World of Warships: Legends ship guide

Vittorio Veneto

Also called: 维托里奥·维内托 Beta
All-rounder battleshipNo single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
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
Wide always-pen zoneExhaust SmokeSpotter planeLate auto-bounceExtra heal chargesSlow reload
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Community Data

Vittorio Veneto Community Stats

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Playstyle

Overview

Vittorio Veneto 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. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best AP always-pen window in T7 BBs (55°) and best AP guaranteed-ricochet angle in T7 BBs (70°).

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. 64,800 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

ELITE MAIN BATTERY
  • Wide always-pen zone · 55°
  • Late auto-bounce · 70°
  • Fast turret traverse · 6°
  • Flat arc HE shells · 880 m
Extra heal charges

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

Heavy secondary DPM

479314 secondary DPM per side, top decile of T7 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Slow reload

27.9 s reload, bottom decile of T7 BBs. Salvos punish more, but cycle is slower than peers.

Short AA reach

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

Acquisition

How to get Vittorio Veneto

Vittorio Veneto is available in the Bruiser Battleships branch of the Italy Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

Show Italy tech-tree branch diagram
Italy Tech Tree

Vittorio Veneto sits in the Bruiser Battleships branch. The highlighted path shows the local branch context inside the full Italy tree.

Builds

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

AL Vittorio Veneto

SAP secondaries
InspirationsAL Bismarck · AL Nelson

The same 45 percent secondary dispersion cut as the Bismarck build, on SAP secondaries that ignore angling. Banner of Splendor is the other half of what she is for: an extra Smoke Generator charge, longer duration, and speed while it is up. The heal goes 324 to 680 HP/s.

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Cohort position

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Where Vittorio Veneto 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.

BestAP ricochet start55° (1 of 2 tied) BestAP auto-bounce angle70° (1 of 2 tied) BestRepair charges4 (1 of 4 tied) Top 10%Smoke fire bloom10.46 km (3/49) Top 10%Secondary DPM (per side)479,314 (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%Main battery reload27.9 s (43/49) Bottom 25%Sigma1.7 (41/49) Bottom 25%AP DPM212,903 (39/49) Bottom 25%Acceleration36.7 s (41/49) Bottom 25%Engine power130,000 hp (39/49) Bottom 25%Effective HE DPM (incl. fire)139,009 (39/48) Bottom 25%AA threat1,229 (41/49) Bottom 10%Fires per minute4.65 (45/48) WorstAA range4 km (1 of 4 tied) WorstNo torpedoes (33 of 49 in cohort)
See 24 mid-pack stats

Not standouts for Vittorio Veneto -- 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 points64,800 HP(27/49) 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(35/49) HE shell damage5,400(32/48) HE DPM104,516(30/48) Main dispersion230.5 m(30/49) AP arming threshold64 mm(19/49) Turn-speed retention160.5 hp/m(37/49) Displacement45,752 t(21/49) Power-to-weight2.84 hp/t(37/49) Secondary range5.75 km(20/49) AA DPS367(37/49) 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) 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 PointsInitial: 59,300 → 64,800
Displacement45,752 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 entries78
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.
Initial: 33.3% → 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 (11,664 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 (12,960 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.
32,400
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.
19,400
Effective HP
ƒBase 64,800 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 9,072 HP per charge, x4 charges = 36,288 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.
101,088
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 381 mm/50 OTO 1934
Mounts / barrels3 mounts / 9 barrels
Reload time31 s
Firing range (base)15.3 km
Firing range (top fire control)16.8 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.
2x ±140°, ±148.5°
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 / 40° off stern
AP pen max range490 mm
HE fire DPM vs T7 BB31011
Effective HE DPM vs T7 BB125076
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(16787.130·122.21000+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 =230.5·0.61.7=81.4m
81.4 m at 16.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =138.3·0.61.7=48.8m
48.8 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 / 31 s base reload = 17.4. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27.9 s all-upgrades reload = 19.4.
Initial: 17.4 → 19.4
HE shells
HE Damage5,400
HE Velocity880 m/s
Fire Chance24%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,400 HE damage x 9 broadside guns = 48,600.
48,600
HE DPM
ƒZero upgrades: 48,600 HE full-salvo alpha x 60 / 31 s base reload = 94,065. All upgrades (Main Battery Mod. 3 = -10% reload): 48,600 HE full-salvo alpha x 60 / 27.9 s all-upgrades reload = 104,516.
Initial: 94,065 → 104,516
Fires/min
ƒZero upgrades: 17.4 shells/min x 24% fire chance = 4.18. All upgrades (Main Battery Mod. 3 = -10% reload): 19.4 shells/min x 24% fire chance = 4.65.
Initial: 4.18 → 4.65
AP shells
AP Damage11,000
AP Velocity850 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 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
ƒ11,000 AP damage x 9 broadside guns = 99,000.
99,000
AP DPM
ƒZero upgrades: 99,000 AP full-salvo alpha x 60 / 31 s base reload = 191,613. All upgrades (Main Battery Mod. 3 = -10% reload): 99,000 AP full-salvo alpha x 60 / 27.9 s all-upgrades reload = 212,903.
Initial: 191,613 → 212,903
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 points20
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 193812×2 37mm
20 mm/70 Breda 19416×6 20mm
20 mm/70 Breda 19412×6 20mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
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
Continuous DPS
ƒEffective DPS: 71 raw aura damage × 3.5 × 0.75 hit probability = 186 - the same in-game units as the Close-range AA DPS headline.
186
Range3.5 km
Total DPS in Aura
ƒFar 108 + Medium 186 = 294
294
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.7 hit probability = 74 - the same in-game units as the Close-range AA DPS headline.
74
Range2 km
Total DPS in Aura
ƒFar 108 + Medium 186 + Near 74 = 368
368
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 range5.75 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 @ 5.75 km
ƒ5.75 km × 57 + 30 = 357.8 m.
357.8 m
152 mm/55 OTO 1934 (×4)
Caliber152 mm
Reload time5 s
SAP Damage3,800
Muzzle Velocity930 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
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 time3.5 s
SAP Damage2,000
Muzzle Velocity850 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine power130,000 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.
44.4 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).
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
36.7 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.
59.4 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·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 · 9,072 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.
· 36,288 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.
· 324 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (64,800 HP) per second = 324 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
Module options (2)

