World of Warships: Legends ship guide

Maestrale

Also called: 西北风 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
Long torps (8 km)Exhaust SmokeEngine BoostHigh HP poolSlow acceleration
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Community Data

Maestrale Community Stats

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Playstyle

Overview

Maestrale is a Tier IV 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 smoke duration in T4 DDs (25 s) and top-decile high HP pool in T4 DDs (13,400 HP).

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 2.2 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.8 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. Enemy sonar (about 3.7 km) reads straight in regardless. The helm answers quickly (2.5 s), so she can break an incoming salvo that slower hulls have to eat.

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 +9.5 kt), 15 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long smoke deployment

25 s smoke deployment window, top decile of T4 DDs. Lays a longer rolling smoke trail while moving.

High HP pool

13400 HP, top decile of T4 DDs.

Long-range torps

8 km torpedo range, top decile of T4 DDs.

Slow acceleration

~18.2 s to 90% of top speed, worst of T4 DDs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Easily spotted

6.6 km surface detect, worst of T4 DDs. Visible before you can react; position early.

Acquisition

How to get Maestrale

Maestrale is available in the Destroyer Hunters branch of the Italy Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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

Maestrale sits in the Destroyer Hunters 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 Maestrale sits among Tier IV DDs (20 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.

Top 10%Hit points13,400 HP (2/21) Top 10%Rudder shift2.5 s (3/21) Top 10%Torpedo range8.01 km (3/21) Top 25%Max speed38 kt (5/21) Top 25%Traverse-to-turn ratio7.38 × (5/21) Top 25%HE velocity840 m/s (6/21) Top 25%Engine power44,000 hp (6/21) Bottom 25%Air detection3.14 km (17/21) Bottom 25%Displacement2,279 t (19/21) Bottom 25%AA range2 km (19/21) Bottom 25%Torpedo damage≈9,100 (19/21) Bottom 25%Torpedo speed56 kt (19/21) Bottom 25%Torpedo reload80 s (17/21) WorstConcealment6.56 km (21/21) WorstAcceleration18.2 s (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstDeck armor10 mm (1 of 10 tied)
See 18 mid-pack stats

Not standouts for Maestrale -- 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.

Smoke fire bloom2.24 km(11/21) Turning circle590 m(16/21) Main battery caliber120 mm(16/21) Main battery range9.86 km(14/21) Main battery reload5.8 s(9/21) HE shell damage1,750(15/21) HE fire chance8%(11/21) Fires per minute3.31(8/21) HE DPM72,414(11/21) Main dispersion89 m(8/21) Turn-speed retention74.6 hp/m(8/21) Power-to-weight19.31 hp/t(14/21) Effective HE DPM (incl. fire)96,364(11/21) AA DPS79(11/21) AA threat128(11/21) Torpedo reaction time7.3 s(8/21) NormSigma2(20 of 21 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit PointsInitial: 10,900 → 13,400
Displacement2,279 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.
106.7 x 10.15 m
Armor range10–10 mm
Plate armor thicknesses10 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.
Initial: 13.3% → 16.6%
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 (1,206 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 (1,340 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.
6,700
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.
4,000
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 120 mm/50 OTO 1931
Mounts / barrels2 mounts / 4 barrels
Reload time5.8 s
Firing range (base)9 km
Firing range (top fire control)9.9 km
Turret traverse14 °/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.
±152°, ±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.
30° off bow / 28° off stern
HE fire DPM vs T4 BB23953
Effective HE DPM vs T4 BB96367
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 =(9862.630·80.51000+0.5)·30=89m
89 m at 9.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89·0.6=53.4m
53.4 m at 9.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =89·0.62=26.7m
26.7 m at 9.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =53.4·0.62=16m
16 m at 9.9 km
Turret turn time
ƒ180 degrees / 14 deg/s traverse speed = 12.9 s.
12.9 s
Shells/min
ƒ4 broadside guns x 60 / 5.8 s base reload = 41.4.
41.4
HE shells
HE Damage1,750
HE Velocity840 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 4 broadside guns = 7,000.
7,000
HE DPM
ƒ7,000 HE full-salvo alpha x 60 / 5.8 s base reload = 72,414.
72,414
Fires/min
ƒ41.4 shells/min x 8% fire chance = 3.31.
3.31
SAP shells
SAP Damage2,600
SAP Velocity840 m/s
SAP Pen (mm)34.2
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.
7
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time80 s
Projectile speed56 kt
Range8.01 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=27,300·0.333=9,100.
≈ 9,100
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.
10,000
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 km56 kt×2.6855=7.3 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.
7.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.6 per hit, shown as 1.6×100=160%. 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.
160%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600.
54,600
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
40 mm/39 Vickers-Terni2×1 40mm
13.2 mm/76 Breda 19312×2 13mm
Medium aura
Guns40 mm/39 Vickers-Terni
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 1 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
42
Range2 km
Near aura
Guns13.2 mm/76 Breda 1931
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.
Initial: 23 → 37
Range1.2 km
Total DPS in Aura
ƒMedium 42 + Near 37 = 79
79
Maneuverability
Engine power44,000 hp
Maximum speed38 kt
Turning circle radius590 m
Rudder shift time2.5 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 = 38 / 4 + 4.9 = 14.4 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.
14.4 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.
15.5 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 (34.2 kt of 38 kt), from our in-house acceleration model.
18.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.6 kt of 38 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.
31 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·38.0·0.5144590=1.90°/s, so ratio=ωturretωhull=141.90=7.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.4× ok
Concealment
Detectability by sea6.56 km
Detectability by air3.14 km
Smoke firing penalty2.24 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.
9.86 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.54 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.
8.56 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.
6.14 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
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
Module options (3)

