World of Warships: Legends ship guide

Vittorio Veneto

Also called: 维托里奥·维内托 Beta
Italy · Tier VII · Battleship · Tech Tree
All-rounder battleshipNo standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Sailing broadside while reloading
Key characteristics
Wide always-pen zoneSpotter planeLate auto-bounceExtra heal chargesHeavy secondary DPMSlow reload
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Community Data

Vittorio Veneto Community Stats

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Playstyle

Overview

Vittorio Veneto is a Tier VII Italian all-rounder battleship with 381mm guns at 16.8 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best AP always-pen window in T7 BBs (55°) and best AP guaranteed-ricochet angle in T7 BBs (70°).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Sailing broadside while reloading

The main battery cycle is long enough that a punished broadside loses more HP than the next salvo gains; commit angles and finish reloads behind cover when the line allows.

Signature Traits

ELITE MAIN BATTERY
  • Wide always-pen zone · 55.0°
  • Late auto-bounce · 70.0°
  • Fast turret traverse · 6.0°
  • Flat HE shells · 880.0 m
Extra heal charges

4.0 Repair Party charges, best of T7 BBs. More total HP available across a match.

Heavy secondary DPM

479314.0 secondary DPM per side, top decile of T7 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Slow reload

27.9 s reload, bottom decile of T7 BBs. Salvos punish more, but cycle is slower than peers.

Short AA reach

4.0 km AA reach, bottom decile of T7 BBs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Vittorio Veneto

Vittorio Veneto is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

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Cohort position

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Where Vittorio Veneto sits among Tier VII BBs (49 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 ricochet start55° (1 of 2 tied) BestAP auto-bounce angle70° (1 of 2 tied) BestRepair charges4 (1 of 4 tied) Top 10%Secondary DPM (per side)479,314 (3/49) Top 10%HE velocity880 m/s (5/48) Top 25%Traverse-to-turn ratio5.5 × (11/49) Top 25%AP velocity850 m/s (9/49) Top 25%Citadel belt375 mm (11/47) Top 25%Deck armor85 mm (9/45) Bottom 25%Main battery reload27.9 s (43/49) Bottom 25%Sigma1.7 (41/49) Bottom 25%AP DPM212,903 (39/49) Bottom 25%Acceleration36.7 s (41/49) Bottom 25%Engine power130,000 hp (39/49) Bottom 25%Effective HE DPM (incl. fire)139,009 (39/48) Bottom 25%AA threat1,230 (39/49) Bottom 10%Fires per minute4.65 (45/48) WorstAA range4 km (1 of 4 tied) WorstNo torpedoes (33 of 49 in cohort)
See 25 mid-pack stats

