World of Warships: Legends ship guide

Turbine

Also called: 图尔比内 Beta
SAP destroyerFires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
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)Strong AAEngine BoostHeavy powerplantHardened superstructureSlow
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Playstyle

Overview

Turbine is a Tier III 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 (63 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 torpedo range in T3 DDs (8 km) and best engine power in T3 DDs (40,000 HP).

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.

Long-range torps

8.01 km torpedo range, best of T3 DDs.

Top-tier AA

63.0 AA DPS, best of T3 DDs (median 20.0).

ELITE MOBILITY
  • Heavy powerplant · 40000.0 hp
  • Holds speed in turns · 78.4 hp
Slow torp reload

75.0 s torpedo reload, worst of T3 DDs. Long wait between drops.

Sluggish rudder

2.9 s rudder shift, bottom decile of T3 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Turbine

Turbine is available in the Destroyer Hunters branch of the Italy Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 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

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

Official WG availability sources

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Turbine sits among Tier III DDs (11 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.

BestEngine power40,000 hp (1/11) BestTurn-speed retention78.4 hp/m (1/11) BestAA DPS63 (1/11) BestTorpedo range8.01 km (1 of 2 tied) Top 10%Acceleration15.2 s (2/11) Top 10%Power-to-weight23.53 hp/t (2/11) Top 10%AA threat126 (2/11) Top 25%Main battery range9.69 km (3/11) Top 25%HE DPM74,182 (3/10) Top 25%HE velocity850 m/s (3/10) WorstMax speed33 kt (1 of 2 tied) WorstTorpedo reload75 s (1 of 2 tied) WorstMax armor10 mm (1 of 4 tied) WorstCitadel belt10 mm (1 of 5 tied) WorstDeck armor10 mm (1 of 4 tied)
See 14 mid-pack stats

Not standouts for Turbine -- here's where she sits on every other ranked stat in the cohort.

Hit points10,900 HP(4/11) Concealment5.88 km(8/11) Air detection2.96 km(9/11) Rudder shift2.9 s(9/11) Traverse-to-turn ratio5.24 ×(5/11) Main battery caliber120 mm(5/11) Main battery reload5.5 s(5/11) HE fire chance5%(8/10) Fires per minute2.18(6/10) Main dispersion81 m(7/11) Displacement1,700 t(8/11) AA range2 km(9/11) Torpedo damage≈7,800(9/11) Torpedo speed56 kt(8/11)
Survivability
Hit PointsInitial: 8,300 → 10,900
Displacement1,700 t
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries21
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm/45 Vickers-Terni 1926
Mounts / barrels2 mounts / 4 barrels
Reload time5.5 s
Firing range (base)
patched
  1. baseline8806
    In-game data
  2. 2026-04-308810
    Ministry of Balance: Viva la Marina! Main battery firing range increased from 8.51 to 8.81 km.
8.8 km
Firing range (top fire control)9.7 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 =(880630·80.51000+0.5)·30=81m
81 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =81·0.6=48.6m
48.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =81·0.32(σ=2)=25.9m
25.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =48.6·0.319(σ=2)=15.5m
15.5 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 5.5 s base reload = 43.6.
43.6
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 / 5.5 s base reload = 74,182.
74,182
Base fires/min
ƒ43.6 shells/min x 5% fire chance = 2.18.
2.18
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 time75 s
Projectile speed56 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=23,400·0.333=7,800.
≈ 7,800
Torpedo detectability1.1 km
Flooding chance136%
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 = 6 x 7,800 = 46,800.
46,800
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: (18×3.5×1) = 63. 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.
63
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm/39 Vickers-TerniInitial: 2×1 → 3×1 40mm
13.2 mm/76 Breda 1931 (stock hull only)1×2 13mm
Medium aura
DPSInitial: 12 → 18
Range2 km
Maneuverability
Engine moduleEngine: 40,000 hp
Engine power40,000 hp
Maximum speed33 kt
Turning circle radius510 m
Rudder shift time2.9 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 (29.7 kt of 33 kt), from our in-house acceleration model.
15.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
25.4 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·33.0·0.5144510=1.91°/s, so ratio=ωturretωhull=101.91=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea5.9 km
Detectability by air2.96 km
Smoke firing penalty2.12 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.9 km
Detect Fire Sea7.9 km
Detect Fire Air5.96 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 points8,300 → 10,900
  • Rudder shift5.2 → 3.7 s
  • Close-range AA DPS17 → 18
Fire controlUpgrade
  • Main battery range8,806 → 9686.6 m
TorpedoesUpgrade
  • Reload85 → 75 s
  • Alpha damage19,900 → 23,400
  • Display damage6,633 → 7,800
  • Speed51 → 56 kt

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 Disp81 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8806}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 81\,\text{m}$
Max Vert Disp48.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 81 \cdot 0.6 = 48.6\,\text{m}$
Med Horiz Disp25.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 81 \cdot 0.32\;(\sigma = 2) = 25.9\,\text{m}$
Med Vert Disp15.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 48.6 \cdot 0.319\;(\sigma = 2) = 15.5\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
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 DPM74,182
6,800 HE full-salvo alpha x 60 / 5.5 s base reload = 74,182.
Base shells/min43.6
4 broadside guns x 60 / 5.5 s base reload = 43.6.
Base fires/min2.18
43.6 shells/min x 5% fire chance = 2.18.

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 range55 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 damage46,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 7,800 = 46,800.
Per-side salvo damage46,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 7,800 = 46,800.

AA defense

Close-range AA DPS63
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (18×3.5×1) = 63. 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 index126
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.

Armor Beta

Hull HP 8,30010,900 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 & stern10 mm

Overmatched by 95+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,700 (16% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm1,100 (10% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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 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 HP5,500 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 HP3,300 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 Turbine. Cards are condensed; use each source link for full context.

Buff ×5Main Battery ×1Torpedo ×3Concealment ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Main battery firing range increased from 8.51 to 8.81 km.
  • Detectability range by sea reduced from 6.18 to 5.88 km.
  • Upgraded torpedo damage increased from 7,333 to 8,600.
  • Upgraded torpedo speed increased from 51 to 56 kts.
  • Upgraded torpedo flooding chance increased from 115 to 136%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Turbine 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.