World of Warships: Legends ship guide

Napoli B

Also called: 那不勒斯 B Beta
Italy · Tier ★ · CB Cruiser · Premium · Napoli Variant
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold 12-15 km angles with islands close enough to break line of sight when focus comes
  • The AP kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Pressing the secondary booster before you have somewhere to be
Key characteristics
Long torps (14 km)2.15 sigma accuracyStrong secondaries (6 km)Stealthy (11.5 km)Exhaust SmokeLow AP DPM
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Community Data

Napoli B Community Stats

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Playstyle

Overview

Napoli B is a Legendary Italian all-rounder heavy cruiser with 254mm guns at 15.5 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best armor plate in Legendary CAs (330 mm) and best flat arc HE shells in Legendary CAs (954).

Positioning

Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides as they rotate rather than baiting them. The AP kit pays best when you choose your salvo target, not when you chase one. Shooting from the cloud gives you away at 7.6 km, wider than a destroyer's own concealment here (about 7.1 km), so one can watch you shoot for 0.46 km before you know it is there, with the smoke holding you broadside and stopped. Treat it as cover to leave from, not a firing position. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so you would be blind as well as stopped. Enemy sonar (about 4.9 km) and radar (about 9.9 km) read 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.

Potato Avoidance

Pressing the secondary booster before you have somewhere to be

It is a beacon: everything inside secondary range now knows exactly where you are, and the ships already shooting at you do not stop. Pick the position before you press it, not after. Keeping every secondary in the fight also means showing more of the ship than you want to, so the price of full secondary coverage is an exposed broadside.

Signature Traits

Thickest plate

330 mm on her single heaviest plate, best of Legendary CAs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Flat arc HE shells

954 m/s HE muzzle velocity, best of Legendary CAs. Flatter trajectory, easier to land at range.

Heavy secondary DPM

417500 secondary DPM per side, best of Legendary CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

ELITE MOBILITY
  • Holds speed in turns · 320 hp
  • Heavy powerplant · 240000 hp
Low AP DPM

217059 AP DPM, bottom decile of Legendary CAs. Citadel windows matter more than spam.

Short AA reach

4 km AA reach, bottom decile of Legendary CAs. Bombs and torpedoes drop before AA bites.

Acquisition

How to get Napoli B

Napoli B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

Best listed chance for this ship

  • Black Friday '23 crate 0.25% ⭐ Napoli B Event · Black Friday '23 crate
  • Piñata Chest 0.2% Tier VIII Premium ship or Legendary Tier ship Event · Piñata Chest · 1 of 5 ships
  • Explorer's Chest 0.090909% One of these ships New · Explorer's Chest · 1 of 11 ships
Show all 5 containers (2 more)
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

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Cohort position

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Where Napoli B sits among Legendary 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.

BestStealth profile11.54 km / 6.92 km (1/21 / 1/21) BestSecondary dispersion bracket21 (1/14) BestSecondary DPM (per side)417,500 (1/14) BestHE velocity954 m/s (1 of 2 tied) BestTurn-speed retention320 hp/m (1/21) BestMax armor330 mm (1 of 3 tied) Top 10%Max speed35.5 kt (3/21) Top 10%Sigma2.15 (3/21) Top 10%AP velocity945 m/s (3/21) Top 10%Engine power240,000 hp (3/21) Top 10%Secondary range6 km (2/14) Top 25%Turning circle750 m (6/21) Top 25%Power-to-weight8.92 hp/t (6/21) Top 25%Torpedo range13.5 km (3/13) Top 25%Torpedo reaction time7.3 s (3/13) Bottom 25%HE DPM121,765 (18/19) Bottom 25%Effective HE DPM (incl. fire)168,079 (18/19) Bottom 25%AA DPS478 (17/21) Bottom 25%Torpedo damage≈12,900 (11/13) Bottom 10%AP DPM217,059 (20/21) WorstFires per minute5.65 (19/19) WorstAA range4 km (1 of 2 tied) WorstAA threat1,549 (21/21) WorstFlak per wave (expected)1,260 (20/20) WorstTorpedo speed56 kt (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 21 mid-pack stats

