World of Warships: Legends ship guide

Paolo Emilio

Also called: 保罗·埃米利奥 Beta
Italy · Tier VII · Destroyer · Premium
SAP destroyerFires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
Playstyle
  • Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Heavy torpedoes11 km gun rangeSmokeEngine BoostFast for the classSlow reload
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Community Data

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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

Engine Boost

+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.

Long smoke deployment

30 s smoke deployment window, top decile of the 29 T7 DDs with smoke. Lays a longer rolling smoke trail while moving.

ELITE MOBILITY
  • Fast for the class · 43.5 kt
  • Heavy powerplant · 135000 hp
  • Holds speed in turns · 166.7 hp
Heavy Defensive AA flak

+300% Defensive AA flak damage, best of T7 DDs. Each activated burst deletes more aircraft.

WEAK MAIN BATTERY
  • Slow reload · 10.8 s
  • Low HE DPM · 86667 HE
Acquisition

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

  • 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
  • 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%
  • 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%
  • 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%
  • 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%
  • Ultimate Crate 0.005172% Tier VII Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • 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
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 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.

BestMax speed43.5 kt (1/40) BestEngine power135,000 hp (1/40) Top 10%Turn-speed retention166.7 hp/m (2/40) Top 10%Power-to-weight28.08 hp/t (3/40) Top 10%Torpedo damage≈22,267 (3/36) Top 10%Max armor60 mm (3/40) Top 10%Citadel belt60 mm (3/40) Top 10%Deck armor45 mm (4/33) Top 25%Hit points24,400 HP (7/40) Top 25%Main battery range11.39 km (5/35) Bottom 25%Smoke fire bloom2.88 km (31/40) Bottom 25%Air detection3.67 km (34/40) Bottom 25%Main dispersion100.4 m (32/35) Bottom 25%Displacement4,807 t (36/40) Bottom 25%AA threat244 (31/40) Bottom 25%Torpedo range6 km (33/36) Bottom 25%Torpedo reload120 s (32/36) Bottom 10%Concealment7.34 km (37/40) Bottom 10%Rudder shift5.3 s (37/40) Bottom 10%Fires per minute4 (32/34) Bottom 10%Effective HE DPM (incl. fire)116,338 (33/34) Bottom 10%Torpedo reaction time9.4 s (34/36) WorstTurning circle810 m (40/40) WorstMain battery reload10.8 s (35/35) WorstHE DPM86,667 (34/34) WorstNo secondaries (33 of 40 in cohort) WorstAA range2 km (1 of 7 tied)
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.

Traverse-to-turn ratio6.32 ×(24/35) Main battery caliber135 mm(10/35) HE shell damage1,950(13/34) HE fire chance9%(11/34) HE velocity875 m/s(11/34) Acceleration18.1 s(27/40) AP pen at 10 km67 mm(17/32) AA DPS137(27/40) Torpedo speed67 kt(13/36) Bow armor19 mm(21/40) Stern armor19 mm(21/40) NormTurn speed retained81%(38 of 40 tied at this value)
Survivability
Hit Points24,400
Displacement4,807 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.
153 x 14.5 m (measured from the ship model)
Armor range6–60 mm
Plate armor thicknesses6, 10, 13, 15, 16, 19, 20, 25, 30, 45, 60 mm
Armor material/layer entries48
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.
36.6%
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 (2,196 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 (2,440 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
12,200
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.
7,300
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 135 mm/45 OTO 1938
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 10.7 s → 12 s
Firing range11.4 km
Turret traverse10 °/s
Turret armor60 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.
2x ±147°, 2x ±153°
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.
27° off bow / 33° off stern
HE fire DPM vs T7 BB26704
Effective HE DPM vs T7 BB104704
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 =(1138830·80.51000+0.5)·30=100.4m
100.4 m at 11.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.4·0.6=60.2m
60.2 m at 11.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =100.4·0.62=30.1m
30.1 m at 11.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =60.2·0.62=18.1m
18.1 m at 11.4 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero 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.
Initial: 44.9 → 44.4
HE shells
HE Damage1,950
HE Velocity875 m/s
Fire Chance9%
HE penetration
ƒ23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ1,950 HE damage x 8 broadside guns = 15,600.
15,600
HE DPM
ƒZero 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.
Initial: 87,477 → 86,667
Fires/min
ƒZero 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.
Initial: 4.04 → 4
SAP shells
SAP Damage3,000 (top hull)
SAP Velocity875 m/s (top hull)
SAP Pen (mm)38 (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 (stock hull only)
AP Velocity875 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(135 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·32.70.69·0.1391.07·8751.38=199.9mm. Matches the in-game spec card.
199.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.4 km), where the shell has slowed to 360.2 m/s: P=107·1900·32.70.69·0.1391.07·360.21.38=58.7mm.
58.7 mm at 11.4 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 / 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.
Initial: 134,579 → 133,333
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 / tubes3 launchers × 4 tubes = 12 tubes
Reload time120 s
Projectile speed67 kt
Range6 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=66,800·0.333=22,267.
≈ 22,267
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.
23,767
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km67 kt×2.6855=9.4 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.
9.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 4.06 per hit, shown as 4.06×100=406%. 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.
406%
Torpedo launcher traverse25 °/s
Launch arcs149° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming210 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 22,267 = 267,204.
267,204
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
20 mm/70 Breda 19414×6 20mm
13.2 mm/76 Breda 19312×2 13mm
Outer Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.95 hit probability = 100 - the same in-game units as the Close-range AA DPS headline.
100
Range2 km
Inner Near aura
Guns13.2 mm/76 Breda 1931
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.
37
Range1.2 km
Total DPS in Aura
ƒOuter Near 100 + Inner Near 37 = 137
137
Maneuverability
Engine power135,000 hp
Maximum speed43.5 kt
Turning circle radius810 m
Rudder shift time5.3 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 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.
15.8 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.
15.2 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).
13.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (39.1 kt of 43.5 kt), from our in-house acceleration model.
18.1 s
Acceleration 0-99%
ƒTime 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.
30.7 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·43.5·0.5144810=1.58°/s, so ratio=ωturretωhull=101.58=6.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.3× slow
Concealment
Detectability by sea7.34 km
Detectability by air3.67 km
Smoke firing penalty2.88 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.
11.39 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.7 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.37 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.
9.34 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
6.67 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
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
ƒRepeats the flak burst pattern ×4 within each wave - more clouds in the air over the wave, at the same spots.
Module options (1)

