Paolo Emilio
Also called: 保罗·埃米利奥 Beta- 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
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Paolo Emilio Community Stats
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Paolo Emilio Community Stats
Record History
Playstyle
Overview
Paolo Emilio is a Tier VII 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 T7 DDs (30 s) and best top speed in T7 DDs (43.5 kt).
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 2.9 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.1 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 4.4 km) and radar (about 9.5 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. Both phases of a turn are slow (5.3 s on the rudder, a 810 m circle), so course changes are a plan rather than a reaction: set the angle 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 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
+8% speed (about +3.5 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.
30 s smoke deployment window, top decile of the 29 T7 DDs with smoke. Lays a longer rolling smoke trail while moving.
- Fast for the class · 43.5 kt
- Heavy powerplant · 135000 hp
- Holds speed in turns · 166.7 hp
+300% Defensive AA flak damage, best of T7 DDs. Each activated burst deletes more aircraft.
- Slow reload · 10.8 s
- Low HE DPM · 86667 HE
How to get Paolo Emilio
Paolo Emilio 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
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Super VII crate
4.166667%
One of the Tier VII Premium ships
Event · Super VII crate · 1 of 24 ships
-
Santa Level 5
0.428571%
Tier VII Premium ship
Archived · Santa Level 5 · 1 of 35 ships
-
Spectral Vault 5.0
0.394737%
Tier VII Premium ship
Archived · Spectral Vault 5.0 · 1 of 38 ships
Show all 16 containers (13 more)
-
Mega Santa '23
0.172414%
Tier VII Premium ship
Archived · Mega Santa '23 · 1 of 29 ships
-
Spectral Vault 4.0
0.164474%
Tier VII Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 38 ships
Show 2 paths
- Spectral Vault 4.00.105263%
- Spectral Vault 4.0 → Spectral Vault 5.00.059211%
-
Santa Level 4
0.157143%
Tier VII Premium ship
Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
Show 2 paths
- Santa Level 40.114286%
- Santa Level 4 → Santa Level 50.042857%
-
Santa Level 3
0.102143%
Tier VII Premium ship
Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
Show 4 paths
- Santa Level 30.057143%
- Santa Level 3 → Santa Level 50.021429%
- Santa Level 3 → Santa Level 40.017143%
- Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
-
Spectral Vault 3.0
0.082566%
Tier VII Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 38 ships
Show 4 paths
- Spectral Vault 3.00.052632%
- Spectral Vault 3.0 → Spectral Vault 5.00.011842%
- Spectral Vault 3.0 → Spectral Vault 4.00.011579%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006513%
-
Mystic Lantern
0.078049%
Tier VII Premium ship
Event · Mystic Lantern · 1 of 41 ships
-
Super Santa '23
0.051724%
Tier VII Premium ship
Archived · Super Santa '23 · 1 of 29 ships
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Santa Level 2
0.026036%
Tier VII Premium ship
Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
Show 7 paths
- Santa Level 2 → Santa Level 30.008571%
- Santa Level 2 → Santa Level 40.005714%
- Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
- Santa Level 20.002857%
- Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
- Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
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Champion's Box
0.020429%
Tier VII Premium ship
Archived · Champion's Box · 4 paths combined · 1 of 35 ships
Show 4 paths
- Champion's Box → Santa Level 30.011429%
- Champion's Box → Santa Level 3 → Santa Level 50.004286%
- Champion's Box → Santa Level 3 → Santa Level 40.003429%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
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Spectral Vault 2.0
0.014178%
Tier VII Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 38 ships
Show 7 paths
- Spectral Vault 2.0 → Spectral Vault 3.00.005263%
- Spectral Vault 2.00.002632%
- Spectral Vault 2.0 → Spectral Vault 4.00.002105%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001184%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001184%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001158%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000651%
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Santa Level 1
0.007834%
Tier VII Premium ship
Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
Show 9 paths
- Santa Level 1 → Santa Level 30.002857%
- Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
- Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
- Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
- Santa Level 1 → Santa Level 20.000429%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
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Ultimate Crate
0.005172%
Tier VII Premium ship
Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
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Spectral Vault 1.0
0.002102%
Tier VII Premium ship
Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 38 ships
Show 11 paths
- Spectral Vault 1.0 → Spectral Vault 3.00.000526%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000474%
- Spectral Vault 1.0 → Spectral Vault 2.00.000237%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000189%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000116%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000107%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000107%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000104%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000059%
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Mega Santa '23 0.172414% · Tier VII Premium ship
- Mystic Lantern 0.078049% · Tier VII Premium ship
- Santa Level 2 0.002857% · Tier VII Premium ship
- Santa Level 3 0.057143% · Tier VII Premium ship
- Santa Level 4 0.114286% · Tier VII Premium ship
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 Paolo Emilio sits among Tier VII DDs (39 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.
