Dante Alighieri B
Also called: 但丁·阿利格伊切里 B Beta- Anchor a flank at 10-13 km with bow toward the closest threat
- Avoid: Taking the long way round the map edge to flank
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Dante Alighieri B Community Stats
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Dante Alighieri B Community Stats
Record History
Playstyle
Overview
Dante Alighieri B is a Tier III Italian SAP battleship: her 305mm main battery fires semi-armor-piercing shells (79.2mm of fixed penetration) in place of AP. SAP lands a reliable guaranteed chunk on broadsides and superstructures instead of fishing for citadels, and pens without the angle checks AP lives or dies on. The catch is that SAP shatters on the heavy belt armor AP would punch through, so the kit rewards picking targets it bites over trading into an angled battleship. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best heavy secondary DPM in T3 BBs (560,000) and best Repair Party charges in T3 BBs (4).
Positioning
Anchor a flank at 10-13 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 23 kn you are among the quicker hulls in the cohort, so a flank that collapses is one you can still leave - commit harder than the speed-limited battleships around you.
Potato Avoidance
Taking the long way round the map edge to flank
At 23 kn five minutes of sailing buys about 3.5 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.
Signature Traits
560000 secondary DPM per side, best of T3 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.
4 Repair Party charges, best of T3 BBs. More total HP available across a match.
4.95 s HE flight time to 10 km, top quartile of T3 BBs. Reaches targets sooner at a fixed reference range; harder to dodge.
- Slow reload · 36 s
- Pattern widens fast with range
How to get Dante Alighieri B
Dante Alighieri B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds
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 Dante Alighieri B sits among Tier III BBs (18 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 22 mid-pack stats
Not standouts for Dante Alighieri B -- 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
Compare Tier III BattleshipsStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
How 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.ƒ
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 / 3 deg/s traverse speed = 60 s.ƒ
Zero upgrades: 12 broadside guns x 60 / 32 s base reload = 22.5. All upgrades (top gun): 12 broadside guns x 60 / 36 s all-upgrades reload = 20.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
3,800 HE damage x 12 broadside guns = 45,600.ƒ
Zero upgrades: 45,600 HE full-salvo alpha x 60 / 32 s base reload = 85,500. All upgrades (top gun): 45,600 HE full-salvo alpha x 60 / 36 s all-upgrades reload = 76,000.ƒ
Zero upgrades: 22.5 shells/min x 23% fire chance = 5.17. All upgrades (top gun): 20 shells/min x 23% fire chance = 4.6.SAP shells
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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.AP shells
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floor(305 mm caliber / 14.3) = 21 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 (13.3 km), where the shell has slowed to 500.8 m/s: .ƒ
8,100 AP damage x 12 broadside guns = 97,200.ƒ
Zero upgrades: 97,200 AP full-salvo alpha x 60 / 32 s base reload = 182,250. All upgrades (top gun): 97,200 AP full-salvo alpha x 60 / 36 s all-upgrades reload = 162,000.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 7 raw aura damage × 3.5 × 0.75 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 38 raw aura damage × 3.5 × 0.75 hit probability = 100 - the same in-game units as the Close-range AA DPS headline.ƒ
Outer Medium 18 + Inner Medium 100 = 118ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3.5 km × 57 + 30 = 229.5 m.Show 1 more gun family
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top speed / 4 + 4.9 = 23 / 4 + 4.9 = 10.7 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.ƒ
Seconds 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (20.7 kt of 23 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (22.8 kt of 23 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
Equal 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.ƒ
Air detectability plus the gun-firing bloom (6.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 5,040 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 4 charges = up to 56% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (36,000 HP) per second = 180 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
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: 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.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: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 13318 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 500.8 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 914 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 840 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).floor(305 mm caliber / 14.3) = 21 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.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.All 12 barrels bear on the broadside.180 degrees / 3 deg/s traverse speed = 60 s.3,800 HE damage x 12 broadside guns = 45,600.8,100 AP damage x 12 broadside guns = 97,200.Zero upgrades: 45,600 HE full-salvo alpha x 60 / 32 s base reload = 85,500. All upgrades (top gun): 45,600 HE full-salvo alpha x 60 / 36 s all-upgrades reload = 76,000.Zero upgrades: 97,200 AP full-salvo alpha x 60 / 32 s base reload = 182,250. All upgrades (top gun): 97,200 AP full-salvo alpha x 60 / 36 s all-upgrades reload = 162,000.Zero upgrades: 12 broadside guns x 60 / 32 s base reload = 22.5. All upgrades (top gun): 12 broadside guns x 60 / 36 s all-upgrades reload = 20.Zero upgrades: 22.5 shells/min x 23% fire chance = 5.17. All upgrades (top gun): 20 shells/min x 23% fire chance = 4.6.AA defense
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 8x1 -> 100 DPS @ 2.5 km; 76mm 40 4x1 -> 18 DPS @ 3 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).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) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.3.5 km × 57 + 30 = 229.5 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: 12×1 120 mm (6/side) × 60/3 × 2800 = 336,000 + 4×2 120 mm (4/side) × 60/3 × 2800 = 224,000. 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: 2800 from the 120 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: 34.2 mm from the 120 mm family.Armor Beta
Hull HP 36,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–100 mm) | ≈ 1,800 (~5% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 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. |
| Hull (midship) | 100 mm primary (range 24–220 mm) | ≈ 27,000 (~75% of HP) | No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–120 mm) | ≈ 1,800 (~5% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 250 mm primary (range 25–250 mm) | 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 | 13 mm primary (range 13–280 mm) | no cap | 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). |
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.
Ship Charts
Balance History
Balance updates affecting Dante Alighieri B. Cards are condensed; use each source link for full context.
Ministry of Balance: Italian Concerto
- Secondary Battery firing range increased from 3.5 to 4.0 km.
- Main Battery AP shell damage reduced from 8,100 to 7,900.
- Main Battery reload time increased from 32 to 33 s.
- Stock hull HP reduced from 32,400 to 30,000.
- Bow HP reduced from 1,530 to 1,400.
- Casemate HP reduced from 6,390 to 5,900.
- Stern HP reduced from 1,080 to 1,000.
- Hull HP reduced from 24,300 to 22,500.
- Magazine HP reduced from 16,200 to 15,000.
- Steering Gear HP reduced from 9,720 to 9,000.
- +4 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior Dante Alighieri B can equip, from in-game data.
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.
