World of Warships: Legends ship guide

Venezia

Also called: 威尼斯 Beta
Italy · Tier ★ · CA Cruiser · Premium
SAP cruiserTrade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Playstyle
  • Hold 14-17 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 (14 km)55 mm SAP penDefensive AAFast for the classShatter-prone secondaries
On this page
Community Data

Venezia Community Stats

Log in to GamingDiver and upload your data to see Community Data for Venezia: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Venezia is a Legendary Italian SAP cruiser: her 203mm main battery fires semi-armor-piercing shells (54.9mm 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: top-decile torpedo belt percent in Legendary CAs (28) and top-decile top speed in Legendary CAs (36.6 kt).

Positioning

Hold 14-17 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 51,800-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

ELITE TORPEDOES
  • Strong torpedo belt · 28.0%
  • Long-range torps · 13.5 km
ELITE MOBILITY
  • Fast for the class · 36.6 kt
  • Heavy powerplant · 240000.0 hp
  • Holds speed in turns · 315.8 hp
  • Nimble for the tonnage · 10.79 hp
Shatter-prone secondaries

15.0 mm best HE pen across secondary families, bottom decile of Legendary CAs. Shatters on plates peers' secondaries pen, so direct damage trails the brackets above.

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 Venezia

Venezia is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Venezia 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.

BestTorpedo reload71 s (1/13) Top 10%Max speed36.6 kt (2/22) Top 10%Engine power240,000 hp (3/22) Top 10%Turn-speed retention315.8 hp/m (2/22) Top 10%Power-to-weight10.79 hp/t (2/22) Top 25%Stealth profile12.35 km / 7.41 km (6/22 / 5/22) Top 25%Sigma2.1 (5/22) Top 25%Secondary DPM (per side)234,000 (3/15) Top 25%Acceleration25.6 s (6/22) Top 25%Torpedo range13.5 km (3/13) Bottom 25%Rudder shift13.6 s (18/22) Bottom 25%HE alpha1,300 (13/14) Bottom 25%Torpedo damage≈12,900 (11/13) WorstSecondary fire chance5% (1 of 5 tied) WorstSecondary HE pen15 mm (14/14) WorstAA range4 km (1 of 2 tied) WorstTorpedo speed56 kt (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 29 mid-pack stats

