World of Warships: Legends ship guide

Venezia

Also called: 威尼斯 Beta
Italy · Tier ★ · CA Cruiser · Premium
SAP cruiserHigh-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Playstyle
  • Hold 14-17 km angles with islands close enough to break line of sight when focus comes
  • The kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (14 km)55 mm SAP penExhaust SmokeDefensive AAFast for the classShatter-prone secondaries
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Community Data

Venezia Community Stats

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Playstyle

Overview

Venezia is a Legendary Italian SAP cruiser: her 203mm main battery fires semi-armor-piercing shells (54.9mm of fixed penetration) in place of HE once the gun upgrade is researched. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Standout traits: top-decile torpedo belt percent in Legendary CAs (28) and top-decile top speed in Legendary CAs (36.6 kt).

Positioning

Hold 14-17 km angles with islands close enough to break line of sight when focus comes; wait for soft cruisers and exposed superstructures where SAP lands full penetration rather than firing into the belt or bow armor it shatters on. The kit pays best when you choose your salvo target, not when you chase one. Shooting from the cloud gives you away at 7 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 0.12 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 4.9 km) and radar (about 9.9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. With 13.6 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled battleship are wasted damage. Her 51,800-HP hull does not recover from a punished salvo, so hunt the broadsides, soft cruisers, and exposed superstructures SAP bites cleanly, and angle to survive the return fire while you wait for them.

Signature Traits

Strong torpedo belt

28% torpedo damage reduction, top decile of Legendary CAs.

ELITE MOBILITY
  • Fast for the class · 36.6 kt
  • Heavy powerplant · 240000 hp
  • Holds speed in turns · 315.8 hp
  • Nimble for the tonnage · 10.79 hp
Long-range torps

13.5 km torpedo range, top decile of the 13 Legendary CAs with torpedoes.

Shatter-prone secondaries

15 mm best HE pen across secondary families, bottom decile of Legendary CAs. Shatters on plates peers' secondaries pen, so direct damage trails the brackets above.

Short AA reach

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

Acquisition

How to get Venezia

Venezia is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship AL ZaraFrancesco MimbelliLuigi Sansonetti

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

Cohort position

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Where Venezia sits among Legendary CAs (20 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.

BestTorpedo reload71 s (1/13) Top 10%Max speed36.6 kt (2/21) Top 10%Engine power240,000 hp (3/21) Top 10%Turn-speed retention315.8 hp/m (2/21) Top 10%Power-to-weight10.79 hp/t (2/21) Top 25%Stealth profile12.35 km / 7.41 km (5/21 / 4/21) Top 25%Main battery range16 km (6/21) Top 25%Sigma2.1 (5/21) Top 25%Secondary DPM (per side)234,000 (3/14) Top 25%Acceleration25.6 s (6/21) Top 25%Torpedo range13.5 km (3/13) Top 25%Torpedo reaction time7.3 s (3/13) Bottom 25%Rudder shift13.6 s (18/21) Bottom 25%Traverse-to-turn ratio4.93 × (17/21) Bottom 25%Main battery reload18 s (17/21) Bottom 25%AP DPM255,000 (18/21) Bottom 25%Secondary HE alpha1,300 (12/13) Bottom 25%Torpedo damage≈12,900 (11/13) Bottom 25%Deck armor30 mm (17/21) WorstSecondary fire chance5% (1 of 5 tied) WorstSecondary HE pen15 mm (13/13) WorstAA range4 km (1 of 2 tied) WorstTorpedo speed56 kt (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 24 mid-pack stats

