Andrea Doria
Also called: 安德烈亚·多里亚 Beta- Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
- Avoid: Treating the super-heal as a license to push
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Andrea Doria Community Stats
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Andrea Doria Community Stats
Record History
Playstyle
Overview
Andrea Doria is a Tier V Italian battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. 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 T5 BBs (55°) and best AP guaranteed-ricochet angle in T5 BBs (70°).
Positioning
Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.
Potato Avoidance
Treating the super-heal as a license to push
The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.
Signature Traits
- Wide always-pen zone · 55.0°
- Late auto-bounce · 70.0°
- Flat AP shells · 830.0 m
387429.0 secondary DPM per side, best of T5 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.
4.0 Repair Party charges, best of T5 BBs. More total HP available across a match.
- Thick end plates · 26.0 mm
- Thick stern plate · 26.0 mm
42200.0 HP, bottom decile of T5 BBs. Trade hits sparingly.
How to get Andrea Doria
Andrea Doria is available in the Bruiser Battleships branch of the Italy Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.
Show Italy tech-tree branch diagram
Andrea Doria sits in the Bruiser Battleships branch. The highlighted path shows the local branch context inside the full Italy tree.
Best listed chance for this ship
- Italian Battleship Big Crate 2.5% V Andrea Doria* Early access containers · Italian Battleship Big Crate
- Italian Battleship Crate 0.07% V Andrea Doria* Early access containers · Italian Battleship Crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Italian Battleship Big Crate 2.5% · V Andrea Doria*
- Italian Battleship Crate 0.07% · V Andrea Doria*
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Andrea Doria sits among Tier V BBs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 14 mid-pack stats
Not standouts for Andrea Doria -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
10 broadside guns x 60 / 27 s base reload = 22.2.HE shells
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In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).ƒ
4,700 HE damage x 10 broadside guns = 47,000.ƒ
47,000 HE full-salvo alpha x 60 / 27 s base reload = 104,444.ƒ
22.2 shells/min x 35% fire chance = 7.78.AP shells
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floor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 432.6 m/s: .ƒ
9,500 AP damage x 10 broadside guns = 95,000.ƒ
95,000 AP full-salvo alpha x 60 / 27 s base reload = 211,111.ƒ
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.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (56×3.5×0.75) + (18×3.5×0.7) + (37×3.5×0.75) = 288. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 37 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 37 + Medium 56 = 93ƒ
Far 37 + Medium 56 + Near 18 = 111ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.Show 2 more gun families
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Time to reach 90% of top speed (24.3 kt of 27 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (26.7 kt of 27 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 5,908 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 4 charges = up to 56% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (42,200 HP) per second = 211 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
See all derived stats
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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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14136}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 204.5\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 204.5 \cdot 0.6 = 122.7\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 204.5 \cdot 0.369\;(\sigma = 1.6) = 75.5\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 122.7 \cdot 0.369\;(\sigma = 1.6) = 45.3\,\text{m}$Standard BB dispersion. Used as the baseline for cross-family comparisons.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2600 \cdot 525^{0.69} \cdot 0.32^{-1.07} \cdot 830^{1.38} = 707.5\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 432.6 m/s: $P = 10^{-7}\cdot 2600 \cdot 525^{0.69} \cdot 0.32^{-1.07} \cdot 432.6^{1.38} = 287.9\,\text{mm}$.In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).floor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).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.All 10 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.4,700 HE damage x 10 broadside guns = 47,000.9,500 AP damage x 10 broadside guns = 95,000.47,000 HE full-salvo alpha x 60 / 27 s base reload = 104,444.95,000 AP full-salvo alpha x 60 / 27 s base reload = 211,111.10 broadside guns x 60 / 27 s base reload = 22.2.22.2 shells/min x 35% fire chance = 7.78.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (56×3.5×0.75) + (18×3.5×0.7) + (37×3.5×0.75) = 288. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 57 + 30 = 286.5 m.Secondary battery firepower
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: 2×3 135 mm (3/side) × 60/5 × 3000 = 108,000 + 2×3 135 mm (3/side) × 60/5 × 3000 = 108,000 + 10×1 90 mm (5/side) × 60/3.5 × 2000 = 171,429. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3000 from the 135 mm family.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: 38 mm from the 135 mm family.Armor Beta
Hull HP 39,100 → 42,200 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.
Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 26 mm primary (range 22–280 mm) | 2,700 (6% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm26 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) | 16 mm primary (range 16–280 mm) | 31,700 (75% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 22–150 mm) | 1,000 (2% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 230 mm primary (range 26–230 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. |
| Superstructure | 12 mm primary (range 12–250 mm) | 1,000 (2% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 21,100 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (135 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.100 research estimate | Largest on BB/BC; zero on destroyers | Engine 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 HP | 12,700 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Andrea Doria. Cards are condensed; use each source link for full context.
Ministry of Balance: Italian Concerto
- Secondary Battery firing range increased from 4 to 4.5 km.
- Secondary Battery 90 mm gun reload time increased from 3 to 3.5 s.
- Secondary Battery 135 mm gun reload time increased from 4 to 5 s.
- Main Battery AP shell damage reduced from 9,700 to 9,500.
- Main Battery AP shell ricochet angles increased from 45/60 to 55/70 degrees.
- Main Battery HE shell damage reduced from 5,000 to 4,700.
- Stock Hull HP reduced from 41,300 to 39,100.
- Bow HP reduced from 2,600 to 2,500.
- Casemate HP reduced from 7,800 to 7,400.
- Hull HP reduced from 31,000 to 29,300.
- +4 more official change lines in the source post.
Summer Update: The High Roll
- Main battery reload time decreased from 30 to 27 s.
Skins & permanent camouflages
Every custom exterior Andrea Doria can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
