World of Warships: Legends ship guide

Curtatone

Also called: 库尔塔托内 Beta
SAP destroyerMain guns fire high-alpha SAP in place of AP; lean on agility and exhaust smoke, and pick targets your SAP bites rather than shatters on.
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
High HE / fire outputSmokeEngine BoostLong-reach AASlow torp reload
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Community Data

Curtatone Community Stats

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Playstyle

Overview

Curtatone 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. Standout traits: top-decile quiet smoke gunnery in T2 DDs (1.6 km) and top-decile fires per minute in T2 DDs (3.2).

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. Shooting from the cloud gives you away at 1.6 km, and a destroyer here is spotted at about 5.6 km, so you see it coming with roughly 4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot.

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 (about +8 kt), 15 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Quiet smoke gunnery

1.6 km detect when firing from smoke, top decile of T2 DDs. Shoots from concealment with less bloom than peers.

ELITE MAIN BATTERY
  • HE DPM machine · 77333 HE
  • High fire pressure · 3.2 fires
  • Gun-boat DD
Long-reach AA

3 km AA reach, top decile of T2 DDs.

Slow torp reload

90 s torpedo reload, worst of T2 DDs. Long wait between drops.

Acquisition

How to get Curtatone

Curtatone 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.

Show Italy tech-tree branch diagram
Italy Tech Tree

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

Builds

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 Curtatone sits among Tier II DDs (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.

BestSmoke fire bloom1.59 km (1/23) BestAir detection2.53 km (1/23) Top 10%Concealment5.27 km (3/23) Top 10%Fires per minute3.2 (2/23) Top 10%HE DPM77,333 (2/23) Top 25%Main battery reload4.5 s (5/23) Top 25%AA range3 km (4/17) Bottom 25%Max speed32 kt (19/23) Bottom 25%Power-to-weight18.12 hp/t (19/23) Bottom 25%AA DPS7 (16/17) Bottom 25%Torpedo damage≈5,533 (19/23) Bottom 25%Torpedo reaction time8.5 s (20/23) Bottom 10%Torpedo speed48 kt (22/23) WorstTorpedo reload90 s (23/23) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 8 tied) WorstDeck armor6 mm (1 of 9 tied)
See 18 mid-pack stats

Not standouts for Curtatone -- 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 points8,900 HP(9/23) Rudder shift2.4 s(11/23) Turning circle470 m(11/23) Traverse-to-turn ratio4.98 ×(12/23) Main battery caliber102 mm(10/23) Main battery range8.75 km(10/23) HE shell damage1,450(16/23) HE fire chance6%(11/23) Main dispersion80.6 m(15/23) HE velocity850 m/s(7/23) Acceleration16 s(12/23) Engine power22,000 hp(14/23) Turn-speed retention46.8 hp/m(12/23) Displacement1,214 t(15/23) AA threat21(13/17) Torpedo range6 km(17/23) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit Points8,900
Displacement1,214 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
85 x 10.15 m
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries21
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
3.3%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (801 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (890 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
4,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
2,700
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 102 mm/45 Schneider-Armstrong 1919
Mounts / barrels2 mounts / 4 barrels
Reload time4.5 s
Firing range8.7 km
Turret traverse10 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±142°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
20° off bow / 38° off stern
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 =(874630·80.51000+0.5)·30=80.6m
80.6 m at 8.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =80.6·0.6=48.4m
48.4 m at 8.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =80.6·0.62=24.2m
24.2 m at 8.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =48.4·0.62=14.5m
14.5 m at 8.7 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 4.5 s base reload = 53.3.
53.3
HE shells
HE Damage1,450
HE Velocity850 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,450 HE damage x 4 broadside guns = 5,800.
5,800
HE DPM
ƒ5,800 HE full-salvo alpha x 60 / 4.5 s base reload = 77,333.
77,333
Fires/min
ƒ53.3 shells/min x 6% fire chance = 3.2.
3.2
SAP shells
SAP Damage2,050
SAP Velocity850 m/s
SAP Pen (mm)29.5
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.
3
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
Torpedoes
ModuleTorpedoes: 450 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 s
Projectile speed48 kt
Range6 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=16,600·0.333=5,533.
≈ 5,533
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
6,133
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km48 kt×2.6855=8.5 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 0.96 per hit, shown as 0.96×100=96%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
96%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming159 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,533 = 33,198.
33,198
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/40 Ansaldo 19172×1 76mm
Medium aura
Guns76.2 mm/40 Ansaldo 1917
Continuous DPS
ƒEffective DPS: 2 raw aura damage × 3.5 × 1 hit probability = 7 - the same in-game units as the Close-range AA DPS headline.
7
Range3 km
Maneuverability
Engine power22,000 hp
Maximum speed32 kt
Turning circle radius470 m
Rudder shift time2.4 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
17.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
11.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
16 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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·32.0·0.5144470=2.01°/s, so ratio=ωturretωhull=102.01=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× drags
Concealment
Detectability by sea5.27 km
Detectability by air2.53 km
Smoke firing penalty1.59 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
8.75 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
4.57 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
7.27 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
5.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator3 charges · 130 s reload · 30 s emit / 70 s cloud active · 450 m radius
Exhaust Smoke Generator3 charges · 120 s reload · 25 s emit / 10 s cloud active · 450 m radius
Engine Boost3 charges · 120 s reload · 15 s active · +25% speed bonus

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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 Disp80.6 m at 8.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(874630·80.51000+0.5)·30=80.6m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp48.4 m at 8.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =80.6·0.6=48.4m
Med Horiz Disp24.2 m at 8.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =80.6·0.62=24.2m
Med Vert Disp14.5 m at 8.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =48.4·0.62=14.5m
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
SAP Fragment Radius3
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 alpha5,800
1,450 HE damage x 4 broadside guns = 5,800.
HE DPM77,333
5,800 HE full-salvo alpha x 60 / 4.5 s base reload = 77,333.
Shells/min53.3
4 broadside guns x 60 / 4.5 s base reload = 53.3.
Fires/min3.2
53.3 shells/min x 6% fire chance = 3.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed48 kt
Travel time to max range46.5 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage600
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage33,198
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 5,533 = 33,198.
Per-side salvo damage33,198
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,533 = 33,198.

AA defense

AA DPS at max range7
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 76mm 40 2x1 -> 7 DPS @ 3 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range7 DPS @ 3 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank7
Sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index21
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 8,900, 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 105+ AP 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,500 (17% of HP)
Overmatched by 127mm+ AP (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 mm800 (9% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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 mm400 (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 HP4,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (76 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 HP2,700 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.

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Exteriors

Skins & permanent camouflages

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

  • Curtatone default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision