World of Warships: Legends ship guide

Venezia

Also called: 威尼斯 Beta
Italy · Tier ★ · CA Cruiser · Premium
SAP cruiserHigh-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Playstyle
  • Hold angles with islands close enough to break line of sight when focus comes
  • The kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (13.5 km)55 mm SAP penExhaust SmokeDefensive AAFast for the classShort AA reach
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Community Data

Venezia Community Stats

Across 15,000+ Standard battles from 230+ players, Venezia averages a 66% win rate, 103,000 damage and 1.3 kills per battle, and survives 57% of them.

Community Data

Venezia Community Stats

Log in to GamingDiver and upload your data to see Community Data for Venezia: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Venezia is a Legendary Italian SAP cruiser: her 203mm main battery fires semi-armor-piercing shells (54.9mm of fixed penetration) in place of HE once the gun upgrade is researched. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Standout traits: top speed in Legendary CAs (36.6 kt, 2nd of 21) and torpedo belt percent in Legendary CAs (28, 3rd of 21). The trade is AA reach in Legendary CAs (4 km, 21st of 21).

Positioning

Hold angles with islands close enough to break line of sight when focus comes; wait for soft cruisers and exposed superstructures where SAP lands full penetration rather than firing into the belt or bow armor it shatters on. The kit pays best when you choose your salvo target, not when you chase one. Shooting from the cloud gives you away at 7 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 0.1 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.9 km) and radar (about 9.9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. With 13.6 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled battleship are wasted damage. Her 51,800-HP hull does not recover from a punished salvo, so hunt the broadsides, soft cruisers, and exposed superstructures SAP bites cleanly, and angle to survive the return fire while you wait for them.

Signature Traits

Fast for the class ↗

36.6 kt, top decile of Legendary CAs. Lets you rotate flanks or escape disengagements.

ELITE ARMOR ↗
  • Strong torpedo belt · 28%
  • Torpedo belt specialist
ELITE TORPEDOES ↗
  • Long-range torps · 13.5 km
  • Fast torp reload · 71 s
Sap Cruiser

Short AA reach ↗

4 km AA reach, bottom decile of Legendary CAs. Bombs and torpedoes drop before AA bites.

Small torpedo salvo ↗

3 tubes per side, bottom quartile of the 13 Legendary CAs with torpedoes. Fewer torpedoes per launch: pick angles the target can't turn out of.

Acquisition

How to get Venezia

Venezia is the Legendary ship of the Evasive Cruisers branch of the Italy Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • May Update: Gold and Crimson Bureau project Start: 2024-04-25
    • This update introduces a free new Bureau Project: Italian Legendary cruiser Venezia!

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL ZaraFrancesco MimbelliLuigi Sansonetti

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

Hide ▾

Where Venezia sits among Legendary CAs (20 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.

BestTorpedo reload71 s (1/13) Top 10%Max speed36.6 kt (2/21) Top 10%Engine power240,000 hp (3/21) Top 10%Power / turn radius315.8 hp/m (2/21) Top 10%Power-to-weight10.79 hp/t (2/21) Top 25%Stealth profile12.35 km / 7.41 km (5/21 / 4/21) Top 25%Main battery range16 km (6/21) Top 25%Sigma2.1 (5/21) Top 25%Secondary DPM (per side)234,000 (3/14) Top 25%Time to 90% speed24.3 s (6/21) Top 25%Acceleration (0-12 kt)8.2 s (5/21) Top 25%Torpedo range13.5 km (3/13) Top 25%Torpedo reaction time7.3 s (3/13) Bottom 25%Rudder shift13.6 s (18/21) Bottom 25%Main battery reload20 s (17/21) Bottom 25%AP DPM229,500 (18/21) Bottom 25%Secondary HE alpha1,300 (12/13) Bottom 25%Torpedo damage≈12,900 (11/13) WorstSecondary fire chance5% (1 of 5 tied) WorstSecondary HE pen15 mm (13/13) WorstAA range4 km (1 of 2 tied) WorstTorpedo speed56 kt (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 24 mid-pack stats

