World of Warships: Legends ship guide

Adriatico

Also called: 亚得里亚 Beta
SAP destroyerA SAP gunboat: high-alpha SAP into broadsides and superstructures, leaning on smoke and speed.
Playstyle
  • Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (14 km)High fire chanceEngine BoostLong smoke deploymentHolds speed in turnsWeak AA
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Community Data

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Playstyle

Overview

Adriatico is a Tier VIII Italian SAP destroyer: her main guns fire high-alpha semi-armor-piercing shells instead of AP, so one good salvo lands a big guaranteed hit on broadsides and superstructures. Lean on agility to pick targets your SAP bites rather than shatters on; the torpedoes are slow and secondary. Exhaust smoke and engine boost cover the approach. Standout traits: best torpedo range in T8 DDs (13.5 km) and top-decile power per turn radius in T8 DDs (133.3 HP).

Positioning

Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke. Pick broadsides, soft destroyers, and exposed superstructures where SAP lands full damage; do not trade SAP into the bow armor of an angled cruiser, and use the agility, not concealment, to survive.

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 cruiser are wasted; hunt the broadsides, soft destroyers, and superstructures it bites cleanly, and remember the torpedoes are slow backup, not your primary damage.

Signature Traits

Engine Boost

+25% speed, 25 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long smoke deployment

40.0 s smoke deployment window, best of T8 DDs. Lays a longer rolling smoke trail while moving.

Long-range torps

13.5 km torpedo range, best of T8 DDs.

ELITE MOBILITY
  • Holds speed in turns · 133.3 hp
  • Nimble for the tonnage · 23.95 hp
ELITE ARMOR
  • Bow-tanker
  • Heavy belt
Weak AA

146.0 AA DPS, bottom decile of T8 DDs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Adriatico

Adriatico is available in the Destroyer Hunters branch of the Italy Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 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
Italy Tech Tree

Adriatico sits in the Destroyer Hunters branch. The highlighted path shows the local branch context inside the full Italy tree.

Official WG availability sources

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 Adriatico sits among Tier VIII DDs (27 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 range13.5 km (1 of 3 tied) Top 10%Turn-speed retention133.3 hp/m (3/27) Top 10%Power-to-weight23.95 hp/t (3/27) Top 25%Hit points21,800 HP (6/27) Top 25%Max speed39 kt (7/27) Top 25%Main battery caliber135 mm (6/27) Top 25%Fires per minute8.1 (7/26) Top 25%Engine power100,000 hp (4/27) Bottom 25%Stealth profile7.3 km / 3.72 km (23/27 / 24/27) Bottom 25%Rudder shift4.9 s (22/27) Bottom 25%Traverse-to-turn ratio6.52 × (24/27) Bottom 25%Displacement4,175 t (22/27) Bottom 25%AA range3.5 km (25/27) Bottom 25%Torpedo damage≈12,900 (23/26) Bottom 25%Torpedo speed56 kt (23/26) Bottom 10%AA DPS146 (26/27) Bottom 10%AA threat398 (26/27)
See 12 mid-pack stats

