World of Warships: Legends ship guide

Trento

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (12 km)2 sigma accuracyStealthy (10.6 km)Defensive AAStiff AP fuse
Community Data

Trento Community Stats

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Playstyle

Overview

Trento is a Tier V Italian heavy cruiser with a long-range torpedo battery reaching 12 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Standout traits: best AP fuse timer in T5 CAs (0.033 s) and best power per turn radius in T5 CAs (238.1 HP).

Positioning

Sit 12-15 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

Big-caliber overmatch

14.2 mm overmatch threshold, top decile of T5 CAs. Punishes bow-tanking ships peers can't crack.

Holds speed in turns

238.1 hp per metre of turn radius, best of T5 CAs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Hardened superstructure

25.0 mm superstructure, best of T5 CAs. HE farms less.

Heavy powerplant

150000.0 hp engine, top decile of T5 CAs. More headroom for accelerating out of stops and maintaining speed in turns.

Stiff AP fuse

34.0 mm AP arming threshold, bottom decile of T5 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Weak torpedoes

12667.0 damage per torpedo, bottom decile of T5 CAs.

Acquisition

How to get Trento

Trento is available in the Evasive Cruisers branch of the Italy Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 660,000 credits.

Show Italy tech-tree branch diagram
Italy Tech Tree

Trento sits in the Evasive Cruisers branch. The highlighted path shows the local branch context inside the full Italy tree.

Builds Beta

Build for SAP damage, reload, smoke utility, rudder, concealment, and survivability.

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Cohort position

Hide

Where Trento sits among Tier V CAs (28 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.

BestAP fuse timer0.03 s (1 of 11 tied) BestTurn-speed retention238.1 hp/m (1/28) Top 10%Stealth profile10.57 km / 6.34 km (3/28 / 3/28) Top 10%AP shell damage4,800 (3/28) Top 10%Engine power150,000 hp (2/28) Top 10%Torpedo range12 km (3/24) Top 25%Hit points34,500 HP (6/28) Top 25%Max speed35 kt (7/28) Top 25%Main battery caliber203 mm (6/28) Top 25%Main dispersion123.8 m (8/28) Top 25%Power-to-weight11.23 hp/t (6/28) Top 25%Torpedo reload71 s (7/24) Bottom 25%Rudder shift12.4 s (25/28) Bottom 25%Traverse-to-turn ratio4.28 × (24/28) Bottom 25%Main battery reload13.5 s (25/28) Bottom 25%Fires per minute4.98 (23/26) Bottom 25%HE DPM88,889 (24/26) Bottom 25%Acceleration10.5 s (22/28) Bottom 25%AP arming threshold34 mm (23/28) Bottom 25%Displacement13,358 t (23/28) WorstTorpedo damage12,667 (24/24) WorstTorpedo speed51 kt (1 of 2 tied)
See 22 mid-pack stats

Not standouts for Trento -- 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.

Main battery range14.47 km(15/28) Sigma2(15/28) HE shell damage2,500(13/26) HE fire chance14%(11/26) AP DPM170,667(21/28) Secondary DPM (per side)90,000(11/25) HE alpha1,500(11/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) AP velocity910 m/s(9/28) HE velocity823 m/s(20/26) Secondary range4.5 km(11/25) AA DPS255(9/28) AA range4 km(20/28) AA threat727(13/28) Max armor100 mm(19/28) Citadel belt100 mm(14/28) Stern armor30 mm(15/28) Deck armor100 mm(9/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

