World of Warships: Legends ship guide

Giuseppe Verdi

Also called: 朱塞佩·威尔第 Beta
Italy · Tier VIII · Battleship · Premium
Fast battleshipSpeed lets it rotate flanks like no other battleship and open fights on its terms.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
  • Avoid: Using the 32-kn speed to push rather than to rotate
Key characteristics
Heavy AP penRadar (9.5 km)Spotter planeHardened superstructureHeavy secondary DPMShort gun range
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Playstyle

Overview

Giuseppe Verdi is a Tier VIII Italian fast battleship at 32 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: top-decile long-range AP brick in T8 BBs (514.7 mm) and best superstructure armor in T8 BBs (30 mm).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 32-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Surveillance Radar

9.5 km range, 35 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • Long-range AP brick · 514.7 mm
  • Fast AP shells · 10.91 s
  • Fast HE shells · 10.83 s
Hardened superstructure

30.0 mm superstructure, best of T8 BBs. HE farms less.

Heavy secondary DPM

461250.0 secondary DPM per side, top decile of T8 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Nimble for the tonnage

3.87 hp per ton, top decile of T8 BBs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Short gun range

16.42 km main battery reach, bottom decile of T8 BBs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Giuseppe Verdi

Giuseppe Verdi is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
Show all 7 containers (4 more)
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • "Dies Irae" Campaign Breakdown Campaign Start: 2023-07-24 · End: 2023-08-27 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • 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: Borodino Ship feature / release Start: 2024-08-09 · 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

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Cohort position

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Where Giuseppe Verdi sits among Tier VIII BBs (31 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.

Top 10%Air detection12.31 km (4/31) Top 10%Rudder shift15.3 s (4/31) Top 10%Secondary DPM (per side)461,250 (2/31) Top 10%Power-to-weight3.87 hp/t (3/31) Top 25%Max speed32 kt (8/31) Top 25%Concealment15.39 km (6/31) Top 25%HE velocity836 m/s (8/31) Top 25%Acceleration35.4 s (8/31) Top 25%Displacement49,317 t (7/31) Top 25%Repair heal rate1.12 %/s (5/31) Top 25%Deck armor80 mm (4/28) Bottom 25%Hit points69,100 HP (26/31) Bottom 25%AA threat1,420 (25/31) WorstMain battery range16.42 km (31/31) WorstAA range4 km (1 of 5 tied) WorstNo torpedoes (24 of 31 in cohort)
See 26 mid-pack stats

Not standouts for Giuseppe Verdi -- 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.