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

Hit points59,200 HP(7/21) Smoke fire bloom7.58 km(11/21) Rudder shift12.6 s(14/21) Traverse-to-turn ratio5.02 ×(14/21) Main battery caliber254 mm(9/21) Main battery range15.53 km(14/21) Main battery reload15.3 s(13/21) HE shell damage3,450(9/19) HE fire chance16%(11/19) AP shell damage6,150(10/21) Main dispersion140.1 m(9/21) Acceleration26.4 s(9/21) AP arming threshold42 mm(15/21) Displacement26,892 t(14/21) AP pen at 10 km372 mm(10/21) Torpedo reload95 s(5/13) NormAP fuse timer0.03 s(11 of 21 tied at this value) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points59,200
Displacement26,892 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.
242.9 x 28.06 m
Armor range16–330 mm
Plate armor thicknesses16, 20, 25, 30, 40, 45, 50, 55, 60, 80, 85, 90, 100, 120, 130, 180, 200, 220, 330 mm
Armor material/layer entries83
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 (5,328 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 (5,920 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.
21%
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.
29,600
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.
17,800
Effective HP
ƒBase 59,200 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 8,288 HP per charge, x2 charges = 16,576 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.
75,776
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 254 mm/60 M1939
Mounts / barrels3 mounts / 9 barrels
Reload time17 s
Firing range15.5 km
Turret traverse7 °/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.
3x ±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
AP pen max range288 mm
HE fire DPM vs T8 BB41661
Effective HE DPM vs T8 BB151249
Shell Grouping (σ)2.15
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1552530·81.11000+1.1)·30=140.1m
140.1 m at 15.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.1·0.6=84.1m
84.1 m at 15.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =140.1·0.62.15=39.1m
39.1 m at 15.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =84.1·0.62.15=23.5m
23.5 m at 15.5 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 17 s base reload = 31.8. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 15.3 s all-upgrades reload = 35.3.
Initial: 31.8 → 35.3
HE shells
HE Damage3,450
HE Velocity954 m/s
Fire Chance16%
HE penetration
ƒ42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).
42 mm
HE full-salvo alpha
ƒ3,450 HE damage x 9 broadside guns = 31,050.
31,050
HE DPM
ƒZero upgrades: 31,050 HE full-salvo alpha x 60 / 17 s base reload = 109,588. All upgrades (Main Battery Mod. 3 = -10% reload): 31,050 HE full-salvo alpha x 60 / 15.3 s all-upgrades reload = 121,765.
Initial: 109,588 → 121,765
Fires/min
ƒZero upgrades: 31.8 shells/min x 16% fire chance = 5.08. All upgrades (Main Battery Mod. 3 = -10% reload): 35.3 shells/min x 16% fire chance = 5.65.
Initial: 5.08 → 5.65
AP shells
AP Damage6,150
AP Velocity945 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold42 mm
AP overmatch
ƒfloor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).
17 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2650·227.90.69·0.2541.07·9451.38=620.9mm. Matches the in-game spec card.
620.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.5 km), where the shell has slowed to 541.6 m/s: P=107·2650·227.90.69·0.2541.07·541.61.38=288mm.
288 mm at 15.5 km
AP full-salvo alpha
ƒ6,150 AP damage x 9 broadside guns = 55,350.
55,350
AP DPM
ƒZero upgrades: 55,350 AP full-salvo alpha x 60 / 17 s base reload = 195,353. All upgrades (Main Battery Mod. 3 = -10% reload): 55,350 AP full-salvo alpha x 60 / 15.3 s all-upgrades reload = 217,059.
Initial: 195,353 → 217,059
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.
0
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time95 s
Projectile speed56 kt
Range13.5 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=38,700·0.333=12,900.
≈ 12,900
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.
13,900
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 2.3 per hit, shown as 2.3×100=230%. 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.
230%
Torpedo launcher traverse25 °/s
Launch arcs142° per side
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 = 4 x 12,900 = 51,600.
51,600
AA Defense
AA mount points19
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 19399×4 37mm
20 mm/70 Breda 194110×6 20mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 90mm
Far aura
Guns90 mm/50 OTO 1939 (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 91 from dual-purpose secondaries firing as AA in this range band.
91
Range4 km
Medium aura
Guns37 mm/54 Breda 1939
Continuous DPS
ƒEffective DPS: 87 raw aura damage × 3.5 × 0.9 hit probability = 274 - the same in-game units as the Close-range AA DPS headline.
274
Range3.5 km
Total DPS in Aura
ƒFar 91 + Medium 274 = 365
365
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 0.85 hit probability = 113 - the same in-game units as the Close-range AA DPS headline.
113
Range2 km
Total DPS in Aura
ƒFar 91 + Medium 274 + Near 113 = 478
478
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 200 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 × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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
Mounts10
Firing range6.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Napoli
Max secondary dispersion @ 6 km
ƒ6 km × 21 + 30 = 156 m.
156 m
152 mm/55 OTO 1936 (×4)
Caliber152 mm
Reload time7.2 s
SAP Damage3,850
Muzzle Velocity950 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
90 mm/50 OTO 1939 (×6) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time3.2 s
SAP Damage2,000
Muzzle Velocity860 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet80°
Maneuverability
Engine power240,000 hp
Maximum speed35.5 kt
Turning circle radius750 m
Rudder shift time12.6 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 = 35.5 / 4 + 4.9 = 13.8 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.
13.8 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.
26.9 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).
10.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt), from our in-house acceleration model.
26.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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·35.5·0.5144750=1.40°/s, so ratio=ωturretωhull=71.40=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× slow
Concealment
Detectability by sea11.54 km
Detectability by air6.92 km
Smoke firing penalty7.58 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.
15.53 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (5.08 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
12 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.
13.54 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.
9.92 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active · 600 m radius
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.
Choose one
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
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Repair Party2 charges · 80 s reload · 28 s active · 8,288 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.
· 16,576 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 296 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (59,200 HP) per second = 296 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)2.15
Max Horiz Disp140.1 m at 15.5 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1552530·81.11000+1.1)·30=140.1m
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 Disp84.1 m at 15.5 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.1·0.6=84.1m
Shell scatter height @ 10 km53.9 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=0.5·15525=7762 m, and radiusOnMax=0.6 at 15525 m. Above the kink: k=0.5+(0.60.5)·100007762155257762=0.5288, so σV=σH·k=102·0.5288=53.9m.
Med Horiz Disp39.1 m at 15.5 km
50%-hit horizontal radius: σH,50=σH·0.6σ =140.1·0.62.15=39.1m
Med Vert Disp23.5 m at 15.5 km
50%-hit vertical radius: σV,50=σV·0.6σ =84.1·0.62.15=23.5m
AP Pen Close620.9 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2650·227.90.69·0.2541.07·9451.38=620.9mm. Matches the in-game spec card.
AP Pen Far288 mm at 15.5 km
Same formula at the ship's max firing range (15.5 km), where the shell has slowed to 541.6 m/s: P=107·2650·227.90.69·0.2541.07·541.61.38=288mm.
AP pen 5 km479 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 km372 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 pen 15 km295 mm
AP penetration at a fixed 15 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 km4.64 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·0.277·0.25428·227.9=3.08×105. That runs from a 945 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 km4.6 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·0.277·0.25428·227.9=3.08×105. That runs from a 954 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 penetration42 mm
42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).
AP overmatch17 mm
floor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius0
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha31,050
3,450 HE damage x 9 broadside guns = 31,050.
AP full-salvo alpha55,350
6,150 AP damage x 9 broadside guns = 55,350.
HE DPMInitial: 109,588 → 121,765
Zero upgrades: 31,050 HE full-salvo alpha x 60 / 17 s base reload = 109,588. All upgrades (Main Battery Mod. 3 = -10% reload): 31,050 HE full-salvo alpha x 60 / 15.3 s all-upgrades reload = 121,765.
AP DPMInitial: 195,353 → 217,059
Zero upgrades: 55,350 AP full-salvo alpha x 60 / 17 s base reload = 195,353. All upgrades (Main Battery Mod. 3 = -10% reload): 55,350 AP full-salvo alpha x 60 / 15.3 s all-upgrades reload = 217,059.
Shells/minInitial: 31.8 → 35.3
Zero upgrades: 9 broadside guns x 60 / 17 s base reload = 31.8. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 15.3 s all-upgrades reload = 35.3.
Fires/minInitial: 5.08 → 5.65
Zero upgrades: 31.8 shells/min x 16% fire chance = 5.08. All upgrades (Main Battery Mod. 3 = -10% reload): 35.3 shells/min x 16% fire chance = 5.65.

