Taranto
Also called: 塔兰托 Beta- Hold islands tight enough to break vision on demand
- Avoid: Firing the moment an enemy appears
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Taranto Community Stats
Across 690+ Standard battles from 190+ players, Taranto averages a 54% win rate, 17,300 damage and 0.8 kills per battle, and survives 25% of them.
Taranto Community Stats
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Taranto Community Stats
Record History
Playstyle
Overview
Taranto is a Tier II Italian all-rounder light cruiser with 150mm guns at 11.1 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: surface detection in T2 CAs (7.9 km, 1st of 26) and heavy AP shells in T2 CAs (4,000, 3rd of 25). The trade is low HE DPM in T2 CAs (55,000, 25th of 25).
Positioning
Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. The helm answers quickly (5.8 s), so she can break an incoming salvo that slower hulls have to eat.
Potato Avoidance
Firing the moment an enemy appears
The guns are what reveal you: one salvo lights you up from 7.9 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 19,600 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.
Signature Traits
7.9 km surface detect, top decile of T2 CAs. Stays dark longer.
4000 damage per AP shell, top decile of T2 CAs. A citadel hit lands harder here than anywhere else in the cohort.
- Long-range torps · 8 km
- Stealthy torps · 1 km
- Short torpedo warning · 7.3 s
~3.3 s from a stop to 12 kt, top decile of T2 CAs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.
55000 HE DPM, bottom decile of T2 CAs. Don't bank on burn pressure.
6 AA DPS, bottom quartile of T2 CAs. Aircraft chew through with impunity; lean on positioning over AA.
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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
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.
Official WG availability sources
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“Veni, Vidi, Vici” Update
Tech tree line
Start: 2020-08-27
- Tier II Taranto (researchable)
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Taranto sits among Tier II CAs (25 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 19 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.
Peers in this cohort
Compare Tier II CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° 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.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (11.1 km) shells land in an ellipse about 109 m wide and 66 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
5 broadside guns x 60 / 12 s base reload = 25.HE shells
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25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).ƒ
Zero upgrades: 1,900 HE damage x 5 broadside guns = 9,500. All upgrades (top hull shells): 2,200 HE damage x 5 broadside guns = 11,000.ƒ
Zero upgrades: 9,500 HE full-salvo alpha x 60 / 12 s base reload = 47,500. All upgrades (top hull shells): 11,000 HE full-salvo alpha x 60 / 12 s all-upgrades reload = 55,000.ƒ
25 shells/min × 0.08 (8% fire chance) = 2.AP shells
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floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (11.1 km), where the shell has slowed to 302.7 m/s: .ƒ
Zero upgrades: 3,700 AP damage x 5 broadside guns = 18,500. All upgrades (top hull shells): 4,000 AP damage x 5 broadside guns = 20,000.ƒ
Zero upgrades: 18,500 AP full-salvo alpha x 60 / 12 s base reload = 92,500. All upgrades (top hull shells): 20,000 AP full-salvo alpha x 60 / 12 s all-upgrades reload = 100,000.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
Most 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: . 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.ƒ
24,800 warhead alpha / 3 + 800 blast = 9,067. 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 1.45 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 8,267 = 16,534. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Initial: 4 km → 3 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 2 raw aura damage × 3.5 × 0.9 hit probability = 6 - the same in-game units as the Close-range AA DPS headline.ƒ
top speed / 4 + 4.9 = 28.2 / 4 + 4.9 = 12.0 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (25.4 kt of 28.2 kt).ƒ
Time to reach 99% of top speed (27.9 kt of 28.2 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.ƒ
With the rudder hard over the hull turns 7.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 7.7 = -0.7°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.94 km x 0.955 = 7.58 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 7.94 km x 0.955 (Grade IV permanent camo or any disposable camo) = 7.58 km.ƒ
max(main battery range, sea detectability 7.94 km) = 11.08 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 4.76 km + gun-firing bloom 3 km = 7.76 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.ƒ
Sea detectability 7.94 km + 2.0 km while burning = 9.94 km.ƒ
Air detectability 4.76 km + 3.0 km while burning = 7.76 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
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
The standard cruiser dispersion curve.(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.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: at 0 m, at m, and at 11081.4 m. Below the kink: , so .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: at 0 m, at m, and at 11081.4 m. Above the kink: , so .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 , where 510 m/s is the shell's speed when it arrives at 5 km (from 835 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 326.4 m/s is the shell's speed when it arrives at 10 km (from 835 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 835 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 853 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.Counted from each mount's firing arc: most barrels that bear at once: 5 of 7, on the beam; casemate/wing mounts only fire one side.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1000 m / (51.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).8010 m / (51.0 kt × 2.6855) = 58.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 2 tubes.4 wing tubes / 2 = 2: the 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.All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 8,267 = 33,068. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 76mm 40 2x1 -> 6 DPS @ 3 km.@ 3 km: 6 from one family. 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.6 = 6 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).6 × 3 = 18. 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.Ship Charts
Background
A light cruiser built for the German Navy and transferred to the Royal Navy of Italy after World War I. In addition to the 150 mm main guns, the ship was armed with two single-tube torpedo launchers.
Armor Beta
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.
Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 6 mm primary (range 6–60 mm) | 600 (3% of HP) | Overmatched by 127mm+ AP (Farragut, Shenyang)6 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+ AP (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 | 6 mm primary (range 6–60 mm) | 1,000 (5% of HP) | Overmatched by 127mm+ AP (Farragut, Shenyang)6 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: 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. |
| 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 | Turret knocked out | Per-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 (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.
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.
- Changes HE to SAP ammunition:
- SAP shell damage: 3,550.
- Penetrates 42 mm of armor.
- Ricochet angles: Can ricochet at 70 degrees; guaranteed to ricochet at 80 degrees.
Skins & permanent camouflages
Every custom exterior Taranto can equip.
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.
