World of Warships: Legends ship guide

Dante Alighieri B

Beta
Italy · Tier III · Battleship · Premium · Dante Alighieri Variant
SAP battleshipMain guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels, and angle to survive while picking targets your SAP bites rather than shatters on.
Playstyle
  • Anchor a flank at 10-13 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
305 mm overmatch79 mm SAP penFlat HE shellsHeavy secondary DPMExtra heal chargesLoose grouping
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Community Data

Dante Alighieri B Community Stats

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Playstyle

Overview

Dante Alighieri B is a Tier III 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 flat HE shells in T3 BBs (914) and best heavy secondary DPM in T3 BBs (560,000).

Positioning

Anchor a flank at 10-13 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
  • Flat HE shells · 914.0 m
  • Overmatch specialist
Heavy secondary DPM

560000.0 secondary DPM per side, best of T3 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 T3 BBs. More total HP available across a match.

Loose grouping

Sigma 1.4, bottom quartile of T3 BBs. Shells scatter more; bracketing matters.

Acquisition

How to get Dante Alighieri B

Dante Alighieri B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

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 Dante Alighieri B sits among Tier III BBs (19 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)560,000 (1/19) BestHE velocity914 m/s (1/19) BestRepair charges4 (1/19) Top 25%Max speed23 kt (5/19) Top 25%Stealth profile11.99 km / 9.59 km (3/19 / 3/19) Top 25%Displacement21,800 t (5/19) Top 25%AA threat304 (5/16) Bottom 25%Traverse-to-turn ratio2.57 × (16/19) WorstHit points36,000 HP (19/19) WorstMain battery range13.32 km (19/19) WorstMain battery reload32 s (19/19) WorstSigma1.4 (1 of 2 tied) WorstFires per minute5.17 (19/19) WorstHE DPM85,500 (19/19) WorstAP DPM182,250 (19/19) WorstMain dispersion196.5 m (19/19) WorstSecondary range3.5 km (1 of 7 tied)
See 20 mid-pack stats

Not standouts for Dante Alighieri B -- 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.

Rudder shift11.6 s(8/19) Main battery caliber305 mm(9/19) HE shell damage3,800(14/19) HE fire chance23%(9/19) AP shell damage8,100(13/19) AP velocity840 m/s(9/19) Acceleration36 s(10/18) AP arming threshold51 mm(11/19) Engine power32,000 hp(9/18) Turn-speed retention55.2 hp/m(7/18) Power-to-weight1.47 hp/t(8/18) AA DPS118(6/19) AA range3 km(9/19) Max armor280 mm(14/19) Citadel belt250 mm(13/19) Bow armor19 mm(9/19) Stern armor19 mm(10/19) Deck armor50 mm(8/19) NormSecondary dispersion bracket57(17 of 19 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)
Survivability
Hit Points36,000
Displacement21,800 t
Armor range13–280 mm
Plate armor thicknesses13, 19, 20, 24, 25, 30, 50, 75, 76, 100, 120, 200, 220, 250, 280 mm
Armor material/layer entries70
Fire resistance10%
Fire duration60 s
Torp Reduction13%
Main Battery
ModuleArtillery: 305 mm/46 Vickers-Terni 1909
Mounts / barrels4 mounts / 12 barrels
Reload time32 s
Firing range13.3 km
Turret traverse3 °/s
Shell Grouping (σ)1.4
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1331830·122.21000+2.2)·30=196.5m
196.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =196.5·0.6=117.9m
117.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =196.5·0.394(σ=1.4)=77.5m
77.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =117.9·0.394(σ=1.4)=46.5m
46.5 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ12 broadside guns x 60 / 32 s base reload = 22.5.
22.5
HE shells
HE Damage3,800
HE Velocity914 m/s
Fire Chance23%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ3,800 HE damage x 12 broadside guns = 45,600.
45,600
Base HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 32 s base reload = 85,500.
85,500
Base fires/min
ƒ22.5 shells/min x 23% fire chance = 5.17.
5.17
SAP shells
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.
40
AP shells
AP Damage8,100
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·3900.69·0.3051.07·8401.38=498.1mm. Matches the in-game spec card.
498.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.6 km), where the shell has slowed to 451.8 m/s: P=107·2100·3900.69·0.3051.07·451.81.38=211.7mm.
211.7 mm
AP full-salvo alpha
ƒ8,100 AP damage x 12 broadside guns = 97,200.
97,200
Base AP DPM
ƒ97,200 AP full-salvo alpha x 60 / 32 s base reload = 182,250.
182,250
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.
40
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×0.75) + (7×3.5×0.75) = 118. 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.
118
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm/40 Ansaldo 19174×1 76mm
40 mm/39 QF MKII8×1 40mm
Outer Medium aura
DPS7
Range3 km
Inner Medium aura
DPS38
Range2.5 km
Total DPS in Aura
ƒOuter Medium 7 + Inner Medium 38 = 45
45
S
Secondary Battery
Mounts16
Firing range3.5 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
120 mm/50 Vickers 1909 (×12)
Caliber120 mm
Reload time3 s
SAP Damage2,800
Muzzle Velocity870 m/s
Armor Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
120 mm/50 Ansaldo 1909 (×4)
Caliber120 mm
Reload time3 s
SAP Damage2,800
Muzzle Velocity870 m/s
Armor Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine moduleEngine: 32,000 hp
Engine power32,000 hp
Maximum speed23 kt
Turning circle radius580 m
Rudder shift time11.6 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 (20.7 kt of 23 kt), from our in-house acceleration model.
36 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.8 kt of 23 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.
58.9 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·23.0·0.5144580=1.17°/s, so ratio=ωturretωhull=31.17=2.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.6× drags
Concealment
Detectability by sea11.99 km
Detectability by air9.59 km
Smoke firing penalty9.17 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.99 km
Detect Fire Sea13.99 km
Detect Fire Air12.59 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 5,040 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.
· 20,160 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.
· 180 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (36,000 HP) per second = 180 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