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

ArtilleryUpgrade
  • Base reload10.7 → 12 s

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 Disp100.4 m at 11.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1138830·80.51000+0.5)·30=100.4m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 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 Disp60.2 m at 11.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.4·0.6=60.2m
Shell scatter height @ 10 km51.8 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=0.5·11388=5694 m, and radiusOnMax=0.6 at 11388 m. Above the kink: k=0.5+(0.60.5)·100005694113885694=0.5756, so σV=σH·k=90·0.5756=51.8m.
Med Horiz Disp30.1 m at 11.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =100.4·0.62=30.1m
Med Vert Disp18.1 m at 11.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =60.2·0.62=18.1m
AP Pen Close199.9 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·32.70.69·0.1391.07·8751.38=199.9mm. Matches the in-game spec card.
AP Pen Far58.7 mm at 11.4 km
Same formula at the ship's max firing range (11.4 km), where the shell has slowed to 360.2 m/s: P=107·1900·32.70.69·0.1391.07·360.21.38=58.7mm.
AP pen 5 km113 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 km67 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 km6.39 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·0.29·0.13928·32.7=6.73×105. That runs from a 875 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km6.23 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·0.29·0.13528·32.7=6.35×105. That runs from a 875 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration23 mm
23 mm ≈ 135 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(135 mm caliber / 14.3) = 9 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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha15,600
1,950 HE damage x 8 broadside guns = 15,600.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
HE DPMInitial: 87,477 → 86,667
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.
AP DPMInitial: 134,579 → 133,333
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.
Shells/minInitial: 44.9 → 44.4
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.
Fires/minInitial: 4.04 → 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

Torpedo detectability1.7 km
Estimated torpedo reaction time9.4 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 speed67 kt
Travel time to max range33.3 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,500
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 count12
3 launchers x 4 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage267,204
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 22,267 = 267,204.
Per-side salvo damage267,204
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 22,267 = 267,204.

AA defense

AA DPS at max range100
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.
Maximum AA range2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range100 DPS @ 2 km, 137 DPS @ 1.2 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank137
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index244
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Armor Beta

Hull HP 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.

Bow & stern19 mm

Overmatched by 136+ 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.

Farming19 mm

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
Bow19 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.
Stern19 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.
Citadel60 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.
Superstructure20 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 HP12,200 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (20 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 HP7,300 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 Paolo Emilio. Cards are condensed; use each source link for full context.

Nerf ×2Buff ×2Main Battery ×4Consumable ×5
2026-04-30

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%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Paolo Emilio 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.