Not standouts for Venezia -- 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 points51,800 HP(12/21) Smoke fire bloom7 km(7/21) Turning circle760 m(8/21) Main battery caliber203 mm(13/21) AP shell damage5,100(13/21) Main dispersion143.4 m(13/21) AP velocity910 m/s(7/21) AP arming threshold34 mm(10/21) Displacement22,243 t(11/21) AP pen at 10 km281 mm(12/21) AA DPS602(10/21) AA threat2,221(12/21) Flak damage per salvo (expected)2,646(15/20) Max armor200 mm(12/21) Citadel belt165 mm(9/21) Bow armor25 mm(13/21) Stern armor25 mm(13/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.033 s(11 of 21 tied at this value) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points51,800
Displacement22,243 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
238.5 x 25 m
Armor range6–200 mm
Plate armor thicknesses6, 16, 19, 25, 30, 32, 40, 50, 58, 60, 80, 90, 100, 120, 135, 150, 165, 200 mm
Armor material/layer entries72
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 51,800 HP = 4,662 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 51,800 HP = 5,180 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.24 hull torpedo-damage coefficient / 0.333 unprotected baseline = 28%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
28%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
25,900
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.
15,500
Effective HP
ƒBase 51,800 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 51,800 HP = 7,252 HP per charge, × 2 charges = 14,504 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
66,304
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,200 = 8,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,200
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,700 = 7,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,700
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 38,900 = 77,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
38,900
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,500 = 7,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,500
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,200 = 8,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,200
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 203 mm/55 1934
Mounts / barrels5 mounts / 15 barrels
Reload timeInitial: 18 s → 20 s
Firing range16 km
Turret traverse7 °/s
Turret armor150 mm
Turret traverse arcs
ƒHow 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.
3x ±150°, ±149°, ±148°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
32° off bow / 31° off stern
Shell Grouping (σ)2.1
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (16.0 km) shells land in an ellipse about 143 m wide and 86 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.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1600030·8−1.11000+1.1)·30=143.4m
143.4 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
86 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =143.4·0.62.1=41m
41 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =86·0.62.1=24.6m
24.6 m at 16 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒ15 broadside guns x 60 / 18 s base reload = 50.
50
HE shells
HE alpha3,300 (stock hull only)
HE Velocity850 m/s
Fire Chance15%
HE fire DPM vs T8 BB61479
Effective HE DPM vs T8 BB226479
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒStock hull only: the top hull's gun fires no HE. 3,300 HE damage x 15 broadside guns = 49,500.
49,500 (stock hull only)
HE DPM
ƒStock hull only: the top hull's gun fires no HE. Zero upgrades: 49,500 HE full-salvo alpha x 60 / 18 s base reload = 165,000. All upgrades (Main Battery Mod. 3 = -10% reload): 49,500 HE full-salvo alpha x 60 / 16.286 s (16.2 s = 114 ticks) all-upgrades stock-gun reload (18 s × 0.9 Main Battery Mod. 3 = 16.2 s) = 182,368.
Initial: 165,000 → 182,368 (stock hull only)
Fires/min
ƒStock hull only: the top hull's gun fires no HE. Zero upgrades: 50 shells/min × 0.15 (15% fire chance) = 7.5. All upgrades (Main Battery Mod. 3 = -10% reload): 55.3 shells/min × 0.15 (15% fire chance) = 8.29.
Initial: 7.5 → 8.29 (stock hull only)
SAP shells
SAP alpha5,200 (top hull)
SAP Velocity950 m/s (top hull)
SAP Pen (mm)54.9 (top hull)
SAP Min Ricochet70 deg (top hull)
SAP Guaranteed Ricochet80 deg (top hull)
SAP Fuse Timer0.03 s (top hull)
SAP Fuse Threshold25 mm (top hull)
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
30 (top hull)
SAP full-salvo alpha
ƒWith the top hull (top gun + Main Battery Mod. 3 = -10% reload): 5,200 SAP damage x 15 broadside guns = 78,000.
78,000 (top hull)
SAP DPM
ƒWith the top hull (top gun + Main Battery Mod. 3 = -10% reload): 78,000 SAP full-salvo alpha x 60 / 18 s all-upgrades reload (20 s × 0.9 Main Battery Mod. 3 = 18 s) = 260,000.
260,000 (top hull)
AP shells
AP alpha5,100
