World of Warships: Legends ship guide

Roma

Also called: 罗马 Beta
Italy · Tier VII · Battleship · Premium
All-rounder battleshipA jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Spending the spotter on a target that is already dodging
Key characteristics
Exhaust SmokeSpotter planeExtra heal chargesFast turret traverseFlat arc HE shellsShort AA reach
On this page
Community Data

Roma Community Stats

Log in to GamingDiver and upload your data to see Community Data for Roma: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Roma is a Tier VII Italian all-rounder battleship with 381mm guns at 16.8 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best Repair Party charges in T7 BBs (4) and top-decile turret traverse rate in T7 BBs (6).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. 65,400 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. Shooting from the cloud gives you away at 10.5 km, wider than a destroyer's own concealment here (about 7 km), so one can watch you shoot for 3.5 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 4.4 km) and radar (about 9.5 km) read straight in regardless. The screen is 900 m across, twice the usual, which makes it a team asset rather than a personal one: dropped across a friendly push it covers ships either side of you, not just your own hull.

Potato Avoidance

Spending the spotter on a target that is already dodging Parking in smoke to trade

The extra range only converts if the shot was going to land: save it for the salvos that matter, an exposed broadside cruiser or a battleship committed to its angle, where the reach turns a maybe into a citadel. Popped over a jinking destroyer it buys you a longer look at your own shells missing. Your gunfire shows at 10.5 km while a destroyer at this tier is only spotted at about 7 km, so it can sit inside your bloom watching you shoot with no way for you to see it, and the whole point of farming from smoke is that you are stopped and side-on. That is a free torpedo solution on a stationary broadside. Keep moving and use the cloud to break off, not to stand and fight.

Signature Traits

Extra heal charges

4 Repair Party charges, best of T7 BBs. More total HP available across a match.

ELITE MAIN BATTERY
  • Fast turret traverse · 6°
  • Flat arc HE shells · 880 m
  • Fast HE shells · 4.63 s
Quiet smoke gunnery

10.5 km detect when firing from smoke, top decile of T7 BBs. Shoots from concealment with less bloom than peers.

Torpedo belt specialist

Torpedo damage reduction in the top bracket. Tanks torpedo strikes that delete peers.

Short AA reach

4 km AA reach, bottom decile of T7 BBs. Bombs and torpedoes drop before AA bites.

Acquisition

How to get Roma

Roma is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Global XP, and Campaign. WG has listed Roma in the Store for 750,000 Global XP (most recently 2022-01-27), so it can be bought without spending doubloons; Store stock rotates, so check in game for current availability. 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 17 containers (14 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
  • Super Santa '22 0.034615% Tier VII Premium ship Archived · Super Santa '22 · 1 of 13 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

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Roma sits among Tier VII BBs (48 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.

BestRepair charges4 (1 of 4 tied) Top 10%Smoke fire bloom10.46 km (3/49) Top 10%HE velocity880 m/s (5/48) Top 25%Turning circle810 m (13/49) Top 25%Traverse-to-turn ratio5.5 × (11/49) Top 25%AP velocity850 m/s (9/49) Top 25%AP pen at 10 km593 mm (13/49) Top 25%Citadel belt375 mm (11/48) Top 25%Deck armor85 mm (10/46) Bottom 25%Fires per minute4.8 (43/48) Bottom 25%Acceleration36.9 s (44/49) Bottom 25%Engine power128,200 hp (43/49) Bottom 25%Turn-speed retention158.3 hp/m (39/49) Bottom 25%Power-to-weight2.77 hp/t (39/49) Bottom 25%AA DPS365 (38/49) Bottom 25%AA threat1,207 (42/49) WorstAA range4 km (1 of 4 tied) WorstNo torpedoes (33 of 49 in cohort)
See 32 mid-pack stats