Not standouts for Venezia -- 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 points51,800 HP(12/21) Smoke fire bloom7 km(7/21) Turning circle760 m(8/21) Main battery caliber203 mm(13/21) AP shell damage5,100(13/21) Main dispersion143.4 m(13/21) AP velocity910 m/s(7/21) AP arming threshold34 mm(10/21) Displacement22,243 t(11/21) AP pen at 10 km281 mm(12/21) AA DPS602(10/21) AA threat2,221(12/21) Flak per wave (expected)2,646(15/20) Max armor200 mm(12/21) Citadel belt165 mm(9/21) Bow armor25 mm(13/21) Stern armor25 mm(13/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.03 s(11 of 21 tied at this value) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points51,800
Displacement22,243 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 25 m
Armor range6–200 mm
Plate armor thicknesses6, 16, 19, 25, 30, 32, 40, 50, 58, 60, 80, 90, 100, 120, 135, 150, 165, 200 mm
Armor material/layer entries72
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (4,662 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (5,180 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.
28%
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.
25,900
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.
15,500
Effective HP
ƒBase 51,800 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 7,252 HP per charge, x2 charges = 14,504 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.
66,304
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 203 mm/55 1934
Mounts / barrels5 mounts / 15 barrels
Reload timeInitial: 18 s → 20 s
Firing range16 km
Turret traverse7 °/s
Turret armor150 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±150°, ±149°, ±148°
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.
32° off bow / 31° off stern
AP pen max range215 mm
HE fire DPM vs T8 BB55331
Effective HE DPM vs T8 BB203831
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1600030·81.11000+1.1)·30=143.4m
143.4 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
86 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =143.4·0.62.1=41m
41 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =86·0.62.1=24.6m
24.6 m at 16 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒ15 broadside guns x 60 / 18 s base reload = 50.
50
HE shells
HE Damage3,300 (stock hull only)
HE Velocity850 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,300 HE damage x 15 broadside guns = 49,500.
49,500
HE DPM
ƒ49,500 HE full-salvo alpha x 60 / 18 s base reload = 165,000.
165,000
Fires/min
ƒ50 shells/min x 15% fire chance = 7.5.
7.5
SAP shells
SAP Damage5,200 (top hull)
SAP Velocity950 m/s (top hull)
SAP Pen (mm)54.9 (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.
30 (top hull)
AP shells
AP Damage5,100
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2500·125.30.69·0.2031.07·9101.38=467.7mm. Matches the in-game spec card.
467.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 517.3 m/s: P=107·2500·125.30.69·0.2031.07·517.31.38=214.5mm.
214.5 mm at 16 km
AP full-salvo alpha
ƒ5,100 AP damage x 15 broadside guns = 76,500.
76,500
AP DPM
ƒ76,500 AP full-salvo alpha x 60 / 18 s base reload = 255,000.
255,000
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 s
Projectile speed56 kt
Range13.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=38,700·0.333=12,900.
≈ 12,900
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,900
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.3 per hit, shown as 2.3×100=230%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
230%
Torpedo launcher traverse25 °/s
Launch arcs140° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,900 = 38,700.
38,700
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.
4 km
65 mm/64 Model 19398×2 65mm
37 mm/54 Breda 193910×4 37mm
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.
12×2 90mm
Far aura
Guns90 mm/50 OTO 1939 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 170 from dual-purpose secondaries firing as AA in this range band.
170
Range4 km
Outer Medium aura
Guns65 mm/64 Model 1939
Continuous DPS
ƒEffective DPS: 46 raw aura damage × 3.5 × 0.9 hit probability = 145 - the same in-game units as the Close-range AA DPS headline.
145
Range3.7 km
Total DPS in Aura
ƒFar 170 + Outer Medium 145 = 315
315
Inner Medium aura
Guns37 mm/54 Breda 1939
Continuous DPS
ƒEffective DPS: 91 raw aura damage × 3.5 × 0.9 hit probability = 287 - the same in-game units as the Close-range AA DPS headline.
287
Range3.5 km
Total DPS in Aura
ƒFar 170 + Outer Medium 145 + Inner Medium 287 = 602
602
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 210 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.
3 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
12×2 90mm
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power240,000 hp
Maximum speed36.6 kt
Turning circle radius760 m
Rudder shift time13.6 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36.6 / 4 + 4.9 = 14 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
14 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
25.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
11 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.6 kt), from our in-house acceleration model.
25.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.2 kt of 36.6 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.
41.4 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·36.6·0.5144760=1.42°/s, so ratio=ωturretωhull=71.42=4.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.9× drags
Concealment
Detectability by sea12.35 km
Detectability by air7.41 km
Smoke firing penalty7 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 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (4.24 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
11.65 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.
14.35 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.
10.41 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 160 s reload · 30 s emit / 35 s cloud active · 600 m radius
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 7,252 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.
· 14,504 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 259 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (51,800 HP) per second = 259 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (1)

