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Cruiser | Italy | Tier IX
Tech Tree Position
Purchase priceSpecial Doubloons
Hit Points66,100 
Main Battery
320 mm/44 Model 1934 on an OTO Model 1935 mount2 х 4 pcs.
Rate of Fire2.5 shots/min.
Reload Time24 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time30 sec.
Firing Range17.01 km.
Maximum Dispersion190 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell320 mm proiettili AP 
Maximum AP Shell Damage9,700 
Initial AP Shell Velocity830 m./s.
AP Shell Weight525 kg.
Maximum SAP Shell Damage10,250 
Initial SAP Shell Velocity830 m./s.
Secondary Armament #1
90 mm/50 Model 1939 on a twin mount10 х 2 pcs.
Firing Range6.95 km.
Rate of Fire14.29 shots/min.
Reload Time4.2 sec.
Secondary Armament #2
152 mm/55 Model 1934 on a Model 1935 mount3 х 4 pcs.
Firing Range6.95 km.
Rate of Fire6.25 shots/min.
Reload Time9.6 sec.
Torpedo Tubes
533 mm tubo lanciasiluri2 х 3 pcs.
Rate of Fire0.5 shots/min.
Reload Time120 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Si 270 
Maximum Damage20,433 
Torpedo Speed72 knot
Torpedo Range8.01 km.
AA Defense
90 mm/50 Model 1939 on a twin mount10 х 2 pcs.
. . . Average Damage per Second135 
. . . Firing Range3.99 km.
37 mm/54 Model 1938 on a Model 1938 mount12 х 2 pcs.
. . . Average Damage per Second139.2 
. . . Firing Range3.51 km.
20 mm/70 Scotti Model 1941 on a sextuple mount8 х 6 pcs.
. . . Average Damage per Second49.6 
. . . Firing Range2.01 km.
Maximum Speed33 knot
Turning Circle Radius830 m.
Rudder Shift Time14.4 sec.
Surface Detectability Range13.54 km.
Air Detectability Range10.9 km.
Battle Levels

Michelangelo — Italian special premium Tier IX cruiser.

The Washington Naval Conference gave Italy the opportunity to build battleships from 1927. Several projects with a displacement of 18,000 to 35,000 tons were under development simultaneously; some of the projects relied on foreign designs—Hood, Nelson, and Dunkerque—but some were unique. The design proposed by Admiral de Feo featured a ship with eight 320 mm guns in quadruple-gun turrets placed close to the midship frames while the secondary battery mounts were moved toward the ship's fore and aft ends.

Michelangelo was first released on 06 December 2023, as the reward for completing all 32 stages of the Sestri Ponente Dockyard.


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
320 mm/44 Model 1934 on an OTO Model 1935 mount2.5301909,700 00
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Michelangelo66,10016255210/38/12/102 00
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
533 mm Si 2700.51207.220,433728 00
Maximum Firing Range
Research price
Purchase price
SDT 9 mod.10 00
Engine Maximum Speed
Research price
Purchase price
Propulsion: 200,000 hp33 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion


Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Michelangelo is one-of-a-kind. Unlike any other ship in the game, Michelangelo's main battery is located amidships, bracketed fore and aft by superstructure and featuring no forward or aft firing angles whatsoever. While there are still turrets in these arcs, they are secondary battery guns and thus unable to be controlled directly. This drastically changes Michelangelo's playstyle compared to her contemporaries.

Michelangelo's closest comparison is the tier X Italian super-cruiser, Napoli. Like Napoli, she is very, very tough for a cruiser; her armor scheme is very similar to Napoli in both thickness and layout, though not identical, while also being a tier lower. Combined with excellent torpedo protection, a very high health pool, and the presence of Repair PartyWhile active, restores a percentage of the ship's health points each second., Michelangelo can take a shocking beating before going down.

Also like Napoli, Michelangelo features a dangerous cocktail of secondaries and consumables that makes her very deadly at close quarters. Michelangelo's main secondaries are twelve 152mm guns mounted in three quad turrets on the centerline, in the traditional A/B/Y positions; this gives them arcs of fire that no other secondary in the game can match. She also carries 90mm dual-purpose guns in more traditional positions, and both calibers of gun have a nearly 7km range before any modification. In addition, like Napoli, Michelangelo's secondaries fire SAP, which gives them very high damage potential at the cost of any firestarting capability.

These secondaries are paired with Michelangelo being able to mount both Exhaust Smoke GeneratorGenerates a smoke screen that allows the ship to remain undetected at full speed. and Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. at the same time. Combined with this, Michelangelo's torpedoes are the fastest among tier 9 cruisers at 72 knots with excellent firing arcs and over 20,000 damage per fish, giving her a dangerous stinger.