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

HullUpgrade
  • Hit points59,300 → 64,800
  • Rudder shift28.3 → 20.2 s
Fire controlUpgrade
  • Main battery range15,261 → 16787.1 m

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)1.7
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 =(16787.130·122.21000+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=0.5·16787.1=8394 m, and radiusOnMax=0.6 at 16787.1 m. Above the kink: k=0.5+(0.60.5)·10000839416787.18394=0.5191, so σV=σH·k=164·0.5191=85.1m.
Med Horiz Disp81.4 m at 16.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =230.5·0.61.7=81.4m
Med Vert Disp48.8 m at 16.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =138.3·0.61.7=48.8m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
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 alpha48,600
5,400 HE damage x 9 broadside guns = 48,600.
AP full-salvo alpha99,000
11,000 AP damage x 9 broadside guns = 99,000.
HE DPMInitial: 94,065 → 104,516
Zero upgrades: 48,600 HE full-salvo alpha x 60 / 31 s base reload = 94,065. All upgrades (Main Battery Mod. 3 = -10% reload): 48,600 HE full-salvo alpha x 60 / 27.9 s all-upgrades reload = 104,516.
AP DPMInitial: 191,613 → 212,903
Zero upgrades: 99,000 AP full-salvo alpha x 60 / 31 s base reload = 191,613. All upgrades (Main Battery Mod. 3 = -10% reload): 99,000 AP full-salvo alpha x 60 / 27.9 s all-upgrades reload = 212,903.
Shells/minInitial: 17.4 → 19.4
Zero upgrades: 9 broadside guns x 60 / 31 s base reload = 17.4. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27.9 s all-upgrades reload = 19.4.
Fires/minInitial: 4.18 → 4.65
Zero upgrades: 17.4 shells/min x 24% fire chance = 4.18. All upgrades (Main Battery Mod. 3 = -10% reload): 19.4 shells/min x 24% fire chance = 4.65.

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 12x2 -> 186 DPS @ 3.5 km; 20mm70 Breda barrels 6 6x6 -> 55 DPS @ 2 km; 20mm70 Breda barrels 6 2x6 -> 18 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, 294 DPS @ 3.5 km, 367 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-blank367
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1229
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 @ 5.75 km357.8 m
5.75 km × 57 + 30 = 357.8 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)479,314
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×3 152 mm (6/side) × 60/5 × 3800 = 273,600 + 12×1 90 mm (6/side) × 60/3.5 × 2000 = 205,714. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3800
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3800 from the 152 mm family.
Max SAP pen42.3 mm
Maximum SAP armor penetration across secondary SAP families. SAP auto-bounces past its ricochet angles but never shatters on plate it can pen, and it starts no fires. Best on this ship: 42.3 mm from the 152 mm family.

Armor Beta

Hull HP 59,30064,800 with hull upgrade, 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)4,900 (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 13–350 mm)48,600 (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)5,200 (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 HP32,400 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP19,400 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 Vittorio Veneto. Cards are condensed; use each source link for full context.

Nerf ×5Buff ×4Main Battery ×8Consumable ×1
2023-06-15

Ministry of Balance: Italian Concerto

  • Secondary Battery firing range increased from 5 to 5.75 km.
  • Secondary Battery 90 mm gun reload time increased from 3 to 3.5 s.
  • Secondary Battery 152 mm gun reload time increased from 4 to 5 s.
  • Main Battery AP shell damage reduced from 12,000 to 11,000.
  • Main Battery AP shell ricochet angles increased from 45/60 to 55/70 degrees.
  • Main Battery HE shell damage reduced from 5,800 to 5,400.
  • Visibility when firing in smoke reduced from 13.95 to 10.46 km.
Read the full official post
2022-06-16

Summer Update: The High Roll

  • Main battery reload time decreased from 34 to 31 s.
  • An optional artillery module has been added for the following Italian cruisers: Tier IV Genova, Tier V Duca d'Aosta, Tier VI Abruzzi, and Tier VI Gorizia. It replaces HE shells with SAP shells, while for Abruzzi, it also increases the main battery reload time from 7.5 to 10 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Vittorio Veneto 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.