Not standouts for Roma -- 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 points65,400 HP(23/49) Max speed30 kt(29/49) Concealment15.23 km(18/49) Air detection12.18 km(17/49) Rudder shift15.6 s(27/49) Main battery caliber381 mm(31/49) Main battery range16.79 km(37/49) Main battery reload27 s(33/49) Sigma1.8(29/49) HE shell damage5,800(19/48) HE DPM116,000(15/48) AP shell damage12,000(27/49) AP DPM240,000(29/49) Main dispersion230.5 m(30/49) Secondary DPM (per side)180,000(35/49) Secondary HE alpha2,100(21/46) Secondary fire chance7%(35/46) Secondary HE pen25 mm(23/46) AP arming threshold64 mm(19/49) Displacement46,215 t(22/49) Effective HE DPM (incl. fire)151,605(34/48) Secondary range5 km(35/49) Flak per wave (expected)1,350(29/49) Max armor375 mm(23/49) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value) NormBow armor32 mm(36 of 48 tied at this value) NormStern armor32 mm(35 of 48 tied at this value)
Survivability
Hit Points65,400
Displacement46,215 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.
238.5 x 32.8 m (measured from the ship model)
Armor range13–375 mm
Plate armor thicknesses13, 19, 32, 40, 44, 45, 50, 60, 70, 85, 90, 100, 102, 108, 112, 130, 150, 162, 200, 210, 260, 280, 350, 375 mm
Armor material/layer entries82
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 duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (11,772 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 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (13,080 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
38%
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.
32,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
19,600
Effective HP
ƒBase 65,400 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 9,156 HP per charge, x4 charges = 36,624 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.
102,024
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 381 mm/50 OTO 1934
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range16.8 km
Turret traverse6 °/s
Turret armor380 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.
±142°, ±148.5°, ±141°
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.
31.5° off bow / 39° off stern
AP pen max range490 mm
HE fire DPM vs T7 BB32045
Effective HE DPM vs T7 BB136445
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1678730·122.21000+2.2)·30=230.5m
230.5 m at 16.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =230.5·0.6=138.3m
138.3 m at 16.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =230.5·0.61.8=76.8m
76.8 m at 16.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =138.3·0.61.8=46.1m
46.1 m at 16.8 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload = 20.
Initial: 18 → 20
HE shells
HE Damage5,800
HE Velocity880 m/s
Fire Chance24%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,800 HE damage x 9 broadside guns = 52,200.
52,200
HE DPM
ƒZero upgrades: 52,200 HE full-salvo alpha x 60 / 30 s base reload = 104,400. All upgrades (Main Battery Mod. 3 = -10% reload): 52,200 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 116,000.
Initial: 104,400 → 116,000
Fires/min
ƒZero upgrades: 18 shells/min x 24% fire chance = 4.32. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min x 24% fire chance = 4.8.
Initial: 4.32 → 4.8
AP shells
AP Damage12,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·884.80.69·0.3811.07·8501.38=814.1mm. Matches the in-game spec card.
814.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.8 km), where the shell has slowed to 588 m/s: P=107·2434·884.80.69·0.3811.07·5881.38=489.5mm.
489.5 mm at 16.8 km
AP full-salvo alpha
ƒ12,000 AP damage x 9 broadside guns = 108,000.
108,000
AP DPM
ƒZero upgrades: 108,000 AP full-salvo alpha x 60 / 30 s base reload = 216,000. All upgrades (Main Battery Mod. 3 = -10% reload): 108,000 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 240,000.
Initial: 216,000 → 240,000
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.
120
AA Defense
AA mount points28
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 19388×2 37mm
37 mm/54 RM 19394×1 37mm
20 mm/65 Breda 193516×2 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.
12×1 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 108 from dual-purpose secondaries firing as AA in this range band.
108
Range4 km
Medium aura
Guns37 mm/54 Breda 1938 + 37 mm/54 RM 1939
Continuous DPS
ƒEffective DPS: 66 raw aura damage × 3.5 × 0.75 hit probability = 173 - the same in-game units as the Close-range AA DPS headline.
173
Range3.5 km
Total DPS in Aura
ƒFar 108 + Medium 173 = 281
281
Near aura
Guns20 mm/65 Breda 1935
Continuous DPS
ƒEffective DPS: 34 raw aura damage × 3.5 × 0.7 hit probability = 83 - the same in-game units as the Close-range AA DPS headline.
83
Range2 km
Total DPS in Aura
ƒFar 108 + Medium 173 + Near 83 = 364
364
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 180 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 × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
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.
75%
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
Mounts16
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time12 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
Show 2 more gun families
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time12 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
90 mm/50 OTO 1939 (×12) (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 time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Maneuverability
Engine power128,200 hp
Maximum speed30 kt
Turning circle radius810 m
Rudder shift time15.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
44.8 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).
8.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
36.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
59.9 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·30.0·0.5144810=1.09°/s, so ratio=ωturretωhull=61.09=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea15.23 km
Detectability by air12.18 km
Smoke firing penalty10.46 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.
16.79 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.62 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
19.8 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.
17.23 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.
15.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 9,156 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.
· 36,624 HP (56% of max HP) total heal (all charges)
ƒ14% per charge x 4 charges = up to 56% of max HP if the whole Repair Party loadout is used.
· 327 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (65,400 HP) per second = 327 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Exhaust Smoke Generator3 charges · 150 s reload · 45 s emit / 10 s cloud active · 900 m radius
Choose one
Catapult Fighter4 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
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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)1.8
Max Horiz Disp230.5 m at 16.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1678730·122.21000+2.2)·30=230.5m
Shell scatter width @ 5 km115 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 km164 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 km213 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 Disp138.3 m at 16.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =230.5·0.6=138.3m
Shell scatter height @ 10 km85.1 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=0.5·16787=8394 m, and radiusOnMax=0.6 at 16787 m. Above the kink: k=0.5+(0.60.5)·100008394167878394=0.5191, so σV=σH·k=164·0.5191=85.1m.
Med Horiz Disp76.8 m at 16.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =230.5·0.61.8=76.8m
Med Vert Disp46.1 m at 16.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =138.3·0.61.8=46.1m
AP Pen Close814.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·884.80.69·0.3811.07·8501.38=814.1mm. Matches the in-game spec card.
AP Pen Far489.5 mm at 16.8 km
Same formula at the ship's max firing range (16.8 km), where the shell has slowed to 588 m/s: P=107·2434·884.80.69·0.3811.07·5881.38=489.5mm.
AP pen 5 km693 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 km593 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 km514 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 km4.79 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·0.2954·0.38128·884.8=1.9×105. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km4.63 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·0.275·0.38128·824.3=1.9×105. That runs from a 880 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 penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha52,200
5,800 HE damage x 9 broadside guns = 52,200.
AP full-salvo alpha108,000
12,000 AP damage x 9 broadside guns = 108,000.
HE DPMInitial: 104,400 → 116,000
Zero upgrades: 52,200 HE full-salvo alpha x 60 / 30 s base reload = 104,400. All upgrades (Main Battery Mod. 3 = -10% reload): 52,200 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 116,000.
AP DPMInitial: 216,000 → 240,000
Zero upgrades: 108,000 AP full-salvo alpha x 60 / 30 s base reload = 216,000. All upgrades (Main Battery Mod. 3 = -10% reload): 108,000 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 240,000.
Shells/minInitial: 18 → 20
Zero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload = 20.
Fires/minInitial: 4.32 → 4.8
Zero upgrades: 18 shells/min x 24% fire chance = 4.32. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min x 24% fire chance = 4.8.

