World of Warships: Legends ship guide

Montecuccoli

Also called: 莱蒙多·蒙德库克利 · Raimondo Montecuccoli Beta
SAP cruiserHigh-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Playstyle
  • Hold 10-13 km angles with islands close enough to break line of sight when focus comes
  • The kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (10 km)42 mm SAP penStealthy (9.6 km)Lobs over islandsExhaust SmokeLow AP DPM
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Playstyle

Overview

Montecuccoli is a Tier IV Italian SAP cruiser: her 152mm main battery fires semi-armor-piercing shells (42.3mm of fixed penetration) in place of HE once the gun upgrade is researched. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Standout traits: best torpedo belt percent in T4 CAs (16) and top-decile quiet smoke gunnery in T4 CAs (4.2 km).

Positioning

Hold 10-13 km angles with islands close enough to break line of sight when focus comes; wait for soft cruisers and exposed superstructures where SAP lands full penetration rather than firing into the belt or bow armor it shatters on. The kit pays best when you choose your salvo target, not when you chase one. Shooting from the cloud gives you away at 4.2 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 1.8 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. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. With 7.6 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

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 battleship are wasted damage. Her 26,500-HP hull does not recover from a punished salvo, so hunt the broadsides, soft cruisers, and exposed superstructures SAP bites cleanly, and angle to survive the return fire while you wait for them.

Signature Traits

Strong torpedo belt

16% torpedo damage reduction, best of T4 CAs.

Quiet smoke gunnery

4.2 km detect when firing from smoke, top decile of T4 CAs. Shoots from concealment with less bloom than peers.

ELITE MOBILITY
  • Fast for the class · 37 kt
  • Holds speed in turns · 173.8 hp
Punchy HE secondaries

1500 max HE alpha per secondary shell, top decile of T4 CAs. Bigger per-shell damage than peers.

Best-in-class stealth

9.6 km surface detect, top decile of T4 CAs. Stays dark longer.

WEAK MAIN BATTERY
  • Low AP DPM · 92903 AP
  • Slow reload · 15.5 s
Acquisition

How to get Montecuccoli

Montecuccoli is available in the Evasive Cruisers branch of the Italy Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 137,500 credits.

Show Italy tech-tree branch diagram
Italy Tech Tree

Montecuccoli sits in the Evasive Cruisers branch. The highlighted path shows the local branch context inside the full Italy tree.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Montecuccoli sits among Tier IV CAs (21 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 bloom4.24 km (1/22) Top 10%Max speed37 kt (2/22) Top 10%Stealth profile9.62 km / 5.77 km (2/22 / 2/22) Top 10%Turn-speed retention173.8 hp/m (2/22) Top 10%Torpedo reaction time7 s (2/21) Top 25%Secondary HE alpha1,500 (4/16) Top 25%Engine power106,000 hp (5/22) Top 25%Power-to-weight11.78 hp/t (5/22) Top 25%AA DPS206 (6/22) Top 25%AA threat610 (5/22) Top 25%Flak per wave (expected)270 (3/17) Top 25%Torpedo range9.99 km (5/21) Top 25%Torpedo reload55 s (5/21) Bottom 25%Traverse-to-turn ratio3.92 × (20/22) Bottom 25%Torpedo speed53 kt (19/21) Bottom 10%Main battery reload15.5 s (21/22) WorstAP DPM92,903 (22/22)
See 28 mid-pack stats

