World of Warships: Legends ship guide

Dante Alighieri

Also called: 但丁·阿利格伊切里 Beta
All-rounder battleshipA jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Playstyle
  • Anchor a flank at 10-13 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
Flat arc HE shellsHeavy secondary DPMExtra heal chargesQuiet smoke gunneryFragile
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Community Data

Dante Alighieri Community Stats

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Playstyle

Overview

Dante Alighieri is a Tier III Italian all-rounder battleship with 305mm guns at 13.3 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best flat arc HE shells in T3 BBs (914) and best heavy secondary DPM in T3 BBs (560,000).

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

ELITE MAIN BATTERY
  • Flat arc HE shells · 914 m
  • Fast HE shells · 4.95 s
Heavy secondary DPM

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.

Extra heal charges

4 Repair Party charges, best of T3 BBs. More total HP available across a match.

Quiet smoke gunnery

6.9 km detect when firing from smoke, top decile of T3 BBs. Shoots from concealment with less bloom than peers.

Fragile HP pool

33000 HP, bottom decile of T3 BBs. Trade hits sparingly.

Pattern widens fast with range

Shell pattern widens about 14.8 m per km of range, bottom decile of T3 BBs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get Dante Alighieri

Dante Alighieri is available in the Bruiser Battleships 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. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Show Italy tech-tree branch diagram
Italy Tech Tree

Dante Alighieri sits in the Bruiser Battleships branch. The highlighted path shows the local branch context inside the full Italy tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

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 Dante Alighieri sits among Tier III BBs (17 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 bloom6.88 km (1/18) BestSecondary DPM (per side)560,000 (1/18) BestHE velocity914 m/s (1 of 2 tied) BestRepair charges4 (1/18) Top 25%Max speed23 kt (5/18) Top 25%Stealth profile11.99 km / 9.59 km (3/18 / 3/18) Top 25%Displacement21,800 t (5/18) Bottom 25%Traverse-to-turn ratio2.57 × (15/18) Bottom 25%Main battery reload33 s (15/18) Bottom 25%AP shell damage7,900 (16/18) WorstHit points33,000 HP (18/18) WorstSigma1.4 (1 of 2 tied)
See 29 mid-pack stats

Not standouts for Dante Alighieri -- 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.

Rudder shift11.6 s(8/18) Turning circle580 m(7/18) Main battery caliber305 mm(9/18) Main battery range13.32 km(14/18) HE shell damage3,800(14/18) HE fire chance23%(10/18) Fires per minute5.02(11/18) HE DPM82,909(11/18) AP DPM172,364(8/18) Main dispersion196.5 m(9/18) AP velocity840 m/s(8/18) Acceleration36 s(9/17) AP arming threshold51 mm(10/18) Engine power32,000 hp(8/17) Turn-speed retention55.2 hp/m(6/17) Power-to-weight1.47 hp/t(7/17) AP pen at 10 km288 mm(9/18) Effective HE DPM (incl. fire)115,845(10/18) Secondary range4 km(11/18) AA DPS118(7/15) AA range3 km(9/15) AA threat304(5/15) Max armor280 mm(13/18) Citadel belt250 mm(11/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) Deck armor50 mm(7/18) NormSecondary dispersion bracket57(15 of 18 tied at this value) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit PointsInitial: 30,000 → 33,000
Displacement21,800 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.
168.4 x 26.7 m (measured from the ship model)
Armor range13–280 mm
Plate armor thicknesses13, 19, 20, 24, 25, 30, 50, 75, 76, 100, 120, 200, 220, 250, 280 mm
Armor material/layer entries70
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.
Initial: 6.7% → 10%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (5,940 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 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (6,600 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
13%
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.
16,500
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.
9,900
Effective HP
ƒBase 33,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 4,620 HP per charge, x4 charges = 18,480 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
51,480
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm/46 Vickers-Terni 1909
Mounts / barrels4 mounts / 12 barrels
Reload time33 s
Firing range (base)12.1 km
Firing range (top fire control)13.3 km
Turret traverse3 °/s
Turret armor250 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.
2x ±147°, 2x ±150°
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.
33° off bow / 33° off stern
HE fire DPM vs T3 BB32924
Effective HE DPM vs T3 BB115833
Shell Grouping (σ)1.4
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13318.830·122.21000+2.2)·30=196.5m
196.5 m at 13.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =196.5·0.6=117.9m
117.9 m at 13.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =196.5·0.61.4=84.2m
84.2 m at 13.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =117.9·0.61.4=50.5m
50.5 m at 13.3 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ12 broadside guns x 60 / 33 s base reload = 21.8.
21.8
HE shells
HE Damage3,800
HE Velocity914 m/s
Fire Chance23%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ3,800 HE damage x 12 broadside guns = 45,600.
45,600
HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 33 s base reload = 82,909.
82,909
Fires/min
ƒ21.8 shells/min x 23% fire chance = 5.02.
5.02
AP shells
AP Damage7,900
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·3900.69·0.3051.07·8401.38=498.1mm. Matches the in-game spec card.
498.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 500.8 m/s: P=107·2100·3900.69·0.3051.07·500.81.38=244mm.
244 mm at 13.3 km
AP full-salvo alpha
ƒ7,900 AP damage x 12 broadside guns = 94,800.
94,800
AP DPM
ƒ94,800 AP full-salvo alpha x 60 / 33 s base reload = 172,364.
172,364
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.
40
AA Defense
AA mount points12
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 19174×1 76mm
40 mm/39 QF MKII8×1 40mm
Outer Medium aura
Guns76.2 mm/40 Ansaldo 1917
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.75 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.
18
Range3 km
Inner Medium aura
Guns40 mm/39 QF MKII
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 0.75 hit probability = 100 - the same in-game units as the Close-range AA DPS headline.
100
Range2.5 km
Total DPS in Aura
ƒOuter Medium 18 + Inner Medium 100 = 118
118
S
Secondary Battery
Mounts16
Firing range4.0 km
Shell Grouping (σ)1
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
120 mm/50 Vickers 1909 (×12)
Caliber120 mm
Reload time3 s
SAP Damage2,800
Muzzle Velocity870 m/s
Armor Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
120 mm/50 Ansaldo 1909 (×4)
Caliber120 mm
Reload time3 s
SAP Damage2,800
Muzzle Velocity870 m/s
Armor Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine power32,000 hp
Maximum speed23 kt
Turning circle radius580 m
Rudder shift time11.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop 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.
10.7 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.
37.4 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).
7.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (20.7 kt of 23 kt), from our in-house acceleration model.
36 s
Acceleration 0-99%
ƒTime 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.
58.9 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·23.0·0.5144580=1.17°/s, so ratio=ωturretωhull=31.17=2.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.6× drags
Concealment
Detectability by sea11.99 km
Detectability by air9.59 km
Smoke firing penalty6.88 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.
13.32 km
Detect when firing (air)
ƒAir 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.
15.69 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.
13.99 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.
12.59 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 4,620 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.
· 18,480 HP (56% of max HP) total heal (all charges)
ƒ14% per charge x 4 charges = up to 56% of max HP if the whole Repair Party loadout is used.
· 165 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (33,000 HP) per second = 165 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
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points30,000 → 33,000
  • Rudder shift21.1 → 15 s
Fire controlUpgrade
  • Main battery range12,108 → 13318.8 m

