World of Warships: Legends ship guide

Napoli B

Beta
Italy · Tier ★ · CB Cruiser · Premium · Napoli Variant
All-rounder cruiserCompetent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Playstyle
  • Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides…
  • The AP kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (14 km)2.15 sigma accuracyStrong secondaries (6 km)Stealthy (11.5 km)Heavy armorLow AP DPM
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Community Data

Napoli B Community Stats

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Playstyle

Overview

Napoli B is a Legendary Italian all-rounder heavy cruiser with 254mm guns at 15.5 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best armor plate in Legendary CAs (330 mm) and best flat HE shells in Legendary CAs (954).

Positioning

Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides as they rotate rather than baiting them. The AP kit pays best when you choose your salvo target, not when you chase one.

Potato Avoidance

Open-water broadside trading

Her 254mm shells citadel cruisers on the wrong frame, and her 59,200-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Heavy armor

330.0 mm max plate, best of Legendary CAs.

Flat HE shells

954.0 m/s HE muzzle velocity, best of Legendary CAs. Flatter trajectory, easier to land at range.

Heavy secondary DPM

417500.0 secondary DPM per side, best of Legendary CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

ELITE MOBILITY
  • Holds speed in turns · 320.0 hp
  • Heavy powerplant · 240000.0 hp
Low AP DPM

217059 AP DPM, bottom decile of Legendary CAs. Citadel windows matter more than spam.

Short AA reach

4.0 km AA reach, bottom decile of Legendary CAs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Napoli B

Napoli B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where Napoli B sits among Legendary 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.

BestStealth profile11.54 km / 6.92 km (1/22 / 1/22) BestSecondary dispersion bracket21 (1/15) BestSecondary DPM (per side)417,500 (1/15) BestHE velocity954 m/s (1 of 2 tied) BestTurn-speed retention320 hp/m (1/22) BestMax armor330 mm (1 of 3 tied) Top 10%Max speed35.5 kt (3/22) Top 10%Sigma2.15 (3/22) Top 10%AP velocity945 m/s (3/22) Top 10%Engine power240,000 hp (3/22) Top 10%Secondary range6 km (2/15) Top 25%Power-to-weight8.92 hp/t (6/22) Top 25%Torpedo range13.5 km (3/13) Bottom 25%HE DPM121,765 (19/21) Bottom 25%AA DPS478 (18/22) Bottom 25%Torpedo damage≈12,900 (11/13) Bottom 10%AP DPM217,059 (21/22) WorstFires per minute5.65 (21/21) WorstAA range4 km (1 of 2 tied) WorstAA threat1,551 (22/22) WorstTorpedo speed56 kt (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 18 mid-pack stats

