AL Formidable
Also called: AL 可畏 Beta- Use spotting to find isolated ships and broadside or predictable targets, then choose between AP-bomb punishment and skip-bomb pressure
- Avoid: Do not treat AL Formidable like a generic carrier or spam poorly lined-up bomb drops
Collaboration ships are kept separate from base hulls unless an official collaboration source clearly ties the variant to that page.
On this page
AL Formidable Community Stats
Across 2,400+ Standard battles from 95 players, AL Formidable averages a 59% win rate, 84,300 damage and 1.1 kills per battle, and survives 66% of them.
AL Formidable Community Stats
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AL Formidable Community Stats
Record History
Playstyle
Overview
AL Formidable is a British Tier VII premium carrier built around skip bombs plus AP bombs, with official buffs to AP bomb damage, penetration, ricochet angles, dispersion, aircraft maneuverability, and skip-bomb fire chance. Play her as a precision strike carrier that farms consistent damage through carefully aimed bomb runs.
Positioning
Use spotting to find isolated ships and broadside or predictable targets, then choose between AP-bomb punishment and skip-bomb pressure. Her improved attack handling rewards patient setup; rushing drops or attacking dense AA wastes the precision buffs.
Potato Avoidance
Treat AL Formidable like a generic carrier or spam poorly lined-up bomb drops
Her strength is bomb quality and attack control; bad approach angles waste the improved penetration, ricochet, and dispersion profile.
Signature Traits
- Strong torpedo belt · 28%
- Torpedo belt specialist
2700 HP per plane (weakest squadron), top decile of T7 CVs. Strikes survive AA pushes that thin peers' squadrons.
50 s per plane restored, worst of T7 CVs. Reserves refill slower between sorties.
~13 s from a stop to 12 kt, bottom decile of T7 CVs. Sluggish rebuild after a turn or a stop, so a full stop or a hard turn leaves it exposed for longer.
How to get AL Formidable
AL Formidable is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Azur Lane VI crate
1.666667%
Azur Lane Premium Ship
Collaboration · Azur Lane VI crate · 1 of 3 ships
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Azur Lane Crate: Ultimate III
0.461538%
Azur Lane Premium Ship
Collaboration · Azur Lane Crate: Ultimate III · 1 of 13 ships
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Azur Lane Crate: Ultimate IV
0.352941%
One of these ships
Collaboration · Azur Lane Crate: Ultimate IV · 1 of 17 ships
Official WG availability sources
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March Update: Thirst for Combat
Store / event post
Start: 2025-02-27
- Find them individually in the Store or in the new Azur Lane VI crate.
- Ships: AL Richelieu, AL Harbin, and AL Formidable
Show direct source rows
- Azur Lane Crate: Ultimate III 0.461538% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate IV 0.352941% · One of these ships
- Azur Lane VI crate 1.666667% · Azur Lane Premium Ship
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
AL Formidable’s commander direction boosts bomb and torpedo damage and offers Armoured Hangar for aircraft HP. Build around plane survivability, bomb consistency, and strike damage so the skip/AP bomb toolkit stays active.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where AL Formidable sits among Tier VII CVs (11 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.
See 18 mid-pack stats
Not standouts for AL Formidable -- 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.
Peers in this cohort
Compare Tier VII Aircraft CarriersShow all 11 peers
Stats & specs
Customize in the Build Tool →ƒ
2 planes per drop x 2 bombs each = 4.ƒ
4 bombs x 4,700 alpha = 18,800, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.ƒ
2 planes per drop x 2 bombs each = 4.ƒ
4 bombs x 9,500 alpha = 38,000, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 88 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 24 raw aura damage × 3.5 × 1 hit probability = 84 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 88 + Outer Medium 84 = 172ƒ
Effective DPS: 42 raw aura damage × 3.5 × 1 hit probability = 147 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 88 + Outer Medium 84 + Inner Medium 147 = 319ƒ
Effective DPS: 110 raw aura damage × 3.5 × 0.95 hit probability = 366 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 88 + Outer Medium 84 + Inner Medium 147 + Near 366 = 685ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 114 mm (8/side) × 60/5 s × 1700 = 163,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 7.7 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 56,969. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 163,200 + secondary fire DPM 56,969 = 220,169: shell damage plus fire damage against one T7 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
8×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 7.7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.ƒ
top speed / 4 + 4.9 = 30.5 / 4 + 4.9 = 12.5 kt. Base value; speed modifiers scale it.ƒ
Seconds 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (27.4 kt of 30.5 kt).ƒ
Time to reach 99% of top speed (30.2 kt of 30.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.03 km x 0.955 = 13.4 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.03 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.4 km.ƒ
Air detectability 10.02 km + gun-firing bloom 0 km = 10.02 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 14.03 km + 2.0 km while burning = 16.03 km.ƒ
Air detectability 10.02 km + 3.0 km while burning = 13.02 km.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 6x4 -> 147 DPS @ 2.5 km; 40mm Bofors Mk1 4x2 -> 84 DPS @ 3.5 km; 20mm Oerlikon MK4 16x1 -> 158 DPS @ 2 km; 20mm Oerlikon MK V 21x2 -> 208 DPS @ 2 km; 114mm 45 MKIII 8x2 -> 88 DPS @ 5 km.@ 5 km: 88 from one family; @ 3.5 km: 84 + 88 = 172; @ 2.5 km: 147 + 84 + 88 = 319; @ 2 km: 147 + 84 + 158 + 208 + 88 = 685. 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.147 + 84 + 158 + 208 + 88 = 685 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).147 × 2.5 + 