See 12 mid-pack stats
Not standouts for Paolo Emilio -- 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.
Peers in this cohort
Compare Tier VII DestroyersShow all 39 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
How 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.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 10.7 s base reload = 44.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 10.8 s all-upgrades reload = 44.4.HE shells
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23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).ƒ
1,950 HE damage x 8 broadside guns = 15,600.ƒ
Zero upgrades: 15,600 HE full-salvo alpha x 60 / 10.7 s base reload = 87,477. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 15,600 HE full-salvo alpha x 60 / 10.8 s all-upgrades reload = 86,667.ƒ
Zero upgrades: 44.9 shells/min x 9% fire chance = 4.04. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 44.4 shells/min x 9% fire chance = 4.SAP shells
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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.AP shells
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floor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (11.4 km), where the shell has slowed to 360.2 m/s: .ƒ
3,000 AP damage x 8 broadside guns = 24,000.ƒ
Zero upgrades: 24,000 AP full-salvo alpha x 60 / 10.7 s base reload = 134,579. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 24,000 AP full-salvo alpha x 60 / 10.8 s all-upgrades reload = 133,333.ƒ
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.ƒ
Estimate 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: .ƒ
The 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 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.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 4.06 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 22,267 = 267,204.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 30 raw aura damage × 3.5 × 0.95 hit probability = 100 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.ƒ
Outer Near 100 + Inner Near 37 = 137ƒ
top speed / 4 + 4.9 = 43.5 / 4 + 4.9 = 15.8 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.ƒ
Seconds 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (39.1 kt of 43.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (43.1 kt of 43.5 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
Equal 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.ƒ
Air detectability plus the gun-firing bloom (2.7 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 89 s cloud active · 450 m radius
Exhaust Smoke Generator2 charges · 180 s reload · 30 s emit / 45 s cloud active · 600 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 20 s active · ×4 flak burst boost ƒ
Repeats the flak burst pattern ×4 within each wave - more clouds in the air over the wave, at the same spots.
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.Vertical dispersion ellipse height at max range: 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: at 0 m, at m, and at 11388 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (11.4 km), where the shell has slowed to 360.2 m/s: .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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 875 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 875 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).floor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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 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.All 8 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,950 HE damage x 8 broadside guns = 15,600.3,000 AP damage x 8 broadside guns = 24,000.Zero upgrades: 15,600 HE full-salvo alpha x 60 / 10.7 s base reload = 87,477. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 15,600 HE full-salvo alpha x 60 / 10.8 s all-upgrades reload = 86,667.Zero upgrades: 24,000 AP full-salvo alpha x 60 / 10.7 s base reload = 134,579. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 24,000 AP full-salvo alpha x 60 / 10.8 s all-upgrades reload = 133,333.Zero upgrades: 8 broadside guns x 60 / 10.7 s base reload = 44.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 10.8 s all-upgrades reload = 44.4.Zero upgrades: 44.9 shells/min x 9% fire chance = 4.04. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 44.4 shells/min x 9% fire chance = 4.Torpedoes
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).range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).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.3 launchers x 4 tubes.12 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 22,267 = 267,204.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 22,267 = 267,204.AA defense
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 13 2mm 2barrels Breda MG 2x2 -> 37 DPS @ 1.2 km; 20mm70 Breda barrels 6 4x6 -> 100 DPS @ 2 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).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.Armor Beta
Hull HP 24,400, 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.
Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 6–30 mm) | 3,500 (14% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 30 mm primary (range 15–30 mm) | 18,300 (75% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 6–30 mm) | 1,800 (7% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 60 mm primary (range 10–60 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. |
| Superstructure | 20 mm primary (range 20–45 mm) | 2,100 (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 HP | 12,200 magazine HP | Turret knocked out | Per-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 (20 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 7,300 module HP | Incapacitated at 0 HP | When 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.
Ship Charts
Balance History
Balance updates affecting Paolo Emilio. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Added an optional upgrade that swaps AP shells for SAP shells.
- Main battery reload time with SAP upgrade increased from 10.7 to 12 s.
- Main battery SAP shells deal 3,000 damage and can penetrate up to 38 mm.
- Removed long-range AA battery: Paolo Emilio's 135 mm main battery guns are not dual-purpose and therefore should not contribute to AA defenses 20 mm AA gun average damage per second increased from 76 to 100 13.2 mm AA gun average damage per second increased from 27 to 37.
- Added Defensive AA Fire consumable to slot 4:
- Number of charges: 3.
- Cooldown time: 140 s.
- Duration: 20 s.
- Damage: +400%.
Skins & permanent camouflages
Every custom exterior Paolo Emilio can equip, from in-game data.
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.