Not standouts for Napoli B -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points59,200 HP(8/22) Rudder shift12.6 s(14/22) Traverse-to-turn ratio5.02 ×(14/22) Main battery caliber254 mm(9/22) Main battery range15.53 km(15/22) Main battery reload15.3 s(13/22) HE shell damage3,450(10/21) HE fire chance16%(11/21) AP shell damage6,150(11/22) Main dispersion140.1 m(9/22) Acceleration26.4 s(9/22) AP arming threshold42 mm(15/22) Displacement26,892 t(14/22) Torpedo reload95 s(5/13) NormAP fuse timer0.03 s(12 of 22 tied at this value) NormAP ricochet start45°(15 of 22 tied at this value) NormAP auto-bounce angle60°(15 of 22 tied at this value) NormRepair charges2(16 of 22 tied at this value)
Survivability
Hit Points59,200
Displacement26,892 t
Armor range16–330 mm
Plate armor thicknesses16, 20, 25, 30, 40, 45, 50, 55, 60, 80, 85, 90, 100, 120, 130, 180, 200, 220, 330 mm
Armor material/layer entries83
Fire resistance40%
Fire duration30 s
Torp Reduction21%
Main Battery
ModuleArtillery: 254 mm/60 M1939
Mounts / barrels3 mounts / 9 barrels
Reload time17 s
Firing range15.5 km
Turret traverse7 °/s
Shell Grouping (σ)2.15
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1552530·81.11000+1.1)·30=140.1m
140.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.1·0.6=84.1m
84.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =140.1·0.303(σ=2.15)=42.4m
42.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =84.1·0.302(σ=2.15)=25.4m
25.4 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ9 broadside guns x 60 / 17 s base reload = 31.8.
31.8
HE shells
HE Damage3,450
HE Velocity954 m/s
Fire Chance16%
HE penetration
ƒ42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).
42 mm
HE full-salvo alpha
ƒ3,450 HE damage x 9 broadside guns = 31,050.
31,050
Base HE DPM
ƒ31,050 HE full-salvo alpha x 60 / 17 s base reload = 109,588.
109,588
Installed HE DPM
ƒ31,050 HE full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 121,765.
121,765
Base fires/min
ƒ31.8 shells/min x 16% fire chance = 5.08.
5.08
AP shells
AP Damage6,150
AP Velocity945 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold42 mm
AP overmatch
ƒfloor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).
17 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2650·227.90.69·0.2541.07·9451.38=620.9mm. Matches the in-game spec card.
620.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 485.9 m/s: P=107·2650·227.90.69·0.2541.07·485.91.38=247.9mm.
247.9 mm
AP full-salvo alpha
ƒ6,150 AP damage x 9 broadside guns = 55,350.
55,350
Base AP DPM
ƒ55,350 AP full-salvo alpha x 60 / 17 s base reload = 195,353.
195,353
Installed AP DPM
ƒ55,350 AP full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 217,059.
217,059
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.
0
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time95 s
Projectile speed56 kt
Range13.5 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=38,700·0.333=12,900.
≈ 12,900
Torpedo detectability1.1 km
Flooding chance230%
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 = 4 x 12,900 = 51,600.
51,600
AA Defense
AA mount points19
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (87×3.5×0.9) + (38×3.5×0.85) + (29×3.5×0.9) = 478. 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.
478
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19399×4 37mm
20 mm/70 Breda 194110×6 20mm
90 mm/50 OTO 1939 (DP)6×2 90mm
Far aura
DPS
ƒIncludes 29 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
29
Range4 km
Medium aura
DPS87
Range3.5 km
Total DPS in Aura
ƒFar 29 + Medium 87 = 116
116
Near aura
DPS38
Range2 km
Total DPS in Aura
ƒFar 29 + Medium 87 + Near 38 = 154
154
S
Secondary Battery
Mounts10
Firing range6.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Napoli
Max secondary dispersion @ 6 km
ƒ6 km × 21 + 30 = 156 m.
156 m
152 mm/55 OTO 1936 (×4)
Caliber152 mm
Reload time7.2 s
SAP Damage3,850
Muzzle Velocity950 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
90 mm/50 OTO 1939 (×6)
Caliber90 mm
Reload time3.2 s
SAP Damage2,000
Muzzle Velocity860 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet80°
Maneuverability
Engine moduleEngine: 240,000 hp
Engine power240,000 hp
Maximum speed35.5 kt
Turning circle radius750 m
Rudder shift time12.6 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 (31.9 kt of 35.5 kt), from our in-house acceleration model.
26.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
43 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·35.5·0.5144750=1.40°/s, so ratio=ωturretωhull=71.40=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× slow
Concealment
Detectability by sea11.54 km
Detectability by air6.92 km
Smoke firing penalty7.58 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.54 km
Detect Fire Sea13.54 km
Detect Fire Air9.92 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
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
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Repair Party2 charges · 80 s reload · 28 s active · 8,288 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 16,576 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 296 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (59,200 HP) per second = 296 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)2.15
Max Horiz Disp140.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15525}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 140.1\,\text{m}$
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 Disp84.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 140.1 \cdot 0.6 = 84.1\,\text{m}$
Shell scatter height @ 10 km53.9 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 Disp42.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 140.1 \cdot 0.303\;(\sigma = 2.15) = 42.4\,\text{m}$
Med Vert Disp25.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 84.1 \cdot 0.302\;(\sigma = 2.15) = 25.4\,\text{m}$
AP Pen Close620.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2650 \cdot 227.9^{0.69} \cdot 0.254^{-1.07} \cdot 945^{1.38} = 620.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far247.9 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 485.9 m/s: $P = 10^{-7}\cdot 2650 \cdot 227.9^{0.69} \cdot 0.254^{-1.07} \cdot 485.9^{1.38} = 247.9\,\text{mm}$.
HE penetration42 mm
42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).
AP overmatch17 mm
floor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius0
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 time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha31,050
3,450 HE damage x 9 broadside guns = 31,050.
AP full-salvo alpha55,350
6,150 AP damage x 9 broadside guns = 55,350.
Base HE DPM109,588
31,050 HE full-salvo alpha x 60 / 17 s base reload = 109,588.
Base AP DPM195,353
55,350 AP full-salvo alpha x 60 / 17 s base reload = 195,353.
Installed HE DPM121,765
31,050 HE full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 121,765.
Installed AP DPM217,059
55,350 AP full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 217,059.
Base shells/min31.8
9 broadside guns x 60 / 17 s base reload = 31.8.
Installed shells/min35.3
9 broadside guns x 60 / 15.3 s installed Artillery reload = 35.3.
Base fires/min5.08
31.8 shells/min x 16% fire chance = 5.08.
Installed fires/min5.65
35.3 shells/min x 16% fire chance = 5.65.

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 range92.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage103,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.
Per-side salvo damage51,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,900 = 51,600.

AA defense

Close-range AA DPS478
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (87×3.5×0.9) + (38×3.5×0.85) + (29×3.5×0.9) = 478. 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 index1551
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 typeNapoli
Max dispersion = range (km) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km156 m
6 km × 21 + 30 = 156 m.

Secondary battery firepower

Secondary DPM (per side)417,500
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: 4×3 152 mm (6/side) × 60/7.2 × 3850 = 192,500 + 6×2 90 mm (6/side) × 60/3.2 × 2000 = 225,000. 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.
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Buff ×4
2026-04-30

Ministry of Balance: Viva la Marina!

  • Added Enhanced Secondary Targeting to the third slot as an alternative to Catapult Fighter.
Read the full official post
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • In case you missed it, during the middle of the last update, Napoli B received the same buff to her secondary battery range as her original version.
  • Secondary battery range increased from 5 to 6 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Napoli B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.