Not standouts for Montecuccoli -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points26,500 HP(13/22) Rudder shift7.6 s(17/22) Turning circle610 m(9/22) Main battery caliber152 mm(13/22) Main battery range13.41 km(15/22) AP shell damage3,000(16/22) Main dispersion125.5 m(8/22) Secondary DPM (per side)45,000(11/16) Secondary fire chance6%(7/16) Secondary HE pen17 mm(7/16) AP velocity850 m/s(14/22) Acceleration25.2 s(17/22) AP fuse timer0.03 s(13/22) AP arming threshold25 mm(9/22) Displacement8,995 t(10/22) AP pen at 10 km89 mm(15/22) AA range4 km(9/22) Torpedo damage≈12,500(14/21) Max armor100 mm(8/22) Citadel belt60 mm(17/22) Bow armor13 mm(11/22) Stern armor13 mm(11/22) Deck armor50 mm(7/22) NormSigma2(20 of 22 tied at this value) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value) NormTurn speed retained81%(21 of 22 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit PointsInitial: 23,800 → 26,500
Displacement8,995 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.
182.2 x 16.5 m
Armor range6–100 mm
Plate armor thicknesses6, 10, 13, 15, 16, 20, 25, 30, 40, 50, 60, 100 mm
Armor material/layer entries54
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 (2,385 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 (2,650 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.
13,300
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.
8,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/53 OTO 1929
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 14.3 s → 15.5 s
Firing range (base)12.2 km
Firing range (top fire control)13.4 km
Turret traverse7 °/s
Turret armor70 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.
4x ±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 / 30° off stern
HE fire DPM vs T4 BB17926
Effective HE DPM vs T4 BB86055
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 =(13410.130·81.11000+1.1)·30=125.5m
125.5 m at 13.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.5·0.6=75.3m
75.3 m at 13.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =125.5·0.62=37.7m
37.7 m at 13.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =75.3·0.62=22.6m
22.6 m at 13.4 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 14.3 s base reload = 33.6. All upgrades (top gun): 8 broadside guns x 60 / 15.5 s all-upgrades reload = 31.
Initial: 33.6 → 31
HE shells
HE Damage2,200 (stock hull only)
HE Velocity950 m/s
Fire Chance8%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 8 broadside guns = 17,600.
17,600
HE DPM
ƒZero upgrades: 17,600 HE full-salvo alpha x 60 / 14.3 s base reload = 73,846. All upgrades (top gun): 17,600 HE full-salvo alpha x 60 / 15.5 s all-upgrades reload = 68,129.
Initial: 73,846 → 68,129
Fires/min
ƒZero upgrades: 33.6 shells/min x 8% fire chance = 2.69. All upgrades (top gun): 31 shells/min x 8% fire chance = 2.48.
Initial: 2.69 → 2.48
SAP shells
SAP Damage3,850 (top hull)
SAP Velocity950 m/s (top hull)
SAP Pen (mm)42.3 (top hull)
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.
12 (top hull)
AP shells
AP Damage3,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2142·47.50.69·0.1521.07·8501.38=254.5mm. Matches the in-game spec card.
254.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 325.7 m/s: P=107·2142·47.50.69·0.1521.07·325.71.38=67.7mm.
67.7 mm at 13.4 km
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
AP DPM
ƒZero upgrades: 24,000 AP full-salvo alpha x 60 / 14.3 s base reload = 100,699. All upgrades (top gun): 24,000 AP full-salvo alpha x 60 / 15.5 s all-upgrades reload = 92,903.
Initial: 100,699 → 92,903
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.
12
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time55 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 53 kt); the stock torpedo module runs 51 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
53 kt
Range9.99 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=37,500·0.333=12,500.
≈ 12,500
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.
13,500
Torpedo detectability1 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 km53 kt×2.6855=7 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 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.07 per hit, shown as 2.07×100=207%. 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.
207%
Torpedo launcher traverse25 °/s
Launch arcs155° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming172 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 12,500 = 25,000.
25,000
AA Defense
AA mount points14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
37 mm/54 Breda 19384×2 37mm
20 mm Oerlikon Mk4 (upgraded hull only)10×1 20mm
13.2 mm/76 Breda 1931 (stock hull only)10×2 13mm
100 mm /47 OTO 1928 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×2 100mm
Far aura
Guns100 mm /47 OTO 1928 (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 28 from dual-purpose secondaries firing as AA in this range band.
28
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.9 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.
Initial: 98 → 94
Range3.5 km
Total DPS in Aura
ƒFar 28 + Medium 94 = 122
122
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.85 hit probability = 83 - the same in-game units as the Close-range AA DPS headline.
83
Range2 km
Total DPS in Aura
ƒFar 28 + Medium 94 + Near 83 = 205
205
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 150 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary 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 2.5 km or past 4 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts3
Firing range4.0 km
Shell Grouping (σ)1
100 mm /47 OTO 1928 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
3×2 100mm
Caliber100 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity850 m/s
Fire Chance6%
Armor Pen17 mm
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
Maneuverability
Engine power106,000 hp
Maximum speed37 kt
Turning circle radius610 m
Rudder shift time7.6 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 = 37 / 4 + 4.9 = 14.2 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.
14.2 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.
25.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
11.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.
25.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 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.
40.6 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·37.0·0.5144610=1.79°/s, so ratio=ωturretωhull=71.79=3.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.9× drags
Concealment
Detectability by sea9.62 km
Detectability by air5.77 km
Smoke firing penalty4.24 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.
13.41 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
8.81 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.
11.62 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.
8.77 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active · 600 m radius
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (4)