Not standouts for Vittorio Veneto -- 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 points64,800 HP(27/49) Max speed30 kt(29/49) Concealment15.23 km(18/49) Air detection12.18 km(17/49) Rudder shift15.6 s(27/49) Main battery caliber381 mm(31/49) Main battery range16.79 km(35/49) HE shell damage5,400(32/48) HE DPM104,516(30/48) Main dispersion215.6 m(21/49) AP arming threshold64 mm(19/49) Turn-speed retention160.5 hp/m(37/49) Displacement45,752 t(21/49) Power-to-weight2.84 hp/t(37/49) AP pen at 10 km586 mm(15/48) Secondary range5.75 km(20/49) AA DPS368(37/49) Flak per wave (expected)1,350(29/49) Max armor375 mm(23/49) NormSecondary dispersion bracket57(36 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit PointsInitial: 59,300 → 64,800
Displacement45,752 t
Armor range13–375 mm
Plate armor thicknesses13, 19, 32, 40, 44, 45, 50, 60, 70, 85, 90, 100, 102, 108, 112, 130, 150, 162, 200, 210, 260, 280, 350, 375 mm
Armor material/layer entries78
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction38%
Main Battery
ModuleArtillery: 381 mm/50 OTO 1934
Mounts / barrels3 mounts / 9 barrels
Reload time31 s
Firing range (base)15.3 km
Firing range (top fire control)16.8 km
Turret traverse6 °/s
AP pen max range476 mm
HE fire DPM vs T7 BB31011
Effective HE DPM vs T7 BB125076
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1526130·122.21000+2.2)·30=215.6m
215.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =215.6·0.6=129.3m
129.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =215.6·0.356(σ=1.7)=76.8m
76.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =129.3·0.357(σ=1.7)=46.1m
46.1 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 31 s base reload = 17.4. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27.9 s all-upgrades reload = 19.4.
Initial: 17.4 → 19.4
HE shells
HE Damage5,400
HE Velocity880 m/s
Fire Chance24%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,400 HE damage x 9 broadside guns = 48,600.
48,600
HE DPM
ƒZero upgrades: 48,600 HE full-salvo alpha x 60 / 31 s base reload = 94,065. All upgrades (Main Battery Mod. 3 = -10% reload): 48,600 HE full-salvo alpha x 60 / 27.9 s all-upgrades reload = 104,516.
Initial: 94,065 → 104,516
Fires/min
ƒZero upgrades: 17.4 shells/min x 24% fire chance = 4.18. All upgrades (Main Battery Mod. 3 = -10% reload): 19.4 shells/min x 24% fire chance = 4.65.
Initial: 4.18 → 4.65
AP shells
AP Damage11,000
AP Velocity850 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·884.80.69·0.3811.07·8501.38=814.1mm. Matches the in-game spec card.
814.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21 km), where the shell has slowed to 547.5 m/s: P=107·2434·884.80.69·0.3811.07·547.51.38=443.6mm.
443.6 mm
AP full-salvo alpha
ƒ11,000 AP damage x 9 broadside guns = 99,000.
99,000
AP DPM
ƒZero upgrades: 99,000 AP full-salvo alpha x 60 / 31 s base reload = 191,613. All upgrades (Main Battery Mod. 3 = -10% reload): 99,000 AP full-salvo alpha x 60 / 27.9 s all-upgrades reload = 212,903.
Initial: 191,613 → 212,903
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.
120
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.75) + (30×3.5×0.7) + (41×3.5×0.75) = 368. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
368
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 193812×2 37mm
20 mm/70 Breda 19416×6 20mm
20 mm/70 Breda 19412×6 20mm
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.
12×1 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 108 from dual-purpose secondaries firing as AA in this range band.
108
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 71 raw aura damage × 3.5 × 0.75 hit probability = 186 - the same in-game units as the Close-range AA DPS headline.
186
Range3.5 km
Total DPS in Aura
ƒFar 108 + Medium 186 = 294
294
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.7 hit probability = 74 - the same in-game units as the Close-range AA DPS headline.
74
Range2 km
Total DPS in Aura
ƒFar 108 + Medium 186 + Near 74 = 368
368
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 180 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop.
2.5-4 km
S
Secondary Battery
Mounts16
Firing range5.75 km
Shell Grouping (σ)1
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 @ 5.75 km
ƒ5.75 km × 57 + 30 = 357.8 m.
357.8 m
152 mm/55 OTO 1934 (×4)
Caliber152 mm
Reload time5 s
SAP Damage3,800
Muzzle Velocity930 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
90 mm/50 OTO 1939 (×12) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time3.5 s
SAP Damage2,000
Muzzle Velocity850 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine power130,000 hp
Maximum speed30 kt
Turning circle radius810 m
Rudder shift time15.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
36.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
59.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·30.0·0.5144810=1.09°/s, so ratio=ωturretωhull=61.09=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea15.23 km
Detectability by air12.18 km
Smoke firing penalty10.46 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.23 km
Detect Fire Sea17.23 km
Detect Fire Air15.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 9,072 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 36,288 HP (56% of max HP) total heal (all charges)
ƒ14% per charge x 4 charges = up to 56% of max HP if the whole Repair Party loadout is used.
· 324 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (64,800 HP) per second = 324 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Exhaust Smoke Generator3 charges · 150 s reload · 45 s emit / 10 s cloud active · 450 m radius
Choose one
Catapult Fighter4 charges · 80 s reload · 90 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
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (2)

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

HullUpgrade
  • Hit points59,300 → 64,800
  • Rudder shift28.3 → 20.2 s
Fire controlUpgrade
  • Main battery range15,261 → 16787.1 m