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)1.4
Max Horiz Disp196.5 m at 13.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13318.830·122.21000+2.2)·30=196.5m
Shell scatter width @ 5 km115 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.
Shell scatter width @ 10 km164 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 Disp117.9 m at 13.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =196.5·0.6=117.9m
Shell scatter height @ 10 km90.2 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·13318.8=6659 m, and radiusOnMax=0.6 at 13318.8 m. Above the kink: k=0.5+(0.60.5)·10000665913318.86659=0.5502, so σV=σH·k=164·0.5502=90.2m.
Med Horiz Disp84.2 m at 13.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =196.5·0.61.4=84.2m
Med Vert Disp50.5 m at 13.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =117.9·0.61.4=50.5m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close498.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·3900.69·0.3051.07·8401.38=498.1mm. Matches the in-game spec card.
AP Pen Far244 mm at 13.3 km
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 500.8 m/s: P=107·2100·3900.69·0.3051.07·500.81.38=244mm.
AP pen 5 km376 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km288 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km4.95 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.328·0.30528·335.7=3.57×105. 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.
AP flight time @ 10 km5.31 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.355·0.30528·390=3.33×105. 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.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha45,600
3,800 HE damage x 12 broadside guns = 45,600.
AP full-salvo alpha94,800
7,900 AP damage x 12 broadside guns = 94,800.
HE DPM82,909
45,600 HE full-salvo alpha x 60 / 33 s base reload = 82,909.
AP DPM172,364
94,800 AP full-salvo alpha x 60 / 33 s base reload = 172,364.
Shells/min21.8
12 broadside guns x 60 / 33 s base reload = 21.8.
Fires/min5.02
21.8 shells/min x 23% fire chance = 5.02.

AA defense

AA DPS at max range18
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.
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 range18 DPS @ 3 km, 118 DPS @ 2.5 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-blank118
Sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index304
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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)560,000
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: 12×1 120 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).
Max SAP alpha2800
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 2800 from the 120 mm family.
Max SAP pen34.2 mm
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 30,00033,000 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 & stern19 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

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
Bow19 mm primary (range 19–100 mm)1,500 (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)24,800 (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.
Stern19 mm primary (range 19–120 mm)1,100 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 25–250 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.
Superstructure13 mm primary (range 13–280 mm)800 (2% 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 HP16,500 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.
Secondary mount (120 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 (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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP9,900 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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Ship Charts

Balance History

Balance updates affecting Dante Alighieri. Cards are condensed; use each source link for full context.

Nerf ×13Buff ×1Main Battery ×3
2023-06-15

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Dante Alighieri 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.