Not standouts for Venezia -- 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 points51,800 HP(13/22) Traverse-to-turn ratio4.93 ×(17/22) Main battery caliber203 mm(13/22) Main battery range16 km(7/22) Main battery reload16.2 s(15/22) HE shell damage3,300(13/21) HE fire chance15%(13/21) Fires per minute8.33(16/21) HE DPM183,333(11/21) AP shell damage5,100(14/22) AP DPM283,333(15/22) Main dispersion143.4 m(13/22) AP velocity910 m/s(7/22) HE velocity850 m/s(9/21) AP arming threshold34 mm(10/22) Displacement22,243 t(11/22) AA DPS602(10/22) AA threat2,220(12/22) Max armor200 mm(13/22) Citadel belt165 mm(10/22) Bow armor25 mm(13/22) Stern armor25 mm(13/22) Deck armor30 mm(17/22) NormSecondary dispersion bracket57(11 of 15 tied at this value) 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) NormSecondary range5 km(12 of 15 tied at this value) NormRepair charges2(16 of 22 tied at this value)
Survivability
Hit Points51,800
Displacement22,243 t
Armor range6–200 mm
Plate armor thicknesses6, 16, 19, 25, 30, 32, 40, 50, 58, 60, 80, 90, 100, 120, 135, 150, 165, 200 mm
Armor material/layer entries72
Fire resistance40%
Fire duration30 s
Torp Reduction28%
Main Battery
ModuleArtillery: 203 mm/55 1934
Mounts / barrels5 mounts / 15 barrels
Reload time18 s
Firing range16 km
Turret traverse7 °/s
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1600030·81.11000+1.1)·30=143.4m
143.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
86 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =143.4·0.308(σ=2.1)=44.2m
44.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =86·0.308(σ=2.1)=26.5m
26.5 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ15 broadside guns x 60 / 18 s base reload = 50.
50
HE shells
HE Damage3,300
HE Velocity850 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,300 HE damage x 15 broadside guns = 49,500.
49,500
Base HE DPM
ƒ49,500 HE full-salvo alpha x 60 / 18 s base reload = 165,000.
165,000
Installed HE DPM
ƒ49,500 HE full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 183,333.
183,333
Base fires/min
ƒ50 shells/min x 15% fire chance = 7.5.
7.5
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.
30
AP shells
AP Damage5,100
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2500·125.30.69·0.2031.07·9101.38=467.7mm. Matches the in-game spec card.
467.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 466.2 m/s: P=107·2500·125.30.69·0.2031.07·466.21.38=185.8mm.
185.8 mm
AP full-salvo alpha
ƒ5,100 AP damage x 15 broadside guns = 76,500.
76,500
Base AP DPM
ƒ76,500 AP full-salvo alpha x 60 / 18 s base reload = 255,000.
255,000
Installed AP DPM
ƒ76,500 AP full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 283,333.
283,333
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 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 = 3 x 12,900 = 38,700.
38,700
AA Defense
AA mount points18
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (91×3.5×0.9) + (46×3.5×0.9) + (54×3.5×0.9) = 602. 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.
602
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
65 mm/64 Model 19398×2 65mm
37 mm/54 Breda 193910×4 37mm
90 mm/50 OTO 1939 (DP)12×2 90mm
Far aura
DPS
ƒIncludes 54 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
54
Range4 km
Outer Medium aura
DPS46
Range3.7 km
Total DPS in Aura
ƒFar 54 + Outer Medium 46 = 100
100
Inner Medium aura
DPS91
Range3.5 km
Total DPS in Aura
ƒFar 54 + Outer Medium 46 + Inner Medium 91 = 191
191
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 240,000 hp
Engine power240,000 hp
Maximum speed36.6 kt
Turning circle radius760 m
Rudder shift time13.6 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 (32.9 kt of 36.6 kt), from our in-house acceleration model.
25.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.2 kt of 36.6 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.
41.4 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·36.6·0.5144760=1.42°/s, so ratio=ωturretωhull=71.42=4.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.9× drags
Concealment
Detectability by sea12.35 km
Detectability by air7.41 km
Smoke firing penalty7 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.35 km
Detect Fire Sea14.35 km
Detect Fire Air10.41 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 160 s reload · 30 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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 7,252 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.
· 14,504 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.
· 259 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (51,800 HP) per second = 259 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)2.1
Max Horiz Disp143.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16000}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 143.4\,\text{m}$
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 Disp86 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 143.4 \cdot 0.6 = 86\,\text{m}$
Shell scatter height @ 10 km53.6 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 Disp44.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 143.4 \cdot 0.308\;(\sigma = 2.1) = 44.2\,\text{m}$
Med Vert Disp26.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 86 \cdot 0.308\;(\sigma = 2.1) = 26.5\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close467.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2500 \cdot 125.3^{0.69} \cdot 0.203^{-1.07} \cdot 910^{1.38} = 467.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far185.8 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 466.2 m/s: $P = 10^{-7}\cdot 2500 \cdot 125.3^{0.69} \cdot 0.203^{-1.07} \cdot 466.2^{1.38} = 185.8\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 Radius30
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 alpha15
All 15 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha49,500
3,300 HE damage x 15 broadside guns = 49,500.
AP full-salvo alpha76,500
5,100 AP damage x 15 broadside guns = 76,500.
Base HE DPM165,000
49,500 HE full-salvo alpha x 60 / 18 s base reload = 165,000.
Base AP DPM255,000
76,500 AP full-salvo alpha x 60 / 18 s base reload = 255,000.
Installed HE DPM183,333
49,500 HE full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 183,333.
Installed AP DPM283,333
76,500 AP full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 283,333.
Base shells/min50
15 broadside guns x 60 / 18 s base reload = 50.
Installed shells/min55.6
15 broadside guns x 60 / 16.2 s installed Artillery reload = 55.6.
Base fires/min7.5
50 shells/min x 15% fire chance = 7.5.
Installed fires/min8.33
55.6 shells/min x 15% fire chance = 8.33.

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 count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage77,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,900 = 77,400.
Per-side salvo damage38,700
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,900 = 38,700.

AA defense

Close-range AA DPS602
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (91×3.5×0.9) + (46×3.5×0.9) + (54×3.5×0.9) = 602. 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 index2220
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

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)234,000
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: 12×2 90 mm (12/side) × 60/4 × 1300 = 234,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 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: 15 mm from the 90 mm family.

Armor Beta

Hull HP 51,800, 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 & stern25 mm

Overmatched by 51+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel165 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

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
Bow25 mm primary (range 25–40 mm)4,200 (8% 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)16 mm primary (range 6–150 mm)38,900 (75% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–60 mm)4,200 (8% of HP)
Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel165 mm primary (range 32–165 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 mm primary (range 6–200 mm)3,500 (7% 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 HP25,900 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 (90 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 (65 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 HP15,500 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 Venezia. Cards are condensed; use each source link for full context.

Buff ×6Main Battery ×6
2026-05-28

Ministry of Balance: Summertime Refit

  • Venezia has been underperforming both with her HE module and overall, so we reduced the reload time for her HE and SAP shells, increased HE and AP shell damage, and improved shell grouping to match her predecessors more closely.
  • Main battery HE and SAP shell grouping increased by 2.4% (from 2.05 to 2.1 sigma).
  • Maximum HE shell damage increased from 2,900 to 3,300.
  • Maximum AP shell damage increased from 4,800 to 5,100.
  • Main battery HE shell reload time reduced from 19 to 18 seconds.
  • Main battery SAP shell reload time reduced from 21 to 20 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Venezia 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.