AA defense

AA DPS at max range108
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 8x2 -> 116 DPS @ 3.5 km; 37mm 54 Single M1939 4x1 -> 58 DPS @ 3.5 km; 20mm65 Breda M1935 double 16x2 -> 83 DPS @ 2 km; 90mm50 barrels 1 M1939 12x1 -> 108 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 range108 DPS @ 4 km, 282 DPS @ 3.5 km, 365 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-blank365
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1207
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 2×3 152 mm (3/side) × 60/12 × 2100 = 31,500 + 2×3 152 mm (3/side) × 60/12 × 2100 = 31,500 + 12×1 90 mm (6/side) × 60/4 × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 152 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 152 mm family.
Max HE pen25 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 25 mm from the 152 mm family.

Armor Beta

Hull HP 65,400, 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 & stern32 mm

Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel375 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–130 mm)5,000 (8% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–350 mm)49,100 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–210 mm)5,300 (8% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel375 mm primary (range 32–375 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.
Superstructure13 mm primary (range 13–280 mm)2,600 (4% 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 HP32,700 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP19,600 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 Roma. Cards are condensed; use each source link for full context.

Buff ×5Main Battery ×2Concealment ×1Consumable ×3
2026-04-30

Ministry of Balance: Viva la Marina!

  • Detectability range after firing in smoke reduced from 13.95 to 10.46 km.
Read the full official post
2022-06-16

Summer Update: The High Roll

  • Maximum HE shell damage increased from 5,100 to 5,800.
  • Exhaust Smoke Generator consumable added for the 3rd slot.
  • Damage Control Party consumable duration increased from 10 to 15 s.
  • Number of Repair Party consumables increased from 3 to 4.
  • The Catapult Fighter, Spotter, and Enhanced Secondary Targeting consumables were moved from the 3rd slot to the 4th. If you’ve already used Roma, the slot will be reset to the default choice - Catapult Fighter - when the update hits.
Read the full official post
2022-04-19

Ministry of Balance

  • Continuing the battleship fiesta, we’re also touching up the Italians. Conte di Cavour’s main gun reload improves to 27 seconds from the regular 30, and so does this stat for her big sister - Andrea Doria. The top dog, Vittorio Veneto, receives a quicker gun reload as well - 31 seconds instead of 34. And if you thought we forgot Roma, we didn’t! While she isn’t losing to anyone significantly, a small overhaul was due. Roma gets some of the Vittorio Veneto perks, including HE shells with maximum damage of 5,800 instead of 5,100, as well as her Smoke Generator in the 3.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.