World of Warships: Legends ship guide

Montecuccoli

Beta
SAP cruiserHigh-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Playstyle
  • Hold 10-13 km angles with islands close enough to break line of sight when focus comes; wait for soft c…
  • The kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (10 km)42 mm SAP penStealthy (9.6 km)Lobs over islandsFast for the classLow AP DPM
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Community Data

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Playstyle

Overview

Montecuccoli is a Tier IV Italian SAP cruiser: her 152mm main battery fires semi-armor-piercing shells (42.3mm 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. Standout traits: best torpedo belt percent in T4 CAs (16) and top-decile top speed in T4 CAs (37 kt).

Positioning

Hold 10-13 km angles with islands close enough to break line of sight when focus comes; wait for soft cruisers and exposed superstructures where SAP lands full penetration rather than firing into the belt or bow armor it shatters on. The kit pays best when you choose your salvo target, not when you chase one.

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 26,500-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

Strong torpedo belt

16.0% torpedo damage reduction, best of T4 CAs.

ELITE MOBILITY
  • Fast for the class · 37.0 kt
  • Holds speed in turns · 173.8 hp
Flat HE shells

950.0 m/s HE muzzle velocity, top decile of T4 CAs. Flatter trajectory, easier to land at range.

Punchy HE secondaries

1500.0 max HE alpha per secondary shell, top decile of T4 CAs. Bigger per-shell damage than peers.

Best-in-class stealth

9.62 km surface detect, top decile of T4 CAs. Stays dark longer.

WEAK MAIN BATTERY
  • Low AP DPM · 100699 AP
  • Slow reload · 14.3 s
Acquisition

How to get Montecuccoli

Montecuccoli is available in the Evasive Cruisers branch of the Italy Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 137,500 credits.

Show Italy tech-tree branch diagram
Italy Tech Tree

Montecuccoli sits in the Evasive Cruisers branch. The highlighted path shows the local branch context inside the full Italy tree.

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

Hide

Where Montecuccoli sits among Tier IV CAs (22 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%Max speed37 kt (2/22) Top 10%Stealth profile9.62 km / 5.77 km (2/22 / 2/22) Top 10%HE velocity950 m/s (2/21) Top 10%Turn-speed retention173.8 hp/m (2/22) Top 25%Main dispersion117.1 m (6/22) Top 25%HE alpha1,500 (4/16) Top 25%Engine power106,000 hp (5/22) Top 25%Power-to-weight11.78 hp/t (5/22) Top 25%AA DPS206 (6/22) Top 25%AA range4 km (5/22) Top 25%AA threat611 (6/22) Top 25%Torpedo range9.99 km (4/21) Top 25%Torpedo reload55 s (5/21) Bottom 25%Traverse-to-turn ratio3.92 × (20/22) Bottom 25%Main battery reload14.3 s (20/22) Bottom 25%HE DPM73,846 (19/21) Bottom 25%Torpedo speed53 kt (19/21) WorstFires per minute2.69 (21/21) WorstAP DPM100,699 (22/22)
See 24 mid-pack stats

Not standouts for Montecuccoli -- 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 points26,500 HP(13/22) Rudder shift7.6 s(17/22) Main battery caliber152 mm(13/22) Main battery range13.41 km(15/22) HE shell damage2,200(12/21) AP shell damage3,000(16/22) Secondary DPM (per side)45,000(11/16) Secondary fire chance6%(7/16) Secondary HE pen17 mm(7/16) AP velocity850 m/s(15/22) Acceleration25.2 s(17/22) AP fuse timer0.03 s(13/22) AP arming threshold25 mm(9/22) Displacement8,995 t(10/22) Torpedo damage≈12,500(14/21) Max armor100 mm(8/22) Citadel belt60 mm(17/22) Bow armor13 mm(11/22) Stern armor13 mm(11/22) Deck armor50 mm(7/22) NormSigma2(20 of 22 tied at this value) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit PointsInitial: 23,800 → 26,500
Displacement8,995 t
Armor range6–100 mm
Plate armor thicknesses6, 10, 13, 15, 16, 20, 25, 30, 40, 50, 60, 100 mm
Armor material/layer entries54
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction16%
Main Battery
ModuleArtillery: 152 mm/53 OTO 1929
Mounts / barrels4 mounts / 8 barrels
Reload time14.3 s
Firing range (base)12.2 km
Firing range (top fire control)13.4 km
Turret traverse7 °/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 =(1219130·81.11000+1.1)·30=117.1m
117.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =117.1·0.6=70.3m
70.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =117.1·0.319(σ=2)=37.4m
37.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =70.3·0.32(σ=2)=22.5m
22.5 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ8 broadside guns x 60 / 14.3 s base reload = 33.6.
33.6
HE shells
HE Damage2,200
HE Velocity950 m/s
Fire Chance8%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 8 broadside guns = 17,600.
17,600
Base HE DPM
ƒ17,600 HE full-salvo alpha x 60 / 14.3 s base reload = 73,846.
73,846
Base fires/min
ƒ33.6 shells/min x 8% fire chance = 2.69.
2.69
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.
12
AP shells
AP Damage3,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2142·47.50.69·0.1521.07·8501.38=254.5mm. Matches the in-game spec card.
254.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.8 km), where the shell has slowed to 294.1 m/s: P=107·2142·47.50.69·0.1521.07·294.11.38=58.8mm.
58.8 mm
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
Base AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 14.3 s base reload = 100,699.
100,699
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.
12
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time55 s
Projectile speed53 kt
Range9.99 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=37,500·0.333=12,500.
≈ 12,500
Torpedo detectability1 km
Flooding chance207%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming164 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 12,500 = 25,000.
25,000
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (30×3.5×0.9) + (28×3.5×0.85) + (9×3.5×0.9) = 206. 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.
206
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19384×2 37mm
20 mm Oerlikon Mk4 (upgraded hull only)10×1 20mm
13.2 mm/76 Breda 1931 (stock hull only)10×2 13mm
100 mm /47 OTO 1928 (DP)3×2 100mm
Far aura
DPS
ƒIncludes 9 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
9
Range4 km
Medium aura
DPSInitial: 31 → 30
Range3.5 km
Total DPS in Aura
ƒFar 9 + Medium 30 = 39
39
Near aura
DPS28
Range2 km
Total DPS in Aura
ƒFar 9 + Medium 30 + Near 28 = 67
67
S
Secondary Battery
Mounts3
Firing range4.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity850 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 106,000 hp
Engine power106,000 hp
Maximum speed37 kt
Turning circle radius610 m
Rudder shift time7.6 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 (33.3 kt of 37 kt), from our in-house acceleration model.
25.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 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.
40.6 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·37.0·0.5144610=1.79°/s, so ratio=ωturretωhull=71.79=3.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.9× drags
Concealment
Detectability by sea9.62 km
Detectability by air5.77 km
Smoke firing penalty4.24 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
9.62 km
Detect Fire Sea11.62 km
Detect Fire Air8.77 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Catapult Fighter3 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
Module options (3)

