World of Warships: Legends ship guide

Michelangelo

Also called: 米开朗基罗 Beta
Italy · Tier VIII · CB Cruiser · Premium
SAP cruiserHigh-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
320 mm overmatch83 mm SAP penHeavy, fast torpedoesWide SAP fragmentsHeavy HE shellsVisible torps
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Community Data

Michelangelo Community Stats

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Playstyle

Overview

Michelangelo is a Tier VIII Italian SAP cruiser: her 320mm main battery fires semi-armor-piercing shells (82.7mm of fixed penetration) in place of HE. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Sonar (4.7 km on ships and 3.3 km on torpedoes, 98 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best HE fire chance in T8 CAs (35) and best heavy secondary DPM in T8 CAs (408,304).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

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 battleship are wasted damage. Her 66,100-HP hull does not recover from a punished salvo, so hunt the broadsides, soft cruisers, and exposed superstructures SAP bites cleanly, and angle to survive the return fire while you wait for them.

Signature Traits

High fire chance

35.0% fire chance per HE shell, best of T8 CAs.

ELITE SECONDARIES
  • Heavy secondary DPM · 408304.0 secondary
  • Tight
Fast torpedoes

72.0 kt torpedo speed, best of T8 CAs. Less reaction time for targets to dodge.

High HP pool

66100.0 HP, top decile of T8 CAs.

Heavy powerplant

200000.0 hp engine, top decile of T8 CAs. More headroom for accelerating out of stops and maintaining speed in turns.

WEAK TORPEDOES
  • Visible torps · 1.7 km
  • Slow torp reload · 120.0 s
Acquisition

How to get Michelangelo

Michelangelo is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, 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
  • Fleet Celebration crate 0.5% One of these ships New · Fleet Celebration crate · 1 of 2 ships
Show all 10 containers (7 more)
  • 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%
  • Chest of Rarities 0.25% Tier VIII Premium ship Event containers · Chest of Rarities · 1 of 8 ships
  • 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
  • Piñata Chest 0.025% Tier VIII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 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
  • "Tempest of Renaissance" Campaign Breakdown Campaign Start: 2024-09-09 · End: 2024-10-13 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: Michelangelo Ship feature / release Start: 2024-09-10 · 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.
  • September Update: Breeze of Inspiration 17,500 Doubloons 2024-09-05 Tier VIII default; exact price not in source
Show direct source rows

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Cohort position

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Where Michelangelo sits among Tier VIII CAs (33 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.

BestHE fire chance35% (1 of 4 tied) BestSecondary dispersion bracket27 (1/27) BestSecondary DPM (per side)408,304 (1/27) BestTorpedo speed72 kt (1 of 2 tied) Top 10%Hit points66,100 HP (3/33) Top 10%Main battery caliber320 mm (3/33) Top 10%Engine power200,000 hp (3/33) Top 10%Turn-speed retention241 hp/m (3/33) Top 25%Stealth profile12.35 km / 7.41 km (9/33 / 9/33) Top 25%Secondary range6.5 km (5/27) Top 25%Torpedo damage≈19,233 (3/19) Top 25%Max armor255 mm (5/33) Top 25%Citadel belt200 mm (5/33) Top 25%Deck armor60 mm (9/32) Bottom 25%Main battery range15.36 km (26/33) Bottom 25%Main battery reload19.4 s (29/33) Bottom 25%Sigma2 (29/33) Bottom 25%HE DPM116,289 (23/29) Bottom 25%AP DPM240,000 (26/33) Bottom 25%Main dispersion177 m (27/33) Bottom 25%Acceleration29.3 s (26/33) Bottom 25%AA threat1,566 (27/33) Bottom 25%Torpedo reload120 s (17/19) Bottom 10%AP arming threshold53 mm (31/33) Bottom 10%Displacement38,000 t (31/33) WorstAA range4 km (1 of 3 tied)
See 16 mid-pack stats

Not standouts for Michelangelo -- 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 speed33.5 kt(11/33) Rudder shift10.8 s(19/33) Traverse-to-turn ratio6.73 ×(15/33) Fires per minute8.66(11/29) AP velocity830 m/s(21/33) HE velocity830 m/s(21/29) Power-to-weight5.26 hp/t(25/33) AA DPS464(23/33) Torpedo range8.01 km(13/19) Repair heal rate0.6 %/s(13/33) Bow armor25 mm(19/33) Stern armor25 mm(21/33) NormAP fuse timer0.03 s(23 of 33 tied at this value) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit Points66,100
Displacement38,000 t
Armor range16–255 mm
Plate armor thicknesses16, 25, 27, 40, 50, 60, 70, 100, 110, 120, 150, 200, 250, 255 mm
Armor material/layer entries59
Fire resistance40%
Fire duration30 s
Torp Reduction22%
Main Battery
ModuleArtillery: 320 mm/44 OTO Model 1935
Mounts / barrels2 mounts / 8 barrels
Reload time21.5 s
Firing range15.4 km
Turret traverse8 °/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 =(1536030·101.61000+1.6)·30=177m
177 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =177·0.6=106.2m
106.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =177·0.32(σ=2)=56.6m
56.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =106.2·0.319(σ=2)=33.9m
33.9 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 21.5 s base reload = 22.3.
22.3
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 8 broadside guns = 37,600.
37,600
Base HE DPM
ƒ37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930.
104,930
Installed HE DPM
ƒ37,600 HE full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 116,289.
116,289
Base fires/min
ƒ22.3 shells/min x 35% fire chance = 7.81.
7.81
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.
175
AP shells
AP Damage9,700
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 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 (19.2 km), where the shell has slowed to 434.7 m/s: P=107·2600·5250.69·0.321.07·434.71.38=289.8mm.
289.8 mm
AP full-salvo alpha
ƒ9,700 AP damage x 8 broadside guns = 77,600.
77,600
Base AP DPM
ƒ77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558.
216,558
Installed AP DPM
ƒ77,600 AP full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
240,000
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.
175
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time120 s
Projectile speed72 kt
Range8.01 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=57,700·0.333=19,233.
≈ 19,233
Torpedo detectability1.7 km
Flooding chance349%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming222 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699.
57,699
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (30×3.5×0.85) + (48×3.5×0.9) = 464. 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.
464
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 193812×2 37mm
20 mm/70 Breda 19418×6 20mm
90 mm/50 OTO 1939 (DP)10×2 90mm
Far aura
DPS
ƒIncludes 48 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
48
Range4 km
Medium aura
DPS71
Range3.5 km
Total DPS in Aura
ƒFar 48 + Medium 71 = 119
119
Near aura
DPS30
Range2 km
Total DPS in Aura
ƒFar 48 + Medium 71 + Near 30 = 149
149
S
Secondary Battery
Mounts13
Firing range6.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (50%, Massachusetts type)
Max secondary dispersion @ 6.5 km
ƒ6.5 km × 27 + 30 = 205.5 m.
205.5 m
152 mm/55 Model 1935 (×3)
Caliber152 mm
Reload time9.6 s
SAP Damage3,650
Muzzle Velocity950 m/s
Armor Pen42.3 mm
Min Ricochet80°
Max Ricochet85°
Show 1 more gun family
90 mm/50 OTO 1939 (×10)
Caliber90 mm
Reload time4.2 s
SAP Damage1,900
Muzzle Velocity860 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet80°
Maneuverability
Engine moduleEngine: 200,000 hp
Engine power200,000 hp
Maximum speed33.5 kt
Turning circle radius830 m
Rudder shift time10.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.
29.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
48.9 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·33.5·0.5144830=1.19°/s, so ratio=ωturretωhull=81.19=6.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.7× slow
Concealment
Detectability by sea12.35 km
Detectability by air7.41 km
Smoke firing penalty7.37 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.35 km
Detect Fire Sea14.35 km
Detect Fire Air10.41 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 11,105 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 22,210 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 397 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (66,100 HP) per second = 397 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Exhaust Smoke Generator2 charges · 150 s reload · 40 s emit / 10 s cloud active
Secondary Battery Booster4 charges · 100 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

Shell Grouping (σ)2
Max Horiz Disp177 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15360}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 177\,\text{m}$
Shell scatter width @ 10 km132 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 Disp106.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 177 \cdot 0.6 = 106.2\,\text{m}$
Shell scatter height @ 10 km70 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 Disp56.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 177 \cdot 0.32\;(\sigma = 2) = 56.6\,\text{m}$
Med Vert Disp33.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 106.2 \cdot 0.319\;(\sigma = 2) = 33.9\,\text{m}$
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 Far289.8 mm
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 434.7 m/s: $P = 10^{-7}\cdot 2600 \cdot 525^{0.69} \cdot 0.32^{-1.07} \cdot 434.7^{1.38} = 289.8\,\text{mm}$.
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 Radius175
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 Radius175
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha37,600
4,700 HE damage x 8 broadside guns = 37,600.
AP full-salvo alpha77,600
9,700 AP damage x 8 broadside guns = 77,600.
Base HE DPM104,930
37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930.
Base AP DPM216,558
77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558.
Installed HE DPM116,289
37,600 HE full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 116,289.
Installed AP DPM240,000
77,600 AP full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
Base shells/min22.3
8 broadside guns x 60 / 21.5 s base reload = 22.3.
Installed shells/min24.7
8 broadside guns x 60 / 19.4 s installed Artillery reload = 24.7.
Base fires/min7.81
22.3 shells/min x 35% fire chance = 7.81.
Installed fires/min8.66
24.7 shells/min x 35% fire chance = 8.66.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed72 kt
Travel time to max range42.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage115,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 19,233 = 115,398.
Per-side salvo damage57,699
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699.

AA defense

Close-range AA DPS464
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (30×3.5×0.85) + (48×3.5×0.9) = 464. 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 index1566
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 typeImproved (50%, Massachusetts type)
Max dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.5 km205.5 m
6.5 km × 27 + 30 = 205.5 m.

Secondary battery firepower

Secondary DPM (per side)408,304
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: 3×4 152 mm (6/side) × 60/9.6 × 3650 = 136,875 + 10×2 90 mm (10/side) × 60/4.2 × 1900 = 271,429. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3650
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3650 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 66,100, 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 & stern25 mm

Overmatched by 98+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel200 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)5,300 (8% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
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 16–250 mm)49,600 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)5,100 (8% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel200 mm primary (range 27–200 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 mm primary (range 16–255 mm)1,500 (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 HP33,100 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 (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 HP19,800 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

Exteriors

Skins & permanent camouflages

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

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.