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP pen max range215 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2500·125.30.69·0.203−1.07·9101.38=467.7mm.
467.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 517.3 m/s: P=10−7·2500·125.30.69·0.203−1.07·517.31.38=214.5mm.
214.5 mm at 16 km
AP full-salvo alpha
ƒ5,100 AP damage x 15 broadside guns = 76,500.
76,500
AP DPM
ƒ76,500 AP full-salvo alpha x 60 / 18 s base reload = 255,000.
255,000
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 s
Projectile speed56.0 kt
Range13.5 km
Maximum simulated damage
ƒMost 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: Dsim=α·c=38,700·0.333=12,900. 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.
≈ 12,900
Maximum damage (ammunition)
ƒ38,700 warhead alpha / 3 + 1,000 blast = 13,900. 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.
13,900
Torpedo module damage
ƒPer-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.
1,000
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.3 per hit, shown as 2.3×100=230%. 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.
230%
Torpedo launcher traverse25 °/s
Launch arcswing 140° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,900 = 38,700. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
38,700
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.
4 km
65 mm/64 Model 19398×2 65mm
37 mm/54 Breda 193910×4 37mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×2 90mm
Far aura
Guns90 mm/50 OTO 1939 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 170 from dual-purpose secondaries firing as AA in this range band.
170
Range4 km
Outer Medium aura
Guns65 mm/64 Model 1939
Continuous DPS
ƒEffective DPS: 46 raw aura damage × 3.5 × 0.9 hit probability = 145 - the same in-game units as the Close-range AA DPS headline.
145
Range3.7 km
Total DPS in Aura
ƒFar 170 + Outer Medium 145 = 315
315
Inner Medium aura
Guns37 mm/54 Breda 1939
Continuous DPS
ƒEffective DPS: 91 raw aura damage × 3.5 × 0.9 hit probability = 287 - the same in-game units as the Close-range AA DPS headline.
287
Range3.5 km
Total DPS in Aura
ƒFar 170 + Outer Medium 145 + Inner Medium 287 = 602
602
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×2 90 mm (12/side) × 60/4 s × 1300 = 234,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
234,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 9 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 73,775. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
73,775
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 234,000 + secondary fire DPM 73,775 = 307,775: shell damage plus fire damage against one T8 battleship, every shell hitting.
307,775
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
12×2 90mm
Caliber90 mm
Reload time4 s
HE alpha1,300
Muzzle Velocity860 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ12×2 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 9. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
9
HE Pen15 mm
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power240,000 hp
Maximum speed36.6 kt
Turning circle radius760 m
Rudder shift time13.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36.6 / 4 + 4.9 = 14.0 kt. Base value; speed modifiers scale it.
14.0 kt
Crash stop
ƒSeconds 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.
26.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.6 kt).
24.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.2 kt of 36.6 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.
38.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 5.8 = +1.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.35 km x 0.955 = 11.79 km. Camouflage does not change detectability by air.
12.35 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.35 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.79 km.
11.79 km
Detectability by air7.41 km
Smoke firing penalty7 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.35 km) = 16 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16 km
Detect when firing (air)
ƒAir detectability 7.41 km + gun-firing bloom 4.24 km = 11.65 km. The bloom tracks main-battery caliber x 0.020.
11.65 km
Detect when on fire (sea)
ƒSea detectability 12.35 km + 2.0 km while burning = 14.35 km.
14.35 km
Detect when on fire (air)
ƒAir detectability 7.41 km + 3.0 km while burning = 10.41 km.
10.41 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 160 s reload · 30 s emit / 35 s cloud active · 600 m radius
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 7,252 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 51,800 HP = 7,252 HP: up to 14% of max HP restored per charge.
· 14,504 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 51,800 HP = 14,504 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 259 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 51,800 HP = 259 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (1)

