World of Warships: Legends ship guide

Ruggiero di Lauria

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to…
  • Avoid: Using the 35-kn speed to push rather than to rotate
Key characteristics
457 mm overmatchSpotter planeSlow acceleration
Community Data

Ruggiero di Lauria Community Stats

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Playstyle

Overview

Ruggiero di Lauria is a Legendary Italian fast battleship at 35 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo.

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 turret traverse

6.0°/s turret traverse, best of Legendary BBs. Tracks fast-rotating targets peers can't keep up with.

Fast for the class

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

Heavy powerplant

235000.0 hp engine, top decile of Legendary BBs. More headroom for accelerating out of stops and maintaining speed in turns.

Nimble for the tonnage

4.07 hp per ton, top decile of Legendary BBs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Slow acceleration

~11.0 s to max forward speed, worst of Legendary BBs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Short AA reach

4.0 km AA reach, bottom quartile of Legendary BBs. Drops bombs and rockets land 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 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

  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, SAP/AP efficiency, speed, concealment, and survivability.

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Cohort position

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Where Ruggiero di Lauria sits among Legendary BBs (17 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 (1/17) Top 10%Engine power235,000 hp (2/17) Top 10%Power-to-weight4.07 hp/t (2/17) Top 25%Stealth profile15.6 km / 12.48 km (3/17 / 3/17) Top 25%Traverse-to-turn ratio5.82 × (5/17) Top 25%Main battery range17.47 km (5/17) Top 25%AP shell damage14,900 (5/17) Top 25%Turn-speed retention235 hp/m (3/17) Top 25%Displacement57,700 t (5/17) Top 25%Repair heal rate1.12 %/s (3/17) Top 25%Citadel belt457 mm (3/16) Bottom 25%Secondary DPM (per side)136,822 (15/17) Bottom 25%AA DPS528 (14/17) WorstAcceleration11 s (1 of 2 tied) WorstAP fuse timer0.01 s (1 of 2 tied) WorstAA range4 km (1 of 2 tied) WorstAA threat1,606 (17/17)
See 18 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(13/17) Rudder shift22.2 s(7/17) Main battery caliber457 mm(7/17) Main battery reload25.2 s(7/17) Sigma1.9(8/17) AP DPM283,810(12/17) Main dispersion194.7 m(6/17) AP velocity762 m/s(11/17) AP arming threshold76 mm(11/17) Repair charges3(7/17) Max armor457 mm(7/17) Deck armor127 mm(6/16) NormSecondary dispersion bracket57(12 of 17 tied at this value) NormAP ricochet start45°(14 of 17 tied at this value) NormAP auto-bounce angle60°(14 of 17 tied at this value) NormSecondary range5 km(10 of 17 tied at this value) NormBow armor32 mm(13 of 16 tied at this value) NormStern armor32 mm(13 of 16 tied at this value)

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

Repair 3Fighter
Survivability
Hit Points79,200
Displacement57,700 t
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 resistance40%
Fire duration60 s
Torp Reduction39%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
ModuleArtillery: 457 mm/45 Mk.II
Mounts / barrels4 mounts / 8 barrels
Reload time28 s
Firing range17.5 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17470/30·(10−1.6)/1000 + 1.6)·30 = 194.7 m
194.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 194.7 × 0.6 = 116.8 m
116.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 194.7 × 0.332 (σ=1.9) = 64.6 m
64.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 116.8 × 0.331 (σ=1.9) = 38.7 m
38.7 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE penetration
ƒfloor(457 mm caliber / 6): standard HE penetration.
76 mm
SAP shells
SAP Damage16,600
SAP Velocity757 m/s
SAP Pen (mm)114
AP shells
AP Damage14,900
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold76 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2485 × 1506^0.69 × 0.457^-1.07 × 762^1.38 = 849.2 mm. Matches the in-game spec card.
849.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.8 km), where the shell has slowed to 528.2 m/s: 1e-7 × 2485 × 1506^0.69 × 0.457^-1.07 × 528.2^1.38 = 512.1 mm.
512.1 mm
AP full-salvo alpha
ƒ14,900 AP damage x 8 broadside guns = 119,200.
119,200
Base AP DPM
ƒ119,200 AP full-salvo alpha x 60 / 28 s base reload = 255,429.
255,429
Installed AP DPM
ƒ119,200 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 283,810.
283,810
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
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (113×3.5×0.75) + (73×3.5×0.7) + (20×3.5×0.75) = 528. 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.
528
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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)8×2 135mm
Far aura
DPS
ƒIncludes 20 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
20
Range4 km
Medium aura
DPS113
Range3.5 km
Total DPS in Aura
ƒFar 20 + Medium 113 = 133
133
Near aura
DPS73
Range2 km
Total DPS in Aura
ƒFar 20 + Medium 113 + Near 73 = 206
206
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber135 mm
Reload time10.7 s
SAP Damage3,050
Muzzle Velocity875 m/s
Armor 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 moduleEngine: 235,000 hp
Engine power235,000 hp
Maximum speed35 kt
Turning circle radius1000 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.8× slow
Concealment
Detectability by sea15.6 km
Detectability by air12.48 km
Smoke firing penalty15.5 km
Detect after firing main guns15.6 km
Detect Fire Sea17.6 km
Detect Fire Air15.48 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 20 s active · 1.12% heal per second · 22.4% of max HP total heal
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +15% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse6 → 10 °/s

See all derived stats

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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 (σ)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp194.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17470/30·(10−1.6)/1000 + 1.6)·30 = 194.7 m
Max Vert Disp116.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 194.7 × 0.6 = 116.8 m
Med Horiz Disp64.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 194.7 × 0.332 (σ=1.9) = 64.6 m
Med Vert Disp38.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 116.8 × 0.331 (σ=1.9) = 38.7 m
AP Pen Close849.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2485 × 1506^0.69 × 0.457^-1.07 × 762^1.38 = 849.2 mm. Matches the in-game spec card.
AP Pen Far512.1 mm
Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 528.2 m/s: 1e-7 × 2485 × 1506^0.69 × 0.457^-1.07 × 528.2^1.38 = 512.1 mm.
HE penetration76 mm
floor(457 mm caliber / 6): standard HE penetration.
AP overmatch31 mm
floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
AP full-salvo alpha119,200
14,900 AP damage x 8 broadside guns = 119,200.
Base AP DPM255,429
119,200 AP full-salvo alpha x 60 / 28 s base reload = 255,429.
Installed AP DPM283,810
119,200 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 283,810.
Base shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Installed shells/min19
8 broadside guns x 60 / 25.2 s installed Artillery reload = 19.

AA defense

Close-range AA DPS528
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (113×3.5×0.75) + (73×3.5×0.7) + (20×3.5×0.75) = 528. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1606
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 dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,822
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), 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) × 60/10.7 × 3050 = 136,822. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3050
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3050 from the 135 mm family.
Max SAP pen38 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.

Armor

Hull HP 79,200, 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
Bow32 mm primary (range 32–50 mm)5,500 (7% of HP)
Overmatched by 460mm+ (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 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+ (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 ×0.40 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 (×0.40 direct pen, ×0.10 over-pen).
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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior Ruggiero di Lauria can equip, from in-game data.

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision