Turbine
Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
- Avoid: Holding 8-km torpedoes for a perfect shot
Turbine Community Stats
Log in to GamingDiver and upload your data to see Community Data for Turbine: community win rate, damage, survival, spotting, and your own comparison.
Turbine Community Stats
Playstyle
Overview
Turbine is a Tier III Italian torpedo destroyer reaching 8 km. The torpedoes travel at 56 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (63 AA DPS at 2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best engine power in T3 DDs (40,000 HP) and best power per turn radius in T3 DDs (78.4 HP).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 56 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.
Potato Avoidance
Holding 8-km torpedoes for a perfect shot
The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.
Signature Traits
8.01 km torpedo range, best of T3 DDs.
63.0 AA DPS, best of T3 DDs (median 20.0).
40000.0 hp engine, best of T3 DDs. More headroom for accelerating out of stops and maintaining speed in turns.
78.4 hp per metre of turn radius, best of T3 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.
75.0 s torpedo reload, worst of T3 DDs. Long wait between drops.
~11.55 s to max forward speed, worst of T3 DDs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Turbine
Turbine is available in the Destroyer Hunters branch of the Italy Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.
Show Italy tech-tree branch diagram
Turbine sits in the Destroyer Hunters branch. The highlighted path shows the local branch context inside the full Italy tree.
Official WG availability sources
- Full Speed Ahead: Italian Destroyers in Early Access Early Access Start: 2023-05-17 · End: 2023-06-14 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
Builds Beta
Carlo Bergamini, Giuseppe Fulgosi, and Luigi Rizzo are useful Italian destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Turbine sits among Tier III DDs (11 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 14 mid-pack stats
Not standouts for Turbine -- here's where she sits on every other ranked stat in the cohort.
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.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8806/30·(8−0.5)/1000 + 0.5)·30 = 81 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 81 × 0.6 = 48.6 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 81 × 0.32 (σ=2) = 25.9 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.6 × 0.319 (σ=2) = 15.5 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
4 broadside guns x 60 / 5.5 s base reload = 43.6.HE shells
ƒ
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).ƒ
1,700 HE damage x 4 broadside guns = 6,800.ƒ
6,800 HE full-salvo alpha x 60 / 5.5 s base reload = 74,182.ƒ
4 HE shells x 60 / 5.5 s reload x 5% fire chance = 2.18.SAP shells
AP shells
ƒ
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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: (18×3.5×1) = 63. 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 · 40 s reload · 5 s active
Exhaust Smoke Generator3 charges · 120 s reload · 15 s emit / 10 s cloud active
Engine Boost3 charges · 120 s reload · 15 s active · +25% speed bonus
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8806/30·(8−0.5)/1000 + 0.5)·30 = 81 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 81 × 0.6 = 48.6 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 81 × 0.32 (σ=2) = 25.9 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.6 × 0.319 (σ=2) = 15.5 mStandard destroyer dispersion baseline.20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).All 4 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,700 HE damage x 4 broadside guns = 6,800.6,800 HE full-salvo alpha x 60 / 5.5 s base reload = 74,182.4 broadside guns x 60 / 5.5 s base reload = 43.6.4 HE shells x 60 / 5.5 s reload x 5% fire chance = 2.18.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).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: (18×3.5×1) = 63. 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 8,300 → 10,900 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 | 10 mm | 1,700 (16% of HP) | Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 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. |
| Stern | 10 mm | 1,100 (10% of HP) | Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 10 mm | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 10 mm | 500 (5% 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 | 5,500 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 (40 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 | 3,300 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 Turbine. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Main battery firing range increased from 8.51 to 8.81 km.
- Detectability range by sea reduced from 6.18 to 5.88 km.
- Upgraded torpedo damage increased from 7,333 to 8,600.
- Upgraded torpedo speed increased from 51 to 56 kts.
- Upgraded torpedo flooding chance increased from 115 to 136%.
Skins & permanent camouflages
Every custom exterior Turbine 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.
