World of Warships: Legends ship guide

Also known as N. Sauro

Nazario Sauro

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 (8 km)Heavy HE shellsStrong AAEngine BoostHigh HP poolSlow torp reload
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Community Data

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Playstyle

Overview

Nazario Sauro is a Tier II 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. AA (59 AA DPS at 2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best high HP pool in T2 DDs (10,300 HP) and best HE alpha in T2 DDs (1,700).

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

High HP pool

10300.0 HP, best of T2 DDs.

ELITE MAIN BATTERY
  • Heavy HE shells · 1700.0 damage
  • Big-caliber overmatch · 8.3 mm
ELITE MOBILITY
  • Heavy powerplant · 36000.0 hp
  • Holds speed in turns · 72.0 hp
Long smoke deployment

25.0 s smoke deployment window, top decile of T2 DDs. Lays a longer rolling smoke trail while moving.

Slow torp reload

85.0 s torpedo reload, bottom decile of T2 DDs. Long wait between drops.

Acquisition

How to get Nazario Sauro

Nazario Sauro is available in the Destroyer Hunters branch of the Italy Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show Italy tech-tree branch diagram
Italy Tech Tree

Nazario Sauro sits in the Destroyer Hunters branch. The highlighted path shows the local branch context inside the full Italy tree.

Official WG availability sources

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Cohort position

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Where Nazario Sauro sits among Tier II DDs (24 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.

BestHit points10,300 HP (1/24) BestMain battery caliber120 mm (1 of 2 tied) BestEngine power36,000 hp (1/24) BestTurn-speed retention72 hp/m (1/24) Top 10%AA DPS59 (2/24) Top 10%Torpedo range8.01 km (3/24) Top 25%Max speed35 kt (7/24) Top 25%Main battery range8.82 km (6/24) Top 25%HE DPM62,769 (6/24) Top 25%Main dispersion75.1 m (7/24) Top 25%HE velocity850 m/s (7/24) Top 25%AA threat104 (4/18) Bottom 25%Air detection2.89 km (22/24) Bottom 25%Rudder shift2.7 s (19/24) Bottom 25%HE fire chance5% (21/24) Bottom 25%Torpedo speed51 kt (19/24) Bottom 10%Concealment6.03 km (23/24) Bottom 10%Displacement1,575 t (23/24) Bottom 10%Torpedo reload85 s (23/24) WorstDeck armor6 mm (1 of 9 tied)
See 10 mid-pack stats

Not standouts for Nazario Sauro -- 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.

Traverse-to-turn ratio4.85 ×(13/24) Main battery reload6.5 s(18/24) Fires per minute1.85(17/24) Acceleration16.1 s(13/24) Power-to-weight22.86 hp/t(10/24) AA range2 km(13/24) Torpedo damage≈6,633(15/24) Max armor10 mm(11/24) Citadel belt10 mm(11/24) NormStern armor6 mm(22 of 24 tied at this value)
Survivability
Hit PointsInitial: 8,900 → 10,300
Displacement1,575 t
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries21
Fire resistanceInitial: 0% → 3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm/45 Vickers-Terni 1926
Mounts / barrels2 mounts / 4 barrels
Reload time6.5 s
Firing range (base)8 km
Firing range (top fire control)8.8 km
Turret traverse10 °/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 =(801930·80.51000+0.5)·30=75.1m
75.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =75.1·0.6=45.1m
45.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =75.1·0.32(σ=2)=24m
24 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =45.1·0.319(σ=2)=14.4m
14.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 6.5 s base reload = 36.9.
36.9
HE shells
HE Damage1,700
HE Velocity850 m/s
Fire Chance5%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
Base HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 6.5 s base reload = 62,769.
62,769
Base fires/min
ƒ36.9 shells/min x 5% fire chance = 1.85.
1.85
SAP shells
SAP Damage2,350
SAP Velocity850 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.
7
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
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time85 s
Projectile speed51 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=19,900·0.333=6,633.
≈ 6,633
Torpedo detectability1.1 km
Flooding chance115%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming157 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,633 = 39,798.
39,798
AA Defense
AA mount points3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (5×3.5×0.95) = 59. 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.
59
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm/39 Vickers-Terni2×1 40mm
13.2 mm/76 Breda 1931 (upgraded hull only)1×2 13mm
7.7 mm Lewis (stock hull only)1×1 8mm
Medium aura
DPSInitial: 10 → 12
Range2 km
Near aura
DPS5
Range1.2 km
Total DPS in Aura
ƒMedium 12 + Near 5 = 17
17
Maneuverability
Engine moduleEngine: 36,000 hp
Engine power36,000 hp
Maximum speed35 kt
Turning circle radius500 m
Rudder shift time2.7 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 (31.5 kt of 35 kt), from our in-house acceleration model.
16.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
27.1 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·35.0·0.5144500=2.06°/s, so ratio=ωturretωhull=102.06=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea6.03 km
Detectability by air2.89 km
Smoke firing penalty2.07 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.03 km
Detect Fire Sea8.03 km
Detect Fire Air5.89 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator3 charges · 120 s reload · 25 s emit / 10 s cloud active
Engine Boost3 charges · 120 s reload · 15 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.

HullUpgrade
  • Hit points8,900 → 10,300
  • Rudder shift5 → 3.6 s
  • Close-range AA DPS12 → 17
Fire controlUpgrade
  • Main battery range8,019 → 8820.9 m
TorpedoesUpgrade
  • Reload95 → 85 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 Disp75.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8019}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 75.1\,\text{m}$
Max Vert Disp45.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 75.1 \cdot 0.6 = 45.1\,\text{m}$
Med Horiz Disp24 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 75.1 \cdot 0.32\;(\sigma = 2) = 24\,\text{m}$
Med Vert Disp14.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 45.1 \cdot 0.319\;(\sigma = 2) = 14.4\,\text{m}$
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 Radius7
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
Base HE DPM62,769
6,800 HE full-salvo alpha x 60 / 6.5 s base reload = 62,769.
Base shells/min36.9
4 broadside guns x 60 / 6.5 s base reload = 36.9.
Base fires/min1.85
36.9 shells/min x 5% fire chance = 1.85.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range60.4 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 damage39,798
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 6,633 = 39,798.
Per-side salvo damage39,798
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,633 = 39,798.

AA defense

Close-range AA DPS59
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (5×3.5×0.95) = 59. 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 range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index104
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 8,90010,300 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 & stern6 mm

Overmatched by 106+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)1,500 (15% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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.
Stern6 mm primary (range 6–10 mm)1,100 (11% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm primary (range 6–10 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.
Superstructure6 mm500 (5% 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 HP5,200 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 (40 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 HP3,100 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.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Nazario Sauro 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.