layered by range53 DPS @ 4 km, 349 DPS @ 3.5 km, 528 DPS @ 2 km
@ 4 km: 53 from one family; @ 3.5 km: 185 + 111 + 53 = 349; @ 2 km: 185 + 111 + 179 + 53 = 528. 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-blank528
185 + 111 + 179 + 53 = 528 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1606
185 × 3.5 + 111 × 3.5 + 179 × 2 + 53 × 4 = 1606. 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

Secondary battery firepower

Max SAP alpha3050
The only family (135 mm): 3050. Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3050 from the 135 mm family.
Max SAP pen38 mm
The only family (135 mm): 38 mm. Maximum SAP armor penetration across secondary SAP families. SAP auto-bounces past its ricochet angles but never shatters on plate it can pen, and it starts no fires. Best on this ship: 38 mm from the 135 mm family.
Open in Charting Tool

Ship Charts

Background

A fast battlecruiser armed with eight 18-inch (457 mm) guns. The project is based on ideas introduced in 1921 by Italian naval engineer Ferdinando Cassone. In addition to its remarkable armament and displacement, both quite advanced for that era, the project stood out for its innovative anti-torpedo defense system and two-tiered power plant.

Armor Beta

Hull HP 79,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel457 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)5,500 (7% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 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)100 mm primary (range 32–457 mm)59,400 (75% of HP)
No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–100 mm)3,000 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel457 mm primary (range 19–457 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.
Superstructure19 mm primary (range 19–400 mm)3,300 (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 HP39,600 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.
Secondary mount (135 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 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 HP23,800 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 Ruggiero di Lauria. Cards are condensed; use each source link for full context.

Nerf ×1
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Ruggiero di Lauria: credit and XP earnings reduced by 5%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Ruggiero di Lauria can equip.

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.