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 range89.8 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 count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage103,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,900 = 103,200.
Per-side salvo damage51,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,900 = 51,600.

AA defense

AA DPS at max range91
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 37mm Breda barrels 4 9x4 -> 274 DPS @ 3.5 km; 20mm70 Breda barrels 6 10x6 -> 113 DPS @ 2 km; 90mm50 barrels 2 M1939 6x2 -> 91 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 range91 DPS @ 4 km, 365 DPS @ 3.5 km, 478 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-blank478
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1549
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 typeNapoli
Max dispersion = range (km) × 21 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km156 m
6 km × 21 + 30 = 156 m.
Secondary dispersion @ 5 km135 m
Same per-type line evaluated at a fixed 5 km: 5 km × 21 + 30 = 135 m.

Secondary battery firepower

Secondary DPM (per side)417,500
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: 4×3 152 mm (6/side) × 60/7.2 × 3850 = 192,500 + 6×2 90 mm (6/side) × 60/3.2 × 2000 = 225,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3850
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3850 from the 152 mm family.
Max SAP pen42.3 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: 42.3 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Balance History

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

Buff ×4
2026-04-30

Ministry of Balance: Viva la Marina!

  • Added Enhanced Secondary Targeting to the third slot as an alternative to Catapult Fighter.
Read the full official post
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • In case you missed it, during the middle of the last update, Napoli B received the same buff to her secondary battery range as her original version.
  • Secondary battery range increased from 5 to 6 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Napoli B 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.