World of Warships: Legends ship guide

Andrea Doria

Also called: 安德烈亚·多里亚 Beta
Super-heal battleshipAn outsized Repair Party holds trades peers have to disengage from.
Playstyle
  • 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
Key characteristics
High HE / fire outputHigh fire chanceWide always-pen zoneLate auto-bounceHeavy secondary DPMFragile
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Community Data

Andrea Doria Community Stats

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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

ELITE MAIN BATTERY
  • Wide always-pen zone · 55.0°
  • Late auto-bounce · 70.0°
  • Flat AP shells · 830.0 m
Heavy secondary DPM

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.

Extra heal charges

4.0 Repair Party charges, best of T5 BBs. More total HP available across a match.

ELITE ARMOR
  • Thick end plates · 26.0 mm
  • Thick stern plate · 26.0 mm
Fragile HP pool

42200.0 HP, bottom decile of T5 BBs. Trade hits sparingly.

Acquisition

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
Italy Tech Tree

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

Official WG availability sources
Show direct source rows

Builds Beta

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

Open in Build Tool →

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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.

BestSecondary DPM (per side)387,429 (1/25) BestAP ricochet start55° (1/25) BestAP auto-bounce angle70° (1/25) BestRepair charges4 (1/25) BestEnd plates26 mm (5/25 / 1 of 6 tied) Top 10%Rudder shift13 s (3/25) Top 10%Main battery reload27 s (3/25) Top 10%Fires per minute7.78 (3/25) Top 10%AP velocity830 m/s (2/25) Top 10%AP arming threshold53 mm (2/25) Top 10%Displacement29,391 t (2/25) Top 25%Stealth profile14.1 km / 11.28 km (5/25 / 5/25) Top 25%Acceleration35 s (7/25) Top 25%Power-to-weight2.55 hp/t (6/25) Top 25%Secondary range4.5 km (7/25) Top 25%AA DPS288 (7/25) Top 25%AA threat991 (5/25) Bottom 25%HE shell damage4,700 (21/25) Bottom 25%AP shell damage9,500 (23/25) Bottom 25%AA range4 km (20/25) Bottom 25%Max armor280 mm (23/25) Bottom 25%Citadel belt230 mm (22/25) Bottom 10%Main battery caliber320 mm (24/25) WorstHit points42,200 HP (25/25)
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.

Max speed27 kt(8/25) Traverse-to-turn ratio4.02 ×(8/25) Main battery range15.55 km(19/25) Sigma1.6(19/25) HE DPM104,444(13/25) AP DPM211,111(13/25) Main dispersion204.5 m(14/25) HE velocity830 m/s(8/25) Engine power75,000 hp(14/25) Turn-speed retention117.2 hp/m(9/25) Deck armor40 mm(15/22) NormSecondary dispersion bracket57(20 of 25 tied at this value) NormAP fuse timer0.03 s(20 of 25 tied at this value) NormRepair heal rate0.5 %/s(23 of 25 tied at this value)
Survivability
Hit PointsInitial: 39,100 → 42,200
Displacement29,391 t
Armor range12–280 mm
Plate armor thicknesses12, 16, 19, 22, 26, 30, 32, 38, 40, 44, 70, 74, 80, 90, 100, 105, 110, 115, 120, 130, 150, 195, 200, 210, 220, 230, 250, 260, 280 mm
Armor material/layer entries108
Fire resistanceInitial: 20% → 23.3%
Fire duration60 s
Torp Reduction20%
Main Battery
ModuleArtillery: 320 mm/44 M1936
Mounts / barrels4 mounts / 10 barrels
Reload time27 s
Firing range (base)14.1 km
Firing range (top fire control)15.5 km
Turret traverse5 °/s
Shell Grouping (σ)1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1413630·122.21000+2.2)·30=204.5m
204.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =204.5·0.6=122.7m
122.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =204.5·0.369(σ=1.6)=75.5m
75.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =122.7·0.369(σ=1.6)=45.3m
45.3 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ10 broadside guns x 60 / 27 s base reload = 22.2.
22.2
HE shells
HE Damage4,700
HE Velocity830 m/s
Fire Chance35%
HE penetration
ƒIn-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒ4,700 HE damage x 10 broadside guns = 47,000.
47,000
Base HE DPM
ƒ47,000 HE full-salvo alpha x 60 / 27 s base reload = 104,444.
104,444
Base fires/min
ƒ22.2 shells/min x 35% fire chance = 7.78.
7.78
AP shells
AP Damage9,500
AP Velocity830 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 deg
Fuse Timer0.033 s
Fuse Threshold53 mm
AP overmatch
ƒfloor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
22 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·5250.69·0.321.07·8301.38=707.5mm. Matches the in-game spec card.
707.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 432.6 m/s: P=107·2600·5250.69·0.321.07·432.61.38=287.9mm.
287.9 mm
AP full-salvo alpha
ƒ9,500 AP damage x 10 broadside guns = 95,000.
95,000
Base AP DPM
ƒ95,000 AP full-salvo alpha x 60 / 27 s base reload = 211,111.
211,111
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.
55
AA Defense
AA mount points17
Close-range AA DPS
ƒSum 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.
288
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 1938 (upgraded hull only)9×2 37mm
20 mm/65 Breda 1935 (upgraded hull only)8×2 20mm
37 mm/54 RM 1939 (stock hull only)3×1 37mm
37 mm/54 Breda 1939 (stock hull only)6×1 37mm
13.2 mm/76 Breda 1931 (stock hull only)8×2 13mm
90 mm/50 OTO 1939 (DP)10×1 90mm
Far aura
DPS
ƒIncludes 37 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
37
Range4 km
Medium aura
DPSInitial: 45 → 56
Range3.5 km
Total DPS in Aura
ƒFar 37 + Medium 56 = 93
93
Near aura
DPS18
Range2 km
Total DPS in Aura
ƒFar 37 + Medium 56 + Near 18 = 111
111
S
Secondary Battery
Mounts14
Firing range4.5 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
135 mm/45 OTO 1938 (×2)
Caliber135 mm
Reload time5 s
SAP Damage3,000
Muzzle Velocity890 m/s
Armor Pen38 mm
Min Ricochet70°
Max Ricochet90°
Show 2 more gun families
135 mm/45 OTO 1938 (×2)
Caliber135 mm
Reload time5 s
SAP Damage3,000
Muzzle Velocity890 m/s
Armor Pen38 mm
Min Ricochet70°
Max Ricochet90°
90 mm/50 OTO 1939 (×10)
Caliber90 mm
Reload time3.5 s
SAP Damage2,000
Muzzle Velocity850 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed27 kt
Turning circle radius640 m
Rudder shift time13 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 (24.3 kt of 27 kt), from our in-house acceleration model.
35 s
Acceleration 0-99%
ƒTime 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.
56.4 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·27.0·0.5144640=1.24°/s, so ratio=ωturretωhull=51.24=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea14.1 km
Detectability by air11.28 km
Smoke firing penalty8.41 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.1 km
Detect Fire Sea16.1 km
Detect Fire Air14.28 km
Guaranteed Detect2 km
Consumables
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)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 23,632 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.
· 211 HP/s (0.5% of max HP) heal per second
ƒ0.5% 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
Module options (2)