As such, Michelangelo can charge in her smoke and riddle anything within 5km with near-impunity, posing a massive threat to destroyers and other cruisers without ever firing her main guns. Should she face down battleships, the punch of those torpedoes combined with the power of her 320mm main battery can even make them take notice; Michelangelo's main-battery SAP shells feature the highest single-salvo damage potential of any cruiser at tier IX, with a whopping 82,000 hypothetical maximum damage. Her AP sits at third-strongest behind Alaska and Azuma, and her reload is slower than both of those resulting in a notably lower DPS, but is competitive with both in basically every other category. Additionally, unlike her super-cruiser peers, Michelangelo can more easily guarantee getting the full weight of a salvo; Alaska and Azuma often need to use only one or two of their turrets, while if Michelangelo is going to fire hers at all, she is almost guaranteed to be able to fire both without extra risk.

However, Michelangelo struggles from inflexibility in her design, mostly caused by her unorthodox main battery layout. While her main battery is a serious threat for a cruiser-rated ship, its location forces her to turn nearly or completely broadside to use it. This is less of a problem in real-life naval situations but is a severe disadvantage in the high-accuracy environment of World of Warships, forcing any use of her main guns to put her broadside armor to the test -- and while her broadside armor is good, it's far from invulnerable. While her top speed of 33 knots is hardly slow, it is well outpaced by most of her tier IX peers, and her maneuverability leaves much to be desired with a sizable turning radius and a worst-in-tier rudder shift of over 14 seconds.

Combine this with a torpedo range of only 8km, and Michelangelo can have serious problems getting into or out of fights without her smokescreen, outmaneuvered by faster opponents and forced to expose herself dramatically to risk to fight back at ranges outside her comfort zone. Her anti-aircraft suite is also very poor for tier IX, only beating out Brindisi, which combined with her size and so-so maneuverability makes her very vulnerable to air attack.

Ultimately, however, Michelangelo's quirks cannot fully offset her strengths. Like her parallel in Napoli, she is a very strong "cruiser" -- simply not strong enough to operate with impunity and taking much more skill to master. Michelangelo can terrorize enemy destroyers and cruisers, while having just enough armor and firepower to force battleships to take her seriously. Knowing exactly when and how to push and make use of her unique capabilities, particularly her consumables, is almost essential to using her at all; attempting to blindly charge in like a German battleship is unlikely to end well. If given a little finesse, however, Michelangelo's higher skill floor can lead to a very high ceiling.


  • Highly Efficient and Damaging Secondaries with SAP
  • High caliber main battery with AP and SAP
  • Wide Angle Torpedo Tubes
  • Torpedoes have High Damage and Speed
  • Large HP Pool, Good Armor and Repair PartyWhile active, restores a percentage of the ship's health points each second. make for Good Survivability


  • Limited Firing Angles for her main battery
  • Torpedoes have short range and few each side
  • Average Speed for a Cruiser and Slower than her Italian Counterparts
  • Terrible AA


As a premium ship, Michelangelo has no module upgrades to research.

Optimal Configuration


The recommended upgrades are:

Commander Skills


Michelangelo equips the following consumables:


As a premium ship, Michelangelo comes with Default permanent camouflage and a set of permanent combat bonuses.


Note: Use of the Juliet Charlie signal makes detonation impossible.


Historical Info

Historical Gallery



Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 12.8.

Testing Changes

  • DevBlog 471:
    • Preliminary characteristics.
  • DevBlog 485:
    • Reload time of the 90 mm secondary guns increased from 3.2 s to 3.5 s.
    • Detectability range by sea increased from 12.8 km to 13.5 km.
      • Other detectability ranges were increased accordingly.
    • Changed the parameters of the "Exhaust Smoke Generator" consumable:
      • Action time reduced from 45 s to 40 s.
      • Cooldown increased from 120 s to 150 s.
  • DevBlog 488:
    • 90 mm Secondary guns reload time increased from 3.5 to 4.2 s.
    • 152 mm Secondary guns reload time increased from 8 to 9.6 s.
    • Hydroacoustic Search consumable parameters were changed:
      • Action time reduced from 120 to 100 s.
      • Range of assured acquisition of ships reduced from 6 to 5 km.
      • Range of assured acquisition of torpedoes reduced from 4 to 3.5 km.
  • DevBlog 495:
    • Secondary battery parameters were changed:
      • Maximum SAP shell damage of 90 mm guns reduced from 2,000 to 1,900.
      • Maximum SAP shell damage of 152 mm guns reduced from 3,850 to 3,650.
      • Splash damage against submarines for both types of secondary guns is reduced by 40%.
  • Update 12.11:
    • Added as the reward for completing all 32 stages of Sestri Ponente Dockyard, during Update 12.11, 13.0 and 13.1.
    • The War Paint permanent camouflage was added.

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