World of Warships: Legends ship guide

Ferrante Gonzaga

Also called: 费兰特·贡扎加 Beta
Italy · Tier VIII · CL Cruiser · Premium
SAP cruiserHigh-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Playstyle
  • Fight from smoke or from behind cover at mid range, and keep rotating between engagements
  • Avoid: Do not sit in your own smoke until it runs out
Key characteristics
Long, heavy torpedoes (10 km)38 mm SAP penStealthy (11.3 km)Exhaust SmokeEngine BoostFragile
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Community Data

Ferrante Gonzaga Community Stats

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Playstyle

Overview

Ferrante Gonzaga is an Italian Tier VIII premium light cruiser built on rapid-firing 135 mm guns with HE and SAP, six torpedo tubes and 35 knots. Exhaust Smoke Generator paired with Engine Boost is what defines her: smoke to create a firing position, boost to leave it before the torpedoes arrive. SAP rewards shooting at broadsides and superstructure rather than angled belts.

Positioning

Fight from smoke or from behind cover at mid range, and keep rotating between engagements. She has the speed to change flanks faster than most cruisers, which is worth more than squeezing an extra salvo out of a position the enemy has already ranged.

Potato Avoidance

Sit in your own smoke until it runs out

The screen is short-lived and the reload is long, so a predictable smoke becomes a torpedo target. Do not fire SAP into heavily angled armour either - it shatters where HE would at least have started fires.

Signature Traits

Engine Boost

+20% speed (about +7 kt), 40 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in T8 CAs.

ELITE TORPEDOES
  • Fast torpedoes · 72 kt
  • Heavy torpedoes · 19233 damage
ELITE SMOKE
  • Long smoke deployment · 40 s
  • Quiet smoke gunnery · 4.9 km
Best-in-class stealth

11.3 km surface detect, top decile of T8 CAs. Stays dark longer.

MIXED TORPEDOES
  • Visible torps · 1.7 km
  • Slow torp reload · 120 s
Acquisition

How to get Ferrante Gonzaga

Ferrante Gonzaga is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Noble Lombard Campaign Breakdown Campaign Start: 2026-08-03 · End: open/unknown end Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Through the Spy Glass: Ferrante Gonzaga Ship feature / release Start: 2026-08-04 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds

Prioritise reload and survivability, then concealment. Skills that improve consumable uptime pay unusually well given how much of her identity sits in the smoke and Engine Boost cycle.

Open in Build Tool →

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Cohort position

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Where Ferrante Gonzaga sits among Tier VIII CAs (34 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.

BestTurning circle600 m (1/35) BestTorpedo speed72 kt (1 of 3 tied) Top 10%Stealth profile11.3 km / 6.78 km (3/35 / 3/35) Top 10%Smoke fire bloom4.94 km (3/35) Top 10%Displacement11,760 t (3/35) Top 25%Max speed35 kt (5/35) Top 25%Traverse-to-turn ratio11.05 × (7/35) Top 25%Main dispersion137.4 m (6/35) Top 25%Power-to-weight8.59 hp/t (5/35) Top 25%Torpedo range10 km (6/21) Top 25%Torpedo damage≈19,233 (4/21) Bottom 25%Hit points37,510 HP (32/35) Bottom 25%Main battery caliber135 mm (32/35) Bottom 25%Main battery range15.13 km (32/35) Bottom 25%HE shell damage1,950 (27/29) Bottom 25%HE fire chance9% (27/29) Bottom 25%Engine power101,000 hp (29/35) Bottom 25%AA DPS418 (29/35) Bottom 25%AA range4.5 km (30/35) Bottom 25%Torpedo reaction time8.8 s (18/21) Bottom 25%Deck armor30 mm (31/34) WorstNo secondaries (8 of 35 in cohort) WorstTorpedo reload120 s (1 of 3 tied) WorstEnd plates16 mm (1 of 6 tied / 1 of 5 tied)
See 16 mid-pack stats

