Taranto
Beta- Sit under 10 km on a lane that the torpedoes can reach without exposing the hull
- Avoid: Holding torpedoes for a perfect drop
Taranto Community Stats
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Taranto Community Stats
Playstyle
Overview
Taranto is a Tier II Italian light cruiser with a long-range torpedo battery reaching 8 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Standout traits: top-decile torpedo detection in T2 CAs (1 km) and top-decile surface detection in T2 CAs (7.9 km).
Positioning
Sit under 10 km on a lane that the torpedoes can reach without exposing the hull. Drop on choke points and predictable rotations rather than direct lines; the torps are the threat tool, the guns are how you earn damage between waves.
Potato Avoidance
Holding torpedoes for a perfect drop
The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.
Signature Traits
8.01 km torpedo range, best of T2 CAs.
7.94 km surface detect, top decile of T2 CAs. Stays dark longer.
1.0 km torpedo detect, top quartile of T2 CAs. Harder to dodge.
AP alpha and sigma both top-bracket. Punishes broadside cruisers and BB superstructures.
82222 AP DPM, bottom decile of T2 CAs. Citadel windows matter more than spam.
How to get Taranto
Taranto is available in the Evasive Cruisers branch of the Italy Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.
Show Italy tech-tree branch diagram
Taranto sits in the Evasive Cruisers branch. The highlighted path shows the local branch context inside the full Italy tree.
Builds Beta
Build for reload, HE/fire value, mobility, concealment, and survivability.
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Cohort position
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Where Taranto sits among Tier II CAs (19 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 26 mid-pack stats
Not standouts for Taranto -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10074/30·(8−1.1)/1000 + 1.1)·30 = 102.5 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.5 × 0.6 = 61.5 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.5 × 0.32 (σ=2) = 32.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.5 × 0.32 (σ=2) = 19.7 mƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
4 broadside guns x 60 / 12 s base reload = 20.HE shells
patched
- baseline1900In-game data
- 2023-05-112200Ministry of Balance Reports: Ship Trimming Main Battery HE Shell Damage increased from 2,100 to 2,200.
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25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 4 broadside guns = 8,800.ƒ
8,800 HE full-salvo alpha x 60 / 12 s base reload = 44,000.ƒ
4 HE shells x 60 / 12 s reload x 8% fire chance = 1.6.AP shells
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floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1925 × 45.3^0.69 × 0.15^-1.07 × 835^1.38 = 219.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 266 m/s: 1e-7 × 1925 × 45.3^0.69 × 0.15^-1.07 × 266^1.38 = 45.2 mm.ƒ
4,000 AP damage x 4 broadside guns = 16,000.ƒ
16,000 AP full-salvo alpha x 60 / 12 s base reload = 80,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×0.9) = 6. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.
Damage Control Party∞ charges · 60 s reload · 5 s active
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10074/30·(8−1.1)/1000 + 1.1)·30 = 102.5 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.5 × 0.6 = 61.5 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.5 × 0.32 (σ=2) = 32.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.5 × 0.32 (σ=2) = 19.7 mStandard cruiser dispersion baseline.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 × 1925 × 45.3^0.69 × 0.15^-1.07 × 835^1.38 = 219.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 266 m/s: 1e-7 × 1925 × 45.3^0.69 × 0.15^-1.07 × 266^1.38 = 45.2 mm.25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.Barrels that can bear on one beam (4 of 7); casemate/wing mounts only fire one side.180 degrees / 7 deg/s traverse speed = 25.7 s.2,200 HE damage x 4 broadside guns = 8,800.4,000 AP damage x 4 broadside guns = 16,000.8,800 HE full-salvo alpha x 60 / 12 s base reload = 44,000.16,000 AP full-salvo alpha x 60 / 12 s base reload = 80,000.4 broadside guns x 60 / 12 s base reload = 20.4 HE shells x 60 / 12 s reload x 8% fire chance = 1.6.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 2 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×0.9) = 6. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Armor
Hull HP 17,600 → 19,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 20 mm primary (range 6–60 mm) | 600 (3% of HP) | Overmatched by 305mm+ (Cavour, Derfflinger)Angle bounces 283mm20 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) | 6 mm primary (range 6–40 mm) | 14,700 (75% of HP) | Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 10 mm primary (range 6–60 mm) | 1,000 (5% of HP) | Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 40 mm primary (range 6–40 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–100 mm) | 800 (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 HP | 9,800 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| AA mount (76 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 5,900 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Taranto. Cards are condensed; use each source link for full context.
Ministry of Balance Reports: Ship Trimming
- Main Battery HE Shell Damage increased from 2,100 to 2,200.
- Main Battery HE Shell Fire Chances increased from 7 to 8%.
Ministry of Balance Reports: Big Small Changes!
- Upgraded main battery AP shell damage increased from 3,700 to 4,000.
- Added SAP upgrade module — Artillery: 150 mm/45 SK L/45-2 SAP.
- Increases reload time to 13 s.
- SAP shell damage: 3,550.
- Penetrates 42 mm of armor.
Skins & permanent camouflages
Every custom exterior Taranto can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
