World of Warships: Legends ship guide

Taranto

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Sit under 10 km on a lane that the torpedoes can reach without exposing the hull
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (8 km)2 sigma accuracyStealthy (7.9 km)Low AP DPM
Community Data

Taranto Community Stats

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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

Long-range torps

8.01 km torpedo range, best of T2 CAs.

Best-in-class stealth

7.94 km surface detect, top decile of T2 CAs. Stays dark longer.

Stealthy torps

1.0 km torpedo detect, top quartile of T2 CAs. Harder to dodge.

AP citadel cruiser

AP alpha and sigma both top-bracket. Punishes broadside cruisers and BB superstructures.

Low AP DPM

82222 AP DPM, bottom decile of T2 CAs. Citadel windows matter more than spam.

Acquisition

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
Italy Tech Tree

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.

BestConcealment7.94 km (1/19) BestTorpedo range8.01 km (1/5) Top 10%Air detection4.76 km (2/19) Top 25%Main dispersion102.5 m (5/19) Bottom 25%Main battery reload10.8 s (17/19) Bottom 25%HE DPM42,222 (17/18) Bottom 25%AA threat19 (12/13) Bottom 25%Citadel belt40 mm (16/19) WorstFires per minute1.56 (18/18) WorstAP DPM82,222 (18/18) WorstNo secondaries (8 of 19 in cohort) WorstTorpedo speed51 kt (5/5) WorstStern armor10 mm (1 of 7 tied)
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.

Hit points19,600 HP(15/19) Max speed28.2 kt(6/19) Rudder shift7.5 s(6/19) Traverse-to-turn ratio3.79 ×(14/19) Main battery caliber150 mm(13/19) Main battery range11.08 km(14/19) Sigma2(9/19) HE shell damage1,900(14/18) AP velocity835 m/s(11/18) HE velocity853 m/s(6/18) Acceleration8.46 s(13/19) AP arming threshold25 mm(11/18) Engine power33,742 hp(6/19) Turn-speed retention75 hp/m(6/19) Displacement5,587 t(6/19) Power-to-weight6.04 hp/t(7/19) AA DPS6(13/19) AA range3 km(8/19) Torpedo reload47 s(3/5) Max armor100 mm(11/19) Bow armor20 mm(8/19) Deck armor60 mm(9/19) NormAP fuse timer0.03 s(11 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value) NormAP auto-bounce angle60°(17 of 18 tied at this value) NormTorpedo damage9,067(3 of 5 tied at this value)

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

Survivability
Hit PointsInitial: 17,600 → 19,600
Displacement5,587 t
Armor range6–100 mm
Plate armor thicknesses6, 10, 20, 40, 60, 100 mm
Armor material/layer entries46
Fire resistanceInitial: 0% → 3.3%
Fire duration30 s
Torp Reduction0%
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.
9,800
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.
5,900
Main Battery
ModuleArtillery: 150 mm/45 SK L/45
Mounts / barrels7 mounts / 7 barrels
Reload time12 s
Firing range (base)10.1 km
Firing range (top fire control)11.1 km
Turret traverse7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10074/30·(8−1.1)/1000 + 1.1)·30 = 102.5 m
102.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.5 × 0.6 = 61.5 m
61.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.5 × 0.32 (σ=2) = 32.8 m
32.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.5 × 0.32 (σ=2) = 19.7 m
19.7 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ4 broadside guns x 60 / 12 s base reload = 20.
20
HE shells
HE Damage
patched
  1. baseline1900
    In-game data
  2. 2023-05-112200
    Ministry of Balance Reports: Ship Trimming Main Battery HE Shell Damage increased from 2,100 to 2,200.
2,200
HE Velocity853 m/s
Fire Chance7% → 8%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 4 broadside guns = 8,800.
8,800
Base HE DPM
ƒ8,800 HE full-salvo alpha x 60 / 12 s base reload = 44,000.
44,000
Base fires/min
ƒ4 HE shells x 60 / 12 s reload x 8% fire chance = 1.6.
1.6
AP shells
AP Damage3,700 → 4,000
AP Velocity835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 1925 × 45.3^0.69 × 0.15^-1.07 × 835^1.38 = 219.1 mm. Matches the in-game spec card.
219.1 mm
AP Pen Far
ƒSame 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.
45.2 mm
AP full-salvo alpha
ƒ4,000 AP damage x 4 broadside guns = 16,000.
16,000
Base AP DPM
ƒ16,000 AP full-salvo alpha x 60 / 12 s base reload = 80,000.
80,000
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.
10
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time47 s
Projectile speed51 kt
Range8.01 km
Maximum simulated damage8,267 (est.)
Alpha damage24,800
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming157 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
16,534
AA Defense
AA mount points2
Close-range AA DPS
ƒSum 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.
6
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm/40 Ansaldo 1917 (upgraded hull only)2×1 76mm
88 mm/45 SK L45 (stock hull only)2×1 88mm
Medium aura
DPS2
Range3 km
Maneuverability
Engine moduleEngine: 33,742 hp
Engine power33,742 hp
Maximum speed28.2 kt
Turning circle radius450 m
Engine power multiplier speed threshold27 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea7.94 km
Detectability by air4.76 km
Smoke firing penalty3.39 km
Detect after firing main guns7.94 km
Detect Fire Sea9.94 km
Detect Fire Air7.76 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (2)

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

HullTrade-off
  • Hit points17,600 → 19,600
  • Rudder shift10.5 → 7.5 s
  • Close-range AA DPS1 → 2
  • Maximum AA range4 → 3 km
  • Turret traverse7 → 4 °/s
Fire controlUpgrade
  • Main battery range10,074 → 11081.4 m

See all derived stats

Show

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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp102.5 m
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 m
Max Vert Disp61.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 102.5 × 0.6 = 61.5 m
Med Horiz Disp32.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 102.5 × 0.32 (σ=2) = 32.8 m
Med Vert Disp19.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.5 × 0.32 (σ=2) = 19.7 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close219.1 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 × 1925 × 45.3^0.69 × 0.15^-1.07 × 835^1.38 = 219.1 mm. Matches the in-game spec card.
AP Pen Far45.2 mm
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.
HE penetration25 mm
25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha4
Barrels that can bear on one beam (4 of 7); casemate/wing mounts only fire one side.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha8,800
2,200 HE damage x 4 broadside guns = 8,800.
AP full-salvo alpha16,000
4,000 AP damage x 4 broadside guns = 16,000.
Base HE DPM44,000
8,800 HE full-salvo alpha x 60 / 12 s base reload = 44,000.
Base AP DPM80,000
16,000 AP full-salvo alpha x 60 / 12 s base reload = 80,000.
Base shells/min20
4 broadside guns x 60 / 12 s base reload = 20.
Base fires/min1.6
4 HE shells x 60 / 12 s reload x 8% fire chance = 1.6.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range60.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage33,068
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage16,534
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS6
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.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index19
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 17,60019,600 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
Bow20 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.
Stern10 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.
Citadel40 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).
Superstructure6 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 HP9,800 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.
AA mount (76 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 HP5,900 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.

Balance History

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

Buff ×4Main Battery ×5
2023-05-11

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%.
Read the full official post
2023-01-12

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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Taranto can equip, from in-game data.

  • Taranto 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.