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

HullUpgrade
  • Hit points10,900 → 13,400
  • Rudder shift4.5 → 3.2 s
  • Close-range AA DPS19 → 23
Fire controlUpgrade
  • Main battery range8,966 → 9862.6 m
TorpedoesUpgrade
  • Alpha damage23,400 → 27,300
  • Display damage7,800 → 9,100

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)2
Max Horiz Disp89 m at 9.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(9862.630·80.51000+0.5)·30=89m
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 Disp53.4 m at 9.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89·0.6=53.4m
Med Horiz Disp26.7 m at 9.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =89·0.62=26.7m
Med Vert Disp16 m at 9.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =53.4·0.62=16m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
SAP Fragment Radius7
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 time12.9 s
180 degrees / 14 deg/s traverse speed = 12.9 s.
HE full-salvo alpha7,000
1,750 HE damage x 4 broadside guns = 7,000.
HE DPM72,414
7,000 HE full-salvo alpha x 60 / 5.8 s base reload = 72,414.
Shells/min41.4
4 broadside guns x 60 / 5.8 s base reload = 41.4.
Fires/min3.31
41.4 shells/min x 8% fire chance = 3.31.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.3 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 speed56 kt
Travel time to max range53.3 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage900
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 damage54,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600.
Per-side salvo damage54,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600.

AA defense

AA DPS at max range42
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers 2x1 -> 42 DPS @ 2 km; 13 2mm 2barrels Breda MG 2x2 -> 37 DPS @ 1.2 km.
Maximum AA range2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range42 DPS @ 2 km, 79 DPS @ 1.2 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-blank79
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index128
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 range1.2 km

Armor Beta

Hull HP 10,90013,400 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 & stern10 mm

Overmatched by 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm2,000 (15% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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.
Stern10 mm1,100 (8% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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 mm1,000 (7% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP6,700 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 (40 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 HP4,000 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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Balance History

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

Buff ×5Torpedo ×5
2026-04-30

Ministry of Balance: Viva la Marina!

  • Stock torpedo damage increased from 7,333 to 8,600.
  • Stock torpedo speed increased from 51 to 56 kts.
  • Stock torpedo flooding chance increased from 115 to 136%.
  • Upgraded torpedo damage increased from 8,600 to 10,000.
  • Upgraded torpedo flooding chance increased from 136% to 160%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Maestrale 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.