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

ArtilleryUpgrade
  • Base reload18 → 20 s

Under the hood

Show ▾

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

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(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.
Shell scatter width @ 10 km102 m
(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.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16000=8000 m, and radiusOnMax=0.6 at 16000 m. Below the kink: k=0.2+(0.5−0.2)·50008000=0.3875, so σV=σH·k=67.5·0.3875=26.2m.
Shell scatter height @ 10 km53.6 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16000=8000 m, and radiusOnMax=0.6 at 16000 m. Above the kink: k=0.5+(0.6−0.5)·10000−800016000−8000=0.525, so σV=σH·k=102·0.525=53.6m.
Shell scatter height @ 15 km80.2 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16000=8000 m, and radiusOnMax=0.6 at 16000 m. Above the kink: k=0.5+(0.6−0.5)·15000−800016000−8000=0.5875, so σV=σH·k=136.5·0.5875=80.2m.
AP pen 5 km361 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2500·125.30.69·0.203−1.07·754.61.38=361mm, where 754.6 m/s is the shell's speed when it arrives at 5 km (from 910 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km281 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2500·125.30.69·0.203−1.07·629.61.38=281mm, where 629.6 m/s is the shell's speed when it arrives at 10 km (from 910 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km224 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2500·125.30.69·0.203−1.07·533.51.38=224mm, where 533.5 m/s is the shell's speed when it arrives at 15 km (from 910 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.63 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.337·0.20328·123.82=4.4×10−5. That runs from a 850 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.
AP flight time @ 10 km4.81 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.237·0.20328·125.3=3.06×10−5. That runs from a 910 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.
Guns per full salvo (alpha, DPM)15
5 mounts × 3 barrels = 15; all 15 bear on the broadside.

Model inputs

Krupp (AP)2,500
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass125.3 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.237
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity910 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.3 s
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range89.8 s
13500 m / (56.0 kt × 2.6855) = 89.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: 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.
Full-salvo damage77,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,900 = 77,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range170
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 37mm Breda barrels 4 10x4 -> 287 DPS @ 3.5 km; 65mm 64 Ansaldo dual 8x2 -> 145 DPS @ 3.7 km; 90mm50 barrels 2 M1939 12x2 -> 170 DPS @ 4 km.
AA DPS layered by range170 DPS @ 4 km, 315 DPS @ 3.7 km, 602 DPS @ 3.5 km
@ 4 km: 170 from one family; @ 3.7 km: 145 + 170 = 315; @ 3.5 km: 287 + 145 + 170 = 602. 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.
AA DPS at point-blank602
287 + 145 + 170 = 602 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index2221
287 × 3.5 + 145 × 3.7 + 170 × 4 = 2221. 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.

Secondary battery firepower

Max HE alpha1300
The only family (90 mm): 1300. Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
The only family (90 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 mm
The only family (90 mm): 15 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: 15 mm from the 90 mm family.
Open in Charting Tool

Ship Charts

Background

The project for a ship with 8-inch (203 mm) main battery guns and a high speed that embodies the achievements of Italian shipbuilding in the early 1940s. It represents the development of heavy cruisers in increasing the number of main battery guns to 15.

Armor Beta

Hull HP 51,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 54+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel165 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)4,200 (8% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
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 6–150 mm)38,900 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–60 mm)4,200 (8% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel165 mm primary (range 32–165 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.
Superstructure6 mm primary (range 6–200 mm)3,500 (7% 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 HP25,900 magazine HPTurret knocked outPer-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.
Secondary mount (90 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 (65 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 HP15,500 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.

Balance History

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

Nerf ×1Buff ×6Main Battery ×6
2026-05-28

Ministry of Balance: Summertime Refit

  • Venezia has been underperforming both with her HE module and overall, so we reduced the reload time for her HE and SAP shells, increased HE and AP shell damage, and improved shell grouping to match her predecessors more closely.
  • Main battery HE and SAP shell grouping increased by 2.4% (from 2.05 to 2.1 sigma).
  • Maximum HE shell damage increased from 2,900 to 3,300.
  • Maximum AP shell damage increased from 4,800 to 5,100.
  • Main battery HE shell reload time reduced from 19 to 18 seconds.
  • Main battery SAP shell reload time reduced from 21 to 20 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Venezia can equip.

  • Venezia 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.