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)1.4
Max Horiz Disp196.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13318}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 196.5\,\text{m}$
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 Disp117.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 196.5 \cdot 0.6 = 117.9\,\text{m}$
Shell scatter height @ 10 km90.2 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 Disp77.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 196.5 \cdot 0.394\;(\sigma = 1.4) = 77.5\,\text{m}$
Med Vert Disp46.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 117.9 \cdot 0.394\;(\sigma = 1.4) = 46.5\,\text{m}$
AP Pen Close498.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2100 \cdot 390^{0.69} \cdot 0.305^{-1.07} \cdot 840^{1.38} = 498.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far211.7 mm
Same formula at the ship's max firing range (16.6 km), where the shell has slowed to 451.8 m/s: $P = 10^{-7}\cdot 2100 \cdot 390^{0.69} \cdot 0.305^{-1.07} \cdot 451.8^{1.38} = 211.7\,\text{mm}$.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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.
SAP Fragment Radius40
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha45,600
3,800 HE damage x 12 broadside guns = 45,600.
AP full-salvo alpha97,200
8,100 AP damage x 12 broadside guns = 97,200.
Base HE DPM85,500
45,600 HE full-salvo alpha x 60 / 32 s base reload = 85,500.
Base AP DPM182,250
97,200 AP full-salvo alpha x 60 / 32 s base reload = 182,250.
Base shells/min22.5
12 broadside guns x 60 / 32 s base reload = 22.5.
Base fires/min5.17
22.5 shells/min x 23% fire chance = 5.17.

AA defense

Close-range AA DPS118
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×0.75) + (7×3.5×0.75) = 118. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index304
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

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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)560,000
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: 12×1 120 mm (6/side) × 60/3 × 2800 = 336,000 + 4×2 120 mm (4/side) × 60/3 × 2800 = 224,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha2800
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 2800 from the 120 mm family.
Max SAP pen34.2 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: 34.2 mm from the 120 mm family.

Armor Beta

Hull HP 36,000, 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 & stern19 mm

Overmatched by 48+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 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 10%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–100 mm)≈ 1,800 (~5% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)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)100 mm primary (range 24–220 mm)≈ 27,000 (~75% of HP)
No common caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–120 mm)≈ 1,800 (~5% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 25–250 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.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Dante Alighieri B. Cards are condensed; use each source link for full context.

Nerf ×13Buff ×1Main Battery ×3
2023-06-15

Ministry of Balance: Italian Concerto

  • Secondary Battery firing range increased from 3.5 to 4.0 km.
  • Main Battery AP shell damage reduced from 8,100 to 7,900.
  • Main Battery reload time increased from 32 to 33 s.
  • Stock hull HP reduced from 32,400 to 30,000.
  • Bow HP reduced from 1,530 to 1,400.
  • Casemate HP reduced from 6,390 to 5,900.
  • Stern HP reduced from 1,080 to 1,000.
  • Hull HP reduced from 24,300 to 22,500.
  • Magazine HP reduced from 16,200 to 15,000.
  • Steering Gear HP reduced from 9,720 to 9,000.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Dante Alighieri B can equip, from in-game data.

  • Dante Alighieri B 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.