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

Def-AASmokeFighter
Survivability
Hit PointsInitial: 29,700 → 34,500
Displacement13,358 t
Armor range13–100 mm
Plate armor thicknesses13, 16, 19, 20, 25, 30, 40, 50, 60, 70, 100 mm
Armor material/layer entries34
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction10%
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.
17,300
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.
10,400
Main Battery
ModuleArtillery: 203 mm/50 Ansaldo 1924
Mounts / barrels4 mounts / 8 barrels
Reload time15 s
Firing range (base)13.2 km
Firing range (top fire control)14.5 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 = (13154/30·(8−1.1)/1000 + 1.1)·30 = 123.8 m
123.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 123.8 × 0.6 = 74.3 m
74.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 123.8 × 0.319 (σ=2) = 39.5 m
39.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.3 × 0.319 (σ=2) = 23.7 m
23.7 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ8 broadside guns x 60 / 15 s base reload = 32.
32
HE shells
HE Damage2,500 → 2,800
HE Velocity823 m/s
Fire Chance14%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,800 HE damage x 8 broadside guns = 22,400.
22,400
Base HE DPM
ƒ22,400 HE full-salvo alpha x 60 / 15 s base reload = 89,600.
89,600
Base fires/min
ƒ8 HE shells x 60 / 15 s reload x 14% fire chance = 4.48.
4.48
AP shells
AP Damage4,800 → 5,100
AP Velocity910 m/s → 840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 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 × 2400 × 125.3^0.69 × 0.203^-1.07 × 840^1.38 = 402.1 mm. Matches the in-game spec card.
402.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.1 km), where the shell has slowed to 488.2 m/s: 1e-7 × 2400 × 125.3^0.69 × 0.203^-1.07 × 488.2^1.38 = 190.1 mm.
190.1 mm
AP full-salvo alpha
ƒ5,100 AP damage x 8 broadside guns = 40,800.
40,800
Base AP DPM
ƒ40,800 AP full-salvo alpha x 60 / 15 s base reload = 163,200.
163,200
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.
24
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 s
Projectile speed51 kt
Range12 km
Maximum simulated damage11,667 (est.)
Alpha damage35,000
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.
35,001
AA Defense
AA mount pointsInitial: 8 → 18
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) + (12×3.5×0.85) + (25×3.5×0.85) + (18×3.5×0.9) = 255. 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.
255
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19384×2 37mm
20 mm/65 Breda 1935 (upgraded hull only)10×2 20mm
13.2 mm/76 Breda 19314×2 13mm
100 mm /47 OTO 1928 (DP)6×2 100mm
Far aura
DPS
ƒIncludes 18 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
18
Range4 km
Medium aura
DPSInitial: 30 → 28
Range3.5 km
Total DPS in Aura
ƒFar 18 + Medium 28 = 46
46
Outer Near aura
DPS25
Range2 km
Total DPS in Aura
ƒFar 18 + Medium 28 + Outer Near 25 = 71
71
Inner Near aura
DPSInitial: 13 → 12
Range1.2 km
Total DPS in Aura
ƒFar 18 + Medium 28 + Outer Near 25 + Inner Near 12 = 83
83
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity850 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 150,000 hp
Engine power150,000 hp
Maximum speed35 kt
Turning circle radius630 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.3× drags
Concealment
Detectability by sea10.57 km
Detectability by air6.34 km
Smoke firing penalty5.81 km
Detect after firing main guns10.57 km
Detect Fire Sea12.57 km
Detect Fire Air9.34 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

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

HullTrade-off
  • Hit points29,700 → 34,500
  • Rudder shift17.3 → 12.4 s
  • AA mounts8 → 18
  • Close-range AA DPS43 → 65
  • Turret traverse7 → 6 °/s
Fire controlUpgrade
  • Main battery range13,154 → 14469.4 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 Disp123.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13154/30·(8−1.1)/1000 + 1.1)·30 = 123.8 m
Max Vert Disp74.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 123.8 × 0.6 = 74.3 m
Med Horiz Disp39.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 123.8 × 0.319 (σ=2) = 39.5 m
Med Vert Disp23.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.3 × 0.319 (σ=2) = 23.7 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close402.1 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 × 2400 × 125.3^0.69 × 0.203^-1.07 × 840^1.38 = 402.1 mm. Matches the in-game spec card.
AP Pen Far190.1 mm
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 488.2 m/s: 1e-7 × 2400 × 125.3^0.69 × 0.203^-1.07 × 488.2^1.38 = 190.1 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius24
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 time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha22,400
2,800 HE damage x 8 broadside guns = 22,400.
AP full-salvo alpha40,800
5,100 AP damage x 8 broadside guns = 40,800.
Base HE DPM89,600
22,400 HE full-salvo alpha x 60 / 15 s base reload = 89,600.
Base AP DPM163,200
40,800 AP full-salvo alpha x 60 / 15 s base reload = 163,200.
Base shells/min32
8 broadside guns x 60 / 15 s base reload = 32.
Base fires/min4.48
8 HE shells x 60 / 15 s reload x 14% fire chance = 4.48.

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 range90.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage70,002
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage35,001
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS255
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) + (12×3.5×0.85) + (25×3.5×0.85) + (18×3.5×0.9) = 255. 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 index727
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)90,000
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: 6×2 100 mm (6/side) × 60/6 × 1500 = 90,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.

Armor

Hull HP 29,70034,500 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
Bow30 mm primary (range 16–30 mm)1,400 (4% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 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)16 mm primary (range 16–60 mm)25,900 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–30 mm)1,700 (5% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 13–100 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).
Superstructure25 mm primary (range 25–100 mm)2,700 (8% 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 HP17,300 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 (100 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 HP10,400 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 Trento. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×4
2023-05-11

Ministry of Balance Reports: Ship Trimming

  • Main Battery SAP Shell Damage increased from 4,850 to 5,000.
Read the full official post
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Upgraded Main Battery AP Shell Damage increased from 4,800 to 5,100.
  • Added SAP upgrade module — Artillery: 203 mm/50 Ansaldo 1929 SAP.
  • Increases reload time to 16.5 s.
  • SAP shell damage: 4,850.
  • Penetrates 55 mm of armor.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Trento 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.