Traverse-to-turn ratio4.56 ×(18/31) Main battery caliber406 mm(17/31) Main battery reload27.9 s(18/31) Sigma1.7(21/31) HE shell damage5,700(19/31) HE fire chance36%(14/31) Fires per minute6.97(23/31) HE DPM110,323(21/31) AP shell damage12,600(19/31) AP DPM243,871(22/31) Main dispersion226.9 m(19/31) AP velocity836 m/s(9/31) AP arming threshold68 mm(17/31) Engine power191,000 hp(10/31) Turn-speed retention222.1 hp/m(9/31) Secondary range6 km(10/31) AA DPS446(23/31) Repair charges3(13/31) Max armor370 mm(21/31) Citadel belt350 mm(15/29) NormSecondary dispersion bracket57(25 of 31 tied at this value) NormAP fuse timer0.03 s(28 of 31 tied at this value) NormAP ricochet start45°(28 of 31 tied at this value) NormAP auto-bounce angle60°(28 of 31 tied at this value) NormBow armor32 mm(27 of 29 tied at this value) NormStern armor32 mm(27 of 29 tied at this value)
Survivability
Hit Points69,100
Displacement49,317 t
Armor range19–370 mm
Plate armor thicknesses19, 25, 30, 32, 38, 40, 50, 55, 60, 70, 80, 90, 100, 130, 150, 200, 210, 250, 280, 300, 320, 350, 370 mm
Armor material/layer entries75
Fire resistance40%
Fire duration60 s
Torp Reduction27%
Main Battery
ModuleArtillery: 406 mm/50 1940
Mounts / barrels3 mounts / 9 barrels
Reload time31 s
Firing range16.4 km
Turret traverse5 °/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 =(1642030·122.21000+2.2)·30=226.9m
226.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =226.9·0.6=136.1m
136.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =226.9·0.357(σ=1.7)=80.9m
80.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =136.1·0.356(σ=1.7)=48.5m
48.5 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ9 broadside guns x 60 / 31 s base reload = 17.4.
17.4
HE shells
HE Damage5,700
HE Velocity836 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 9 broadside guns = 51,300.
51,300
Base HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 31 s base reload = 99,290.
99,290
Installed HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 110,323.
110,323
Base fires/min
ƒ17.4 shells/min x 36% fire chance = 6.27.
6.27
AP shells
AP Damage12,600
AP Velocity836 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2550·9900.69·0.4061.07·8361.38=841.5mm. Matches the in-game spec card.
841.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.5 km), where the shell has slowed to 585.5 m/s: P=107·2550·9900.69·0.4061.07·585.51.38=514.7mm.
514.7 mm
AP full-salvo alpha
ƒ12,600 AP damage x 9 broadside guns = 113,400.
113,400
Base AP DPM
ƒ113,400 AP full-salvo alpha x 60 / 31 s base reload = 219,484.
219,484
Installed AP DPM
ƒ113,400 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 243,871.
243,871
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.
250
AA Defense
AA mount points26
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (58×3.5×0.75) + (59×3.5×0.7) + (57×3.5×0.75) = 446. 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.
446
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 193810×2 37mm
20 mm/70 Breda 194116×6 20mm
90 mm/50 OTO 1939 (DP)12×2 90mm
Far aura
DPS
ƒIncludes 57 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
57
Range4 km
Medium aura
DPS58
Range3.5 km
Total DPS in Aura
ƒFar 57 + Medium 58 = 115
115
Near aura
DPS59
Range2 km
Total DPS in Aura
ƒFar 57 + Medium 58 + Near 59 = 174
174
S
Secondary Battery
Mounts16
Firing range6.0 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 km
ƒ6 km × 57 + 30 = 372 m.
372 m
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time8 s
SAP Damage3,850
Muzzle Velocity950 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 2 more gun families
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time8 s
SAP Damage3,850
Muzzle Velocity950 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
90 mm/50 OTO 1939 (×12)
Caliber90 mm
Reload time5 s
SAP Damage2,000
Muzzle Velocity860 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet80°
Maneuverability
Engine moduleEngine: 191,000 hp
Engine power191,000 hp
Maximum speed32 kt
Turning circle radius860 m
Rudder shift time15.3 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 (28.8 kt of 32 kt), from our in-house acceleration model.
35.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
56.7 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·32.0·0.5144860=1.10°/s, so ratio=ωturretωhull=51.10=4.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.6× drags
Concealment
Detectability by sea15.39 km
Detectability by air12.31 km
Smoke firing penalty14.84 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.39 km
Detect Fire Sea17.39 km
Detect Fire Air15.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 20 s active · 15,478 HP (22.4% of max HP) total heal (per charge)
ƒHeal per second (1.12%) x effective active time (20 s) = up to 22.4% of max HP restored per charge.
· 46,434 HP (67.2% of max HP) total heal (all charges)
ƒ22.4% per charge x 3 charges = up to 67.2% of max HP if the whole Repair Party loadout is used.
· 774 HP/s (1.12% of max HP) heal per second
ƒ1.12% of max HP (69,100 HP) per second = 774 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 98 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
Surveillance Radar2 charges · 180 s reload · 35 s active · 9.5 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 317×301000=9.5 km
Choose one
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
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)1.7
Max Horiz Disp226.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16420}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 226.9\,\text{m}$
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 Disp136.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 226.9 \cdot 0.6 = 136.1\,\text{m}$
Shell scatter height @ 10 km85.6 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 Disp80.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 226.9 \cdot 0.357\;(\sigma = 1.7) = 80.9\,\text{m}$
Med Vert Disp48.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 136.1 \cdot 0.356\;(\sigma = 1.7) = 48.5\,\text{m}$
AP Pen Close841.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2550 \cdot 990^{0.69} \cdot 0.406^{-1.07} \cdot 836^{1.38} = 841.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far514.7 mm
Same formula at the ship's max firing range (20.5 km), where the shell has slowed to 585.5 m/s: $P = 10^{-7}\cdot 2550 \cdot 990^{0.69} \cdot 0.406^{-1.07} \cdot 585.5^{1.38} = 514.7\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha51,300
5,700 HE damage x 9 broadside guns = 51,300.
AP full-salvo alpha113,400
12,600 AP damage x 9 broadside guns = 113,400.
Base HE DPM99,290
51,300 HE full-salvo alpha x 60 / 31 s base reload = 99,290.
Base AP DPM219,484
113,400 AP full-salvo alpha x 60 / 31 s base reload = 219,484.
Installed HE DPM110,323
51,300 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 110,323.
Installed AP DPM243,871
113,400 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 243,871.
Base shells/min17.4
9 broadside guns x 60 / 31 s base reload = 17.4.
Installed shells/min19.4
9 broadside guns x 60 / 27.9 s installed Artillery reload = 19.4.
Base fires/min6.27
17.4 shells/min x 36% fire chance = 6.27.
Installed fires/min6.97
19.4 shells/min x 36% fire chance = 6.97.

AA defense

Close-range AA DPS446
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (58×3.5×0.75) + (59×3.5×0.7) + (57×3.5×0.75) = 446. 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 index1420
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 km372 m
6 km × 57 + 30 = 372 m.

Secondary battery firepower

Secondary DPM (per side)461,250
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: 2×3 152 mm (3/side) × 60/8 × 3850 = 86,625 + 2×3 152 mm (3/side) × 60/8 × 3850 = 86,625 + 12×2 90 mm (12/side) × 60/5 × 2000 = 288,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3850
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3850 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 69,100, 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 & stern32 mm

Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel320 mm

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

Farming30 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–130 mm)3,400 (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)40 mm primary (range 19–350 mm)51,800 (75% of HP)
No common caliber overmatches40 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–130 mm)2,800 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel320 mm primary (range 19–350 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.
Superstructure30 mm primary (range 30–370 mm)2,000 (3% 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 HP34,600 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 (152 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.
Rudder (module)separate HP pool, does not drain ship HP20,700 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.
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3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Giuseppe Verdi 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.