Not standouts for Ferrante Gonzaga -- 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 shift9 s(11/35) Main battery reload6.8 s(11/35) Sigma2.05(17/35) Fires per minute9.53(10/29) HE DPM206,471(10/29) HE velocity875 m/s(13/29) Acceleration26.4 s(10/35) Turn-speed retention168.3 hp/m(16/35) Effective HE DPM (incl. fire)284,590(10/29) AA threat1,572(27/35) Flak per wave (expected)2,106(10/35) Repair heal rate0.6 %/s(15/35) Max armor130 mm(27/35) Citadel belt130 mm(21/35) NormTurn speed retained81%(32 of 35 tied at this value) NormRepair charges2(33 of 35 tied at this value)
Survivability
Hit Points37,510
Displacement11,760 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.
187 x 18.5 m
Armor range6–130 mm
Plate armor thicknesses6, 10, 13, 15, 16, 20, 30, 40, 100, 130 mm
Armor material/layer entries58
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.
40%
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 (3,376 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 (3,751 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.
16%
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.
17,100
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.
11,300
Effective HP
ƒBase 37,510 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 6,302 HP per charge, x2 charges = 12,603 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.
50,113
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 12×135 mm
Mounts / barrels4 mounts / 12 barrels
Reload time7.5 s
Firing range15.1 km
Turret traverse19 °/s
Turret armor60 mm
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.
37° off bow / 36° off stern
HE fire DPM vs T8 BB70824
Effective HE DPM vs T8 BB258024
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1513130·81.11000+1.1)·30=137.4m
137.4 m at 15.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.4·0.6=82.4m
82.4 m at 15.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =137.4·0.62.05=40.2m
40.2 m at 15.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =82.4·0.62.05=24.1m
24.1 m at 15.1 km
Turret turn time
ƒ180 degrees / 19 deg/s traverse speed = 9.5 s.
9.5 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 7.5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.8 s all-upgrades reload = 105.9.
Initial: 96 → 105.9
HE shells
HE Damage1,950
HE Velocity875 m/s
Fire Chance9%
HE penetration
ƒ23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ1,950 HE damage x 12 broadside guns = 23,400.
23,400
HE DPM
ƒZero upgrades: 23,400 HE full-salvo alpha x 60 / 7.5 s base reload = 187,200. All upgrades (Main Battery Mod. 3 = -10% reload): 23,400 HE full-salvo alpha x 60 / 6.8 s all-upgrades reload = 206,471.
Initial: 187,200 → 206,471
Fires/min
ƒZero upgrades: 96 shells/min x 9% fire chance = 8.64. All upgrades (Main Battery Mod. 3 = -10% reload): 105.9 shells/min x 9% fire chance = 9.53.
Initial: 8.64 → 9.53
SAP shells
SAP Damage3,050
SAP Velocity875 m/s
SAP Pen (mm)38
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.
16
AP shells
Min Ricochet70 deg
Guaranteed Ricochet80 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time120 s
Projectile speed72 kt
Range10 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=57,700·0.333=19,233.
≈ 19,233
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.
20,433
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km72 kt×2.6855=8.8 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.
8.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.49 per hit, shown as 3.49×100=349%. 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.
349%
Torpedo launcher traverse25 °/s
Launch arcs150° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming223 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699.
57,699
AA Defense
AA mount points20
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.
4.5 km
65 mm/64 Model 193912×2 65mm
37 mm/54 Breda 19384×2 37mm
20 mm/65 Breda 19392×1 20mm
20 mm/65 Breda 19352×2 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 94 from dual-purpose main battery firing as AA in this range band.
94
Range4.5 km
Outer Medium aura
Guns65 mm/64 Model 1939
Continuous DPS
ƒEffective DPS: 73 raw aura damage × 3.5 × 0.9 hit probability = 230 - the same in-game units as the Close-range AA DPS headline.
230
Range3.7 km
Total DPS in Aura
ƒFar 94 + Outer Medium 230 = 324
324
Inner Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 23 raw aura damage × 3.5 × 0.9 hit probability = 72 - the same in-game units as the Close-range AA DPS headline.
72
Range3.5 km
Total DPS in Aura
ƒFar 94 + Outer Medium 230 + Inner Medium 72 = 396
396
Near aura
Guns20 mm/65 Breda 1935 + 20 mm/65 Breda 1939
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.85 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.
21
Range2 km
Total DPS in Aura
ƒFar 94 + Outer Medium 230 + Inner Medium 72 + Near 21 = 417
417
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 260 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
260
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 3.5 km or past 4.5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 3.5 km inner edge does not move.
3.5-4.5 km
Maneuverability
Engine power101,000 hp
Maximum speed35 kt
Turning circle radius600 m
Rudder shift time9 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 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.
13.7 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.
27 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).
12.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
26.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
43 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·35.0·0.5144600=1.72°/s, so ratio=ωturretωhull=191.72=11.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
11.1× ok
Concealment
Detectability by sea11.3 km
Detectability by air6.78 km
Smoke firing penalty4.94 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.
15.13 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.7 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9.48 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.
13.3 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.
9.78 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 6,302 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 12,604 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 225 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (37,510 HP) per second = 225 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Exhaust Smoke Generator2 charges · 150 s reload · 40 s emit / 35 s cloud active · 600 m radius
Choose one
Engine Boost3 charges · 120 s reload · 40 s active · +20% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.