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

HullUpgrade
  • Hit points39,100 → 42,200
  • Rudder shift23.7 → 16.9 s
  • Close-range AA DPS67 → 74
Fire controlUpgrade
  • Main battery range14,136 → 15549.6 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)1.6
Max Horiz Disp204.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14136}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 204.5\,\text{m}$
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 Disp122.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 204.5 \cdot 0.6 = 122.7\,\text{m}$
Shell scatter height @ 10 km88.8 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 Disp75.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 204.5 \cdot 0.369\;(\sigma = 1.6) = 75.5\,\text{m}$
Med Vert Disp45.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 122.7 \cdot 0.369\;(\sigma = 1.6) = 45.3\,\text{m}$
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close707.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2600 \cdot 525^{0.69} \cdot 0.32^{-1.07} \cdot 830^{1.38} = 707.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far287.9 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 432.6 m/s: $P = 10^{-7}\cdot 2600 \cdot 525^{0.69} \cdot 0.32^{-1.07} \cdot 432.6^{1.38} = 287.9\,\text{mm}$.
HE penetration55 mm
In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
AP overmatch22 mm
floor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius55
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha47,000
4,700 HE damage x 10 broadside guns = 47,000.
AP full-salvo alpha95,000
9,500 AP damage x 10 broadside guns = 95,000.
Base HE DPM104,444
47,000 HE full-salvo alpha x 60 / 27 s base reload = 104,444.
Base AP DPM211,111
95,000 AP full-salvo alpha x 60 / 27 s base reload = 211,111.
Base shells/min22.2
10 broadside guns x 60 / 27 s base reload = 22.2.
Base fires/min7.78
22.2 shells/min x 35% fire chance = 7.78.

AA defense

Close-range AA DPS288
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.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index991
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)387,429
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).
Max SAP alpha3000
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3000 from the 135 mm family.
Max SAP pen38 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: 38 mm from the 135 mm family.

Armor Beta

Hull HP 39,10042,200 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.

Bow & stern26 mm

Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel230 mm

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

Farming12 mm

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
Bow26 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.
Stern26 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.
Citadel230 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.
Superstructure12 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 HP21,100 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 (135 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 HP12,700 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 Andrea Doria. Cards are condensed; use each source link for full context.

Nerf ×12Buff ×3Main Battery ×7
2023-06-15

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Andrea Doria 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.