Napoli
Also called: 那不勒斯 Beta- 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
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Napoli Community Stats
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Napoli Community Stats
Record History
Playstyle
Overview
Napoli 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
330.0 mm max plate, best of Legendary CAs.
954.0 m/s HE muzzle velocity, best of Legendary CAs. Flatter trajectory, easier to land at range.
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.
- Holds speed in turns · 320.0 hp
- Heavy powerplant · 240000.0 hp
217059 AP DPM, bottom decile of Legendary CAs. Citadel windows matter more than spam.
4.0 km AA reach, bottom decile of Legendary CAs. Drops bombs and rockets land before AA bites.
How to get Napoli
Napoli is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Official WG availability sources
- Summer Update: Always Courageous Store price varies 2023-06-15
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Napoli 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.
See 21 mid-pack stats
Not standouts for Napoli -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
9 broadside guns x 60 / 17 s base reload = 31.8.HE shells
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42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).ƒ
3,450 HE damage x 9 broadside guns = 31,050.ƒ
31,050 HE full-salvo alpha x 60 / 17 s base reload = 109,588.ƒ
31,050 HE full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 121,765.ƒ
31.8 shells/min x 16% fire chance = 5.08.AP shells
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floor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 485.9 m/s: .ƒ
6,150 AP damage x 9 broadside guns = 55,350.ƒ
55,350 AP full-salvo alpha x 60 / 17 s base reload = 195,353.ƒ
55,350 AP full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 217,059.ƒ
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.ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,900 = 51,600.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 29 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 29 + Medium 87 = 116ƒ
Far 29 + Medium 87 + Near 38 = 154ƒ
Max dispersion = range (km) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6 km × 21 + 30 = 156 m.Show 1 more gun family
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Time to reach 90% of top speed (31.9 kt of 35.5 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
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
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.5% 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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15525}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 140.1\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 140.1 \cdot 0.6 = 84.1\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.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}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 84.1 \cdot 0.302\;(\sigma = 2.15) = 25.4\,\text{m}$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.Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 485.9 m/s: $P = 10^{-7}\cdot 2650 \cdot 227.9^{0.69} \cdot 0.254^{-1.07} \cdot 485.9^{1.38} = 247.9\,\text{mm}$.42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).floor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.3,450 HE damage x 9 broadside guns = 31,050.6,150 AP damage x 9 broadside guns = 55,350.31,050 HE full-salvo alpha x 60 / 17 s base reload = 109,588.55,350 AP full-salvo alpha x 60 / 17 s base reload = 195,353.31,050 HE full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 121,765.55,350 AP full-salvo alpha x 60 / 15.3 s installed reload (Main Battery Mod. 3 = -10%) = 217,059.9 broadside guns x 60 / 17 s base reload = 31.8.9 broadside guns x 60 / 15.3 s installed Artillery reload = 35.3.31.8 shells/min x 16% fire chance = 5.08.35.3 shells/min x 16% fire chance = 5.65.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,900 = 51,600.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.6 km × 21 + 30 = 156 m.Secondary battery firepower
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).Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3850 from the 152 mm family.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 59,200, 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.
Overmatched by 51+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 |
|---|---|---|---|---|
| Bow | 25 mm primary (range 20–60 mm) | 2,400 (4% of HP) | Overmatched by 380mm+ (Alsace, Bourgogne)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) | 30 mm primary (range 20–220 mm) | 44,400 (75% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–60 mm) | 2,100 (4% of HP) | Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 220 mm primary (range 25–220 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. |
| Superstructure | 16 mm primary (range 16–50 mm) | 2,100 (4% 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 HP | 29,600 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 17,800 module HP | Incapacitated at 0 HP | When 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Napoli. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Added Enhanced Secondary Targeting to the third slot as an alternative to Catapult Fighter.
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.
April Update: The Bonds of Loyalty
- Secondary battery range increased from 5 to 6 km.
Skins & permanent camouflages
Every custom exterior Napoli can equip, from in-game data.
DefaultThe ship’s standard exterior
Napoli TmntTMNT- Battle-HardenedBattle-Hardened skin for NapoliBattle-Hardened
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.