Not standouts for Adriatico -- 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 range11.02 km(13/27) Main battery reload4 s(19/27) HE shell damage1,950(8/26) HE DPM175,500(14/26) Main dispersion90.1 m(13/27) HE velocity875 m/s(11/26) Acceleration17.3 s(11/27) Torpedo reload90 s(9/26) Deck armor19 mm(11/21) NormMax armor20 mm(23 of 27 tied at this value) NormCitadel belt20 mm(23 of 27 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit PointsInitial: 16,800 → 21,800
Displacement4,175 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries21
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 135 mm/45 OTO 1938
Mounts / barrels3 mounts / 6 barrels
Reload time4.5 s
Firing range (base)
patched
  1. baseline10015
    In-game data
  2. 2026-04-3010010
    Ministry of Balance: Viva la Marina! Main battery firing range increased from 9.81 to 10.01 km.
10 km
Firing range (top fire control)11 km
Turret traverse10 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1001530·80.51000+0.5)·30=90.1m
90.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.1·0.6=54.1m
54.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =90.1·0.32(σ=2)=28.8m
28.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =54.1·0.32(σ=2)=17.3m
17.3 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 4.5 s base reload = 80.
80
HE shells
HE Damage1,950
HE Velocity875 m/s
Fire Chance9%
HE penetration
ƒ23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ1,950 HE damage x 6 broadside guns = 11,700.
11,700
Base HE DPM
ƒ11,700 HE full-salvo alpha x 60 / 4.5 s base reload = 156,000.
156,000
Installed HE DPM
ƒ11,700 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 175,500.
175,500
Base fires/min
ƒ80 shells/min x 9% fire chance = 7.2.
7.2
SAP shells
SAP Damage2,750
SAP Velocity875 m/s
SAP Pen (mm)38
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.
12
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed56 kt
Range13.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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.
≈ 12,900
Torpedo detectability1 km
Flooding chance230%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.
103,200
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (23×3.5×0.95) = 146. 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.
146
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
20 mm/70 Breda 1941Initial: 20 mm/65 Breda 1935 (4×2) → 20 mm/70 Breda 1941 (4×6)
37 mm/54 Breda 19393×1 37mm
Medium aura
DPSInitial: 21 → 20
Range3.5 km
Near aura
DPSInitial: 13 → 23
Range2 km
Total DPS in Aura
ƒMedium 20 + Near 23 = 43
43
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed39 kt
Turning circle radius750 m
Rudder shift time4.9 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (35.1 kt of 39 kt), from our in-house acceleration model.
17.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.6 kt of 39 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.
29.4 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·39.0·0.5144750=1.53°/s, so ratio=ωturretωhull=101.53=6.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.5× slow
Concealment
Detectability by sea7.3 km
Detectability by air3.72 km
Smoke firing penalty2.91 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.3 km
Detect Fire Sea9.3 km
Detect Fire Air6.72 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator4 charges · 80 s reload · 40 s emit / 10 s cloud active
Engine Boost4 charges · 120 s reload · 25 s active · +25% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points16,800 → 21,800
  • Rudder shift8.9 → 6.3 s
  • Close-range AA DPS34 → 43
Fire controlUpgrade
  • Main battery range10,015 → 11016.5 m
TorpedoesUpgrade
  • Range12 → 13.5 km
  • Alpha damage35,000 → 38,700
  • Display damage11,667 → 12,900

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)2
Max Horiz Disp90.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10015}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 90.1\,\text{m}$
Shell scatter width @ 10 km90 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.
Max Vert Disp54.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 90.1 \cdot 0.6 = 54.1\,\text{m}$
Shell scatter height @ 10 km54 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 Disp28.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 90.1 \cdot 0.32\;(\sigma = 2) = 28.8\,\text{m}$
Med Vert Disp17.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 54.1 \cdot 0.32\;(\sigma = 2) = 17.3\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
HE penetration23 mm
23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
SAP Fragment Radius12
SAP 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.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha11,700
1,950 HE damage x 6 broadside guns = 11,700.
Base HE DPM156,000
11,700 HE full-salvo alpha x 60 / 4.5 s base reload = 156,000.
Installed HE DPM175,500
11,700 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 175,500.
Base shells/min80
6 broadside guns x 60 / 4.5 s base reload = 80.
Installed shells/min90
6 broadside guns x 60 / 4 s installed Artillery reload = 90.
Base fires/min7.2
80 shells/min x 9% fire chance = 7.2.
Installed fires/min8.1
90 shells/min x 9% fire chance = 8.1.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time6.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range92.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage103,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.
Per-side salvo damage103,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.

AA defense

Close-range AA DPS146
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (23×3.5×0.95) = 146. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index398
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

Armor Beta

Hull HP 16,80021,800 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 & stern19 mm

Overmatched by 129+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,700 (12% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm16,400 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)2,000 (9% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 13–19 mm)1,800 (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 HP10,900 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (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 HP6,500 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Buff ×13Commander Skill ×3Main Battery ×2Torpedo ×6Concealment ×2
2026-04-30

Ministry of Balance: Viva la Marina!

  • Main battery firing range increased from 9.81 to 10.01 km.
  • Detectability range by sea reduced from 7.75 to 7.3 km.
  • Stock torpedo damage increased from 10,000 to 12,667.
  • Stock torpedo range increased from 10 to 12 km.
  • Stock torpedo flooding chance increased from 160 to 207%.
  • Stock torpedo detectability range reduced from 1.1 to 1.0 km.
  • Upgraded torpedo range increased from 12 to 13.5 km.
  • Upgraded torpedo damage increased from 12,667 to 13,900.
  • Upgraded torpedo flooding chance increased from 207 to 230%.
  • Added the Go All Out skill to the fourth row (reduces detectability by up to 10% while Engine Boost is active but increases its cooldown time by up to 35%).
  • +2 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Adriatico 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.