See all derived stats

Show

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

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)1.7
Max Horiz Disp215.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1526130·122.21000+2.2)·30=215.6m
Shell scatter width @ 5 km115 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km164 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 km213 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp129.3 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =215.6·0.6=129.3m
Shell scatter height @ 10 km87.1 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.
Med Horiz Disp76.8 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =215.6·0.356(σ=1.7)=76.8m
Med Vert Disp46.1 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =129.3·0.357(σ=1.7)=46.1m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close814.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·884.80.69·0.3811.07·8501.38=814.1mm. Matches the in-game spec card.
AP Pen Far443.6 mm
Same formula at the ship's max firing range (21 km), where the shell has slowed to 547.5 m/s: P=107·2434·884.80.69·0.3811.07·547.51.38=443.6mm.
AP pen 5 km692 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km586 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km501 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha48,600
5,400 HE damage x 9 broadside guns = 48,600.
AP full-salvo alpha99,000
11,000 AP damage x 9 broadside guns = 99,000.
HE DPMInitial: 94,065 → 104,516
Zero upgrades: 48,600 HE full-salvo alpha x 60 / 31 s base reload = 94,065. All upgrades (Main Battery Mod. 3 = -10% reload): 48,600 HE full-salvo alpha x 60 / 27.9 s all-upgrades reload = 104,516.
AP DPMInitial: 191,613 → 212,903
Zero upgrades: 99,000 AP full-salvo alpha x 60 / 31 s base reload = 191,613. All upgrades (Main Battery Mod. 3 = -10% reload): 99,000 AP full-salvo alpha x 60 / 27.9 s all-upgrades reload = 212,903.
Shells/minInitial: 17.4 → 19.4
Zero upgrades: 9 broadside guns x 60 / 31 s base reload = 17.4. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27.9 s all-upgrades reload = 19.4.
Fires/minInitial: 4.18 → 4.65
Zero upgrades: 17.4 shells/min x 24% fire chance = 4.18. All upgrades (Main Battery Mod. 3 = -10% reload): 19.4 shells/min x 24% fire chance = 4.65.

AA defense

Close-range AA DPS368
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.75) + (30×3.5×0.7) + (41×3.5×0.75) = 368. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1230
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 @ 5.75 km357.8 m
5.75 km × 57 + 30 = 357.8 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)479,314
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: 4×3 152 mm (6/side) × 60/5 × 3800 = 273,600 + 12×1 90 mm (6/side) × 60/3.5 × 2000 = 205,714. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3800
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3800 from the 152 mm family.
Max SAP pen42.3 mm
Maximum SAP armor penetration across secondary SAP families. SAP auto-bounces past its ricochet angles but never shatters on plate it can pen, and it starts no fires. Best on this ship: 42.3 mm from the 152 mm family.

Armor Beta

Hull HP 59,30064,800 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.

Bow & stern32 mm

Overmatched by only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel375 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–130 mm)4,900 (8% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 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)19 mm primary (range 13–350 mm)48,600 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–210 mm)5,200 (8% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel375 mm primary (range 32–375 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.
Superstructure13 mm primary (range 13–280 mm)2,600 (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 HP32,400 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 (152 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP19,400 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.

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Ship Charts

Balance History

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

Nerf ×5Buff ×4Main Battery ×9Consumable ×1
2023-06-15

Ministry of Balance: Italian Concerto

  • Secondary Battery firing range increased from 5 to 5.75 km.
  • Secondary Battery 90 mm gun reload time increased from 3 to 3.5 s.
  • Secondary Battery 152 mm gun reload time increased from 4 to 5 s.
  • Main Battery AP shell damage reduced from 12,000 to 11,000.
  • Main Battery AP shell ricochet angles increased from 45/60 to 55/70 degrees.
  • Main Battery HE shell damage reduced from 5,800 to 5,400.
  • Visibility when firing in smoke reduced from 13.95 to 10.46 km.
Read the full official post
2022-06-16

Summer Update: The High Roll

  • Main battery reload time decreased from 34 to 31 s.
  • An optional artillery module has been added for the following Italian cruisers: Tier IV Genova, Tier V Duca d'Aosta, Tier VI Abruzzi, and Tier VI Gorizia. It replaces HE shells with SAP shells, while for Abruzzi, it also increases the main battery reload time from 7.5 to 10 s.
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2022-04-19

Balance Overdue!

  • Continuing the battleship fiesta, we’re also touching up the Italians. Conte di Cavour’s main gun reload improves to 27 seconds from the regular 30, and so does this stat for her big sister—Andrea Doria. The top dog, Vittorio Veneto, receives a quicker gun reload as well—31 seconds instead of 34. And if you thought we forgot Roma, we didn’t! While she isn’t losing to anyone significantly, a small overhaul was due. Roma gets some of the Vittorio Veneto perks, including HE shells with maximum damage of 5,800 instead of 5,100, as well as her Smoke Generator in the 3.
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Exteriors

Skins & permanent camouflages

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

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.