World of Warships: Legends ship guide

Luca Tarigo

Also called: 卢卡·塔里戈 Beta
SAP destroyerA SAP gunboat: high-alpha SAP into broadsides and superstructures, leaning on smoke and speed.
Playstyle
  • Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (10 km)Engine BoostLong smoke deploymentFlat HE shellsEasily spotted
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Community Data

Luca Tarigo Community Stats

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Playstyle

Overview

Luca Tarigo is a Tier VI Italian SAP destroyer: her main guns fire high-alpha semi-armor-piercing shells instead of AP, so one good salvo lands a big guaranteed hit on broadsides and superstructures. Lean on agility to pick targets your SAP bites rather than shatters on; the torpedoes are slow and secondary. Exhaust smoke and engine boost cover the approach. Standout traits: top-decile flat HE shells in T6 DDs (950) and top-decile superstructure armor in T6 DDs (16 mm).

Positioning

Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke. Pick broadsides, soft destroyers, and exposed superstructures where SAP lands full damage; do not trade SAP into the bow armor of an angled cruiser, and use the agility, not concealment, to survive.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled cruiser are wasted; hunt the broadsides, soft destroyers, and superstructures it bites cleanly, and remember the torpedoes are slow backup, not your primary damage.

Signature Traits

Engine Boost

+25% speed, 25 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long smoke deployment

30.0 s smoke deployment window, best of T6 DDs. Lays a longer rolling smoke trail while moving.

Flat HE shells

950.0 m/s HE muzzle velocity, top decile of T6 DDs. Flatter trajectory, easier to land at range.

Easily spotted

7.2 km surface detect, bottom decile of T6 DDs. Visible before you can react; position early.

Acquisition

How to get Luca Tarigo

Luca Tarigo is available in the Destroyer Hunters branch of the Italy Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 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

Luca Tarigo sits in the Destroyer Hunters 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

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Cohort position

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Where Luca Tarigo sits among Tier VI DDs (41 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%HE velocity950 m/s (2/41) Top 25%Traverse-to-turn ratio7.63 × (11/41) Top 25%AA DPS180 (8/41) Top 25%Torpedo range10 km (7/41) Top 25%Torpedo reload70 s (8/41) Bottom 25%Air detection3.63 km (37/41) Bottom 25%Main battery caliber120 mm (33/41) Bottom 25%Acceleration18.2 s (33/41) Bottom 25%Torpedo damage≈9,100 (37/41) Bottom 25%Torpedo speed56 kt (34/41) Bottom 10%Concealment7.2 km (38/41) WorstNo secondaries (37 of 41 in cohort)
See 21 mid-pack stats

Not standouts for Luca Tarigo -- 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.