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

HullTrade-off
  • Hit points23,800 → 26,500
  • Rudder shift13.9 → 9.9 s
  • Close-range AA DPS64 → 58
Fire controlUpgrade
  • Main battery range12,191 → 13410.1 m
ArtilleryUpgrade
  • Base reload14.3 → 15.5 s
TorpedoesUpgrade
  • Alpha damage35,000 → 37,500
  • Display damage11,667 → 12,500
  • Speed51 → 53 kt

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
Max Horiz Disp125.5 m at 13.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13410.130·81.11000+1.1)·30=125.5m
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.
Max Vert Disp75.3 m at 13.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.5·0.6=75.3m
Shell scatter height @ 10 km56 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=0.5·13410.1=6705 m, and radiusOnMax=0.6 at 13410.1 m. Above the kink: k=0.5+(0.60.5)·10000670513410.16705=0.5491, so σV=σH·k=102·0.5491=56m.
Med Horiz Disp37.7 m at 13.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =125.5·0.62=37.7m
Med Vert Disp22.6 m at 13.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =75.3·0.62=22.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close254.5 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2142·47.50.69·0.1521.07·8501.38=254.5mm. Matches the in-game spec card.
AP Pen Far67.7 mm at 13.4 km
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 325.7 m/s: P=107·2142·47.50.69·0.1521.07·325.71.38=67.7mm.
AP pen 5 km148 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 km89 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.
AP flight time @ 10 km6.46 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·0.3381·0.15228·47.5=6.46×105. That runs from a 850 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 flight time @ 10 km5.86 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·0.3253·0.15228·44.3=6.66×105. That runs from a 950 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 penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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 Fragment Radius12 (top hull)
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
HE DPMInitial: 73,846 → 68,129
Zero upgrades: 17,600 HE full-salvo alpha x 60 / 14.3 s base reload = 73,846. All upgrades (top gun): 17,600 HE full-salvo alpha x 60 / 15.5 s all-upgrades reload = 68,129.
AP DPMInitial: 100,699 → 92,903
Zero upgrades: 24,000 AP full-salvo alpha x 60 / 14.3 s base reload = 100,699. All upgrades (top gun): 24,000 AP full-salvo alpha x 60 / 15.5 s all-upgrades reload = 92,903.
Shells/minInitial: 33.6 → 31
Zero upgrades: 8 broadside guns x 60 / 14.3 s base reload = 33.6. All upgrades (top gun): 8 broadside guns x 60 / 15.5 s all-upgrades reload = 31.
Fires/minInitial: 2.69 → 2.48
Zero upgrades: 33.6 shells/min x 8% fire chance = 2.69. All upgrades (top gun): 31 shells/min x 8% fire chance = 2.48.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7 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 speed53 kt
Travel time to max range70.2 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
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 count4
2 launchers x 2 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage50,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 12,500 = 50,000.
Per-side salvo damage25,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 12,500 = 25,000.

AA defense

AA DPS at max range28
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 4x2 -> 95 DPS @ 3.5 km; 20mm Oerlikon MK4 10x1 -> 83 DPS @ 2 km; 100mm 50 Mod OTO 3x2 -> 28 DPS @ 4 km.
Maximum AA range4 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range28 DPS @ 4 km, 123 DPS @ 3.5 km, 206 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-blank206
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index610
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

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)45,000
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: 3×2 100 mm (3/side) × 60/6 × 1500 = 45,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.

Armor Beta

Hull HP 23,80026,500 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 & stern13 mm

Overmatched by 89+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel60 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 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–20 mm)1,500 (6% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 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)15 mm primary (range 10–20 mm)19,900 (75% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 10–40 mm)1,100 (4% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 6–60 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)2,400 (9% 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 HP13,300 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 (100 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 (37 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 HP8,000 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.

Open in Charting Tool

Ship Charts

Balance History

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

Nerf ×1Buff ×3Main Battery ×5
2023-05-11

Ministry of Balance Reports: Ship Trimming

  • Main Battery HE Shells Damage increased from 2,100 to 2,200.
  • Main Battery HE Shells Fire Chances increased from 7 to 8%.
Read the full official post
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Added SAP upgrade module - Artillery: 152mm/53 OTO Model 1926 SAP.
  • Increases reload time to 15.5 s.
  • SAP shell damage: 3,850.
  • Penetrates 42 mm of armor.
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Rotation time of main battery to 180° decreased from 30 to 25.7 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Montecuccoli 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.