World of Warships: Legends ship guide

AL Vittorio Veneto

Beta
Italy · Tier VII · Battleship · Premium · Vittorio Veneto Variant
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 zoneSonarSpotter planeLate auto-bounceExtra heal chargesSlow reload
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Community Data

AL Vittorio Veneto Community Stats

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Playstyle

Overview

AL 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

28.8 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 AL Vittorio Veneto

AL Vittorio Veneto is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Azur Lane VII Crate 1% One of the Azur Lane Tier VII Premium Ships Collaboration containers · Azur Lane VII Crate · 1 of 2 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Giuseppe Verdi Ship feature / release Start: 2023-08-22 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Victoria Ship feature / release Start: 2026-03-31 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

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Cohort position

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Where AL Vittorio Veneto sits among Tier VII BBs (48 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 (3/48) Top 10%HE velocity880 m/s (5/47) Top 25%Traverse-to-turn ratio5.5 × (11/48) Top 25%AP velocity850 m/s (9/48) Top 25%Citadel belt375 mm (11/47) Top 25%Deck armor85 mm (9/45) Bottom 25%Hit points61,000 HP (39/48) Bottom 25%Sigma1.7 (40/48) Bottom 25%AP DPM206,250 (40/48) Bottom 25%Acceleration36.7 s (39/48) Bottom 25%Engine power130,000 hp (39/48) Bottom 25%Turn-speed retention160.5 hp/m (37/48) Bottom 25%Power-to-weight2.84 hp/t (37/48) Bottom 25%AA threat1,230 (39/48) Bottom 10%Main battery reload28.8 s (45/48) Bottom 10%Fires per minute4.5 (45/47) WorstAA range4 km (1 of 4 tied) WorstNo torpedoes (32 of 48 in cohort)
See 19 mid-pack stats

Not standouts for AL 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.

Max speed30 kt(28/48) Concealment15.23 km(18/48) Air detection12.18 km(17/48) Rudder shift15.6 s(26/48) Main battery caliber381 mm(31/48) Main battery range16.79 km(35/48) HE shell damage5,400(31/47) HE DPM101,250(33/47) Main dispersion215.6 m(21/48) AP arming threshold64 mm(18/48) Displacement45,752 t(21/48) Secondary range6.25 km(17/48) AA DPS368(35/48) Max armor375 mm(22/48) NormSecondary dispersion bracket57(36 of 48 tied at this value) NormAP fuse timer0.03 s(39 of 48 tied at this value) NormRepair heal rate0.5 %/s(34 of 48 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 Points61,000
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 resistance36.6%
Fire duration60 s
Torp Reduction38%
Main Battery
ModuleArtillery: 381 mm/50 OTO 1934
Mounts / barrels3 mounts / 9 barrels
Reload time32 s
Firing range (base)15.3 km
Firing range (top fire control)16.8 km
Turret traverse6 °/s
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
Base shells/min
ƒ9 broadside guns x 60 / 32 s base reload = 16.9.
16.9
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
Base HE DPM
ƒ48,600 HE full-salvo alpha x 60 / 32 s base reload = 91,125.
91,125
Installed HE DPM
ƒ48,600 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 101,250.
101,250
Base fires/min
ƒ16.9 shells/min x 24% fire chance = 4.05.
4.05
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
Base AP DPM
ƒ99,000 AP full-salvo alpha x 60 / 32 s base reload = 185,625.
185,625
Installed AP DPM
ƒ99,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 206,250.
206,250
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.
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)12×1 90mm
Far aura
DPS
ƒIncludes 41 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
41
Range4 km
Medium aura
DPS71
Range3.5 km
Total DPS in Aura
ƒFar 41 + Medium 71 = 112
112
Near aura
DPS30
Range2 km
Total DPS in Aura
ƒFar 41 + Medium 71 + Near 30 = 142
142
S
Secondary Battery
Mounts16
Firing range6.25 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 @ 6.25 km
ƒ6.25 km × 57 + 30 = 386.2 m.
386.2 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)
Caliber90 mm
Reload time3.5 s
SAP Damage2,000
Muzzle Velocity850 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine moduleEngine: 130,000 hp
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
Choose one
Sonar3 charges · 180 s reload · 100 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Repair Party4 charges · 80 s reload · 28 s active · 8,540 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.
· 34,160 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.
· 305 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (61,000 HP) per second = 305 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Exhaust Smoke Generator3 charges · 125 s reload · 50 s emit / 10 s cloud active
Choose one
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
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

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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15261}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 215.6\,\text{m}$
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.
Max Vert Disp129.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 215.6 \cdot 0.6 = 129.3\,\text{m}$
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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 215.6 \cdot 0.356\;(\sigma = 1.7) = 76.8\,\text{m}$
Med Vert Disp46.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 129.3 \cdot 0.357\;(\sigma = 1.7) = 46.1\,\text{m}$
AP Pen Close814.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2434 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 850^{1.38} = 814.1\,\text{mm}$. 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: $P = 10^{-7}\cdot 2434 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 547.5^{1.38} = 443.6\,\text{mm}$.
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.
Base HE DPM91,125
48,600 HE full-salvo alpha x 60 / 32 s base reload = 91,125.
Base AP DPM185,625
99,000 AP full-salvo alpha x 60 / 32 s base reload = 185,625.
Installed HE DPM101,250
48,600 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 101,250.
Installed AP DPM206,250
99,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 206,250.
Base shells/min16.9
9 broadside guns x 60 / 32 s base reload = 16.9.
Installed shells/min18.8
9 broadside guns x 60 / 28.8 s installed Artillery reload = 18.8.
Base fires/min4.05
16.9 shells/min x 24% fire chance = 4.05.
Installed fires/min4.5
18.8 shells/min x 24% fire chance = 4.5.

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.
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 @ 6.25 km386.2 m
6.25 km × 57 + 30 = 386.2 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 61,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–130 mm)≈ 3,050 (~5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle 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)≈ 45,750 (~75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle 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)≈ 3,050 (~5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel375 mm primary (range 32–375 mm)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)no cap
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).

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.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • AL Vittorio Veneto default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur VenetoAzur Lane

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.