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

ArtilleryUpgrade
  • Base reload18 → 20 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)2.1
Max Horiz Disp143.4 m at 16 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1600030·81.11000+1.1)·30=143.4m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp86 m at 16 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
Shell scatter height @ 10 km53.6 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=0.5·16000=8000 m, and radiusOnMax=0.6 at 16000 m. Above the kink: k=0.5+(0.60.5)·100008000160008000=0.525, so σV=σH·k=102·0.525=53.6m.
Med Horiz Disp41 m at 16 km
50%-hit horizontal radius: σH,50=σH·0.6σ =143.4·0.62.1=41m
Med Vert Disp24.6 m at 16 km
50%-hit vertical radius: σV,50=σV·0.6σ =86·0.62.1=24.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close467.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2500·125.30.69·0.2031.07·9101.38=467.7mm. Matches the in-game spec card.
AP Pen Far214.5 mm at 16 km
Same formula at the ship's max firing range (16 km), where the shell has slowed to 517.3 m/s: P=107·2500·125.30.69·0.2031.07·517.31.38=214.5mm.
AP pen 5 km361 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 km281 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 km224 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.
HE flight time @ 10 km5.63 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·0.337·0.20328·123.82=4.4×105. 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.
AP flight time @ 10 km4.81 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·0.237·0.20328·125.3=3.06×105. That runs from a 910 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 penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 Radius30 (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 alpha15
All 15 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha49,500
3,300 HE damage x 15 broadside guns = 49,500.
AP full-salvo alpha76,500
5,100 AP damage x 15 broadside guns = 76,500.
HE DPM165,000
49,500 HE full-salvo alpha x 60 / 18 s base reload = 165,000.
AP DPM255,000
76,500 AP full-salvo alpha x 60 / 18 s base reload = 255,000.
Shells/min50
15 broadside guns x 60 / 18 s base reload = 50.
Fires/min7.5
50 shells/min x 15% fire chance = 7.5.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.3 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed56 kt
Travel time to max range89.8 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage77,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,900 = 77,400.
Per-side salvo damage38,700
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,900 = 38,700.

AA defense

AA DPS at max range170
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 37mm Breda barrels 4 10x4 -> 287 DPS @ 3.5 km; 65mm 64 Ansaldo dual 8x2 -> 145 DPS @ 3.7 km; 90mm50 barrels 2 M1939 12x2 -> 170 DPS @ 4 km.
Maximum AA range4 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.
AA DPS layered by range170 DPS @ 4 km, 315 DPS @ 3.7 km, 602 DPS @ 3.5 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-blank602
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index2221
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.

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)234,000
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: 12×2 90 mm (12/side) × 60/4 × 1300 = 234,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 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: 15 mm from the 90 mm family.

Armor Beta

Hull HP 51,800, 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 & stern25 mm

Overmatched by 52+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel165 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)4,200 (8% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 6–150 mm)38,900 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–60 mm)4,200 (8% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel165 mm primary (range 32–165 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.
Superstructure6 mm primary (range 6–200 mm)3,500 (7% 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 HP25,900 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 (90 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 (65 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 HP15,500 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 Venezia. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×6Main Battery ×6
2026-05-28

Ministry of Balance: Summertime Refit

  • Venezia has been underperforming both with her HE module and overall, so we reduced the reload time for her HE and SAP shells, increased HE and AP shell damage, and improved shell grouping to match her predecessors more closely.
  • Main battery HE and SAP shell grouping increased by 2.4% (from 2.05 to 2.1 sigma).
  • Maximum HE shell damage increased from 2,900 to 3,300.
  • Maximum AP shell damage increased from 4,800 to 5,100.
  • Main battery HE shell reload time reduced from 19 to 18 seconds.
  • Main battery SAP shell reload time reduced from 21 to 20 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Venezia 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.