Hit points17,100 HP(12/41) Max speed38 kt(15/41) Rudder shift3.7 s(25/41) Main battery range10.74 km(13/41) Main battery reload5.5 s(29/41) HE shell damage1,750(25/41) HE fire chance8%(19/41) Fires per minute5.24(17/41) HE DPM114,545(23/41) Main dispersion88.2 m(12/41) Engine power50,000 hp(27/41) Turn-speed retention82 hp/m(25/41) Displacement2,580 t(18/41) Power-to-weight19.38 hp/t(24/41) AA range3.5 km(23/41) AA threat377(25/41) Deck armor16 mm(14/27) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(28 of 39 tied at this value) NormBow armor16 mm(32 of 39 tied at this value) NormStern armor16 mm(32 of 39 tied at this value)
Survivability
Hit PointsInitial: 14,600 → 17,100
Displacement2,580 t
Armor range10–16 mm
Plate armor thicknesses10, 16 mm
Armor material/layer entries19
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm/50 Ansaldo 1926
Mounts / barrels3 mounts / 6 barrels
Reload time5.5 s
Firing range (base)
patched
  1. baseline9764
    In-game data
  2. 2026-04-309760
    Ministry of Balance: Viva la Marina! Main battery firing range increased from 9.56 to 9.76 km.
9.8 km
Firing range (top fire control)10.7 km
Turret traverse14 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(976430·80.51000+0.5)·30=88.2m
88.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.2·0.6=52.9m
52.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =88.2·0.32(σ=2)=28.2m
28.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.9·0.319(σ=2)=16.9m
16.9 m
Turret turn time
ƒ180 degrees / 14 deg/s traverse speed = 12.9 s.
12.9 s
Base shells/min
ƒ6 broadside guns x 60 / 5.5 s base reload = 65.5.
65.5
HE shells
HE Damage1,750
HE Velocity950 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 6 broadside guns = 10,500.
10,500
Base HE DPM
ƒ10,500 HE full-salvo alpha x 60 / 5.5 s base reload = 114,545.
114,545
Base fires/min
ƒ65.5 shells/min x 8% fire chance = 5.24.
5.24
SAP shells
SAP Damage2,600
SAP Velocity950 m/s
SAP Pen (mm)34.2
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.
9
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed56 kt
Range10 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=27,300·0.333=9,100.
≈ 9,100
Torpedo detectability1.1 km
Flooding chance160%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600.
54,600
AA Defense
AA mount points10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (33×3.5×0.95) = 180. 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.
180
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm/54 Breda 1938 (upgraded hull only)2×2 37mm
13.2 mm/76 Breda 19318×2 13mm
40 mm/39 QF MKII (stock hull only)2×1 40mm
Medium aura
DPS20
Range3.5 km
Near aura
DPSInitial: 42 → 33
Range1.2 km
Total DPS in Aura
ƒMedium 20 + Near 33 = 53
53
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed38 kt
Turning circle radius610 m
Rudder shift time3.7 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (34.2 kt of 38 kt), from our in-house acceleration model.
18.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.6 kt of 38 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.
31 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·38.0·0.5144610=1.84°/s, so ratio=ωturretωhull=141.84=7.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.6× ok
Concealment
Detectability by sea7.2 km
Detectability by air3.63 km
Smoke firing penalty2.61 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.2 km
Detect Fire Sea9.2 km
Detect Fire Air6.63 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator4 charges · 120 s reload · 30 s emit / 10 s cloud active
Engine Boost4 charges · 120 s reload · 25 s active · +25% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points14,600 → 17,100
  • Rudder shift6.7 → 4.8 s
  • Close-range AA DPS54 → 53
  • Maximum AA range2.5 → 3.5 km
Fire controlUpgrade
  • Main battery range9,764 → 10740.4 m
TorpedoesUpgrade
  • Reload80 → 70 s

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

Shell Grouping (σ)2
Max Horiz Disp88.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9764}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 88.2\,\text{m}$
Max Vert Disp52.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 88.2 \cdot 0.6 = 52.9\,\text{m}$
Med Horiz Disp28.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 88.2 \cdot 0.32\;(\sigma = 2) = 28.2\,\text{m}$
Med Vert Disp16.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 52.9 \cdot 0.319\;(\sigma = 2) = 16.9\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
SAP Fragment Radius9
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time12.9 s
180 degrees / 14 deg/s traverse speed = 12.9 s.
HE full-salvo alpha10,500
1,750 HE damage x 6 broadside guns = 10,500.
Base HE DPM114,545
10,500 HE full-salvo alpha x 60 / 5.5 s base reload = 114,545.
Base shells/min65.5
6 broadside guns x 60 / 5.5 s base reload = 65.5.
Base fires/min5.24
65.5 shells/min x 8% fire chance = 5.24.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range68.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage54,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600.
Per-side salvo damage54,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600.

AA defense

Close-range AA DPS180
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (33×3.5×0.95) = 180. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index377
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 range1.2 km

Armor Beta

Hull HP 14,60017,100 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 & stern16 mm

Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm2,800 (16% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 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)16 mm12,800 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm1,200 (7% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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.
Superstructure16 mm1,100 (6% 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 HP8,600 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.
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 HP5,100 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 Luca Tarigo. Cards are condensed; use each source link for full context.

Buff ×7Main Battery ×4Concealment ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Main battery firing range increased from 9.56 to 9.76 km.
  • Main battery HE shell damage increased from 1,700 to 1,750.
  • Main battery HE shell fire-setting chance increased from 7 to 8%.
  • Detectability range by sea reduced from 7.58 to 7.2 km.
  • Stock hull HP increased from 12,600 to 14,600 (with saturation adjusted proportionally).
  • Upgraded hull HP increased from 15,100 to 17,100 (with saturation adjusted proportionally).
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Luca Tarigo can equip, from in-game data.

  • Luca Tarigo 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.