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)2.05
Max Horiz Disp137.4 m at 15.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1513130·81.11000+1.1)·30=137.4m
Shell scatter width @ 5 km67.5 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.
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.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp82.4 m at 15.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.4·0.6=82.4m
Shell scatter height @ 10 km54.3 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=0.5·15131=7566 m, and radiusOnMax=0.6 at 15131 m. Above the kink: k=0.5+(0.60.5)·100007566151317566=0.5322, so σV=σH·k=102·0.5322=54.3m.
Med Horiz Disp40.2 m at 15.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =137.4·0.62.05=40.2m
Med Vert Disp24.1 m at 15.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =82.4·0.62.05=24.1m
HE flight time @ 10 km6.09 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·0.275·0.13528·32.7=6.02×105. That runs from a 875 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 penetration23 mm
23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).
SAP Fragment Radius16
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time9.5 s
180 degrees / 19 deg/s traverse speed = 9.5 s.
HE full-salvo alpha23,400
1,950 HE damage x 12 broadside guns = 23,400.
HE DPMInitial: 187,200 → 206,471
Zero upgrades: 23,400 HE full-salvo alpha x 60 / 7.5 s base reload = 187,200. All upgrades (Main Battery Mod. 3 = -10% reload): 23,400 HE full-salvo alpha x 60 / 6.8 s all-upgrades reload = 206,471.
Shells/minInitial: 96 → 105.9
Zero upgrades: 12 broadside guns x 60 / 7.5 s base reload = 96. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.8 s all-upgrades reload = 105.9.
Fires/minInitial: 8.64 → 9.53
Zero upgrades: 96 shells/min x 9% fire chance = 8.64. All upgrades (Main Battery Mod. 3 = -10% reload): 105.9 shells/min x 9% fire chance = 9.53.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time8.8 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 speed72 kt
Travel time to max range51.7 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,200
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 salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage115,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 19,233 = 115,398.
Per-side salvo damage57,699
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699.

AA defense

AA DPS at max range95
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 4x2 -> 72 DPS @ 3.5 km; 65mm 64 Ansaldo dual 12x2 -> 230 DPS @ 3.7 km; 20mm65 Breda M1935 double 2x2 -> 12 DPS @ 2 km; Breda 20mm 65 2x1 -> 9 DPS @ 2 km; Far AA (?) -> 95 DPS @ 4.5 km.
Maximum AA range4.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.
AA DPS layered by range95 DPS @ 4.5 km, 325 DPS @ 3.7 km, 397 DPS @ 3.5 km, 418 DPS @ 2 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-blank418
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1572
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.
Near aura range2 km

Armor Beta

Hull HP 37,510, 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 & stern16 mm

Overmatched by 139+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)3,300 (9% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 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)16 mm primary (range 15–130 mm)25,600 (68% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 6–130 mm)2,300 (6% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 13–130 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure10 mm primary (range 10–100 mm)1,400 (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 HP17,100 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 (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 HP10,200 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

Exteriors

Skins & permanent camouflages

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

  • Ferrante Gonzaga 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.