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

HullTrade-off
  • Hit points23,800 → 26,500
  • Rudder shift13.9 → 9.9 s
  • Close-range AA DPS64 → 58
Fire controlUpgrade
  • Main battery range12,191 → 13410.1 m
TorpedoesUpgrade
  • Alpha damage35,000 → 37,500
  • Display damage11,667 → 12,500
  • Speed51 → 53 kt

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)2
Max Horiz Disp117.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12191}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 117.1\,\text{m}$
Shell scatter width @ 10 km102 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 Disp70.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 117.1 \cdot 0.6 = 70.3\,\text{m}$
Shell scatter height @ 10 km57.5 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 Disp37.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 117.1 \cdot 0.319\;(\sigma = 2) = 37.4\,\text{m}$
Med Vert Disp22.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 70.3 \cdot 0.32\;(\sigma = 2) = 22.5\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close254.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2142 \cdot 47.5^{0.69} \cdot 0.152^{-1.07} \cdot 850^{1.38} = 254.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far58.8 mm
Same formula at the ship's max firing range (16.8 km), where the shell has slowed to 294.1 m/s: $P = 10^{-7}\cdot 2142 \cdot 47.5^{0.69} \cdot 0.152^{-1.07} \cdot 294.1^{1.38} = 58.8\,\text{mm}$.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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 Radius12
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 time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
Base HE DPM73,846
17,600 HE full-salvo alpha x 60 / 14.3 s base reload = 73,846.
Base AP DPM100,699
24,000 AP full-salvo alpha x 60 / 14.3 s base reload = 100,699.
Base shells/min33.6
8 broadside guns x 60 / 14.3 s base reload = 33.6.
Base fires/min2.69
33.6 shells/min x 8% fire chance = 2.69.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed53 kt
Travel time to max range72.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage50,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 12,500 = 50,000.
Per-side salvo damage25,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 12,500 = 25,000.

AA defense

Close-range AA DPS206
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (30×3.5×0.9) + (28×3.5×0.85) + (9×3.5×0.9) = 206. 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 index611
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 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)45,000
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: 3×2 100 mm (3/side) × 60/6 × 1500 = 45,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.

Armor Beta

Hull HP 23,80026,500 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 & stern13 mm

Overmatched by 89+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel60 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–20 mm)1,500 (6% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 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)15 mm primary (range 10–20 mm)19,900 (75% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 10–40 mm)1,100 (4% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 6–60 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.
Superstructure10 mm primary (range 10–100 mm)2,400 (9% 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 HP13,300 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 (100 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 HP8,000 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 Montecuccoli. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×3Main Battery ×5
2023-05-11

Ministry of Balance Reports: Ship Trimming

  • Main Battery HE Shells Damage increased from 2,100 to 2,200.
  • Main Battery HE Shells Fire Chances increased from 7 to 8%.
Read the full official post
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Added SAP upgrade module — Artillery: 152mm/53 OTO Model 1926 SAP.
  • Increases reload time to 15.5 s.
  • SAP shell damage: 3,850.
  • Penetrates 42 mm of armor.
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Rotation time of main battery to 180° decreased from 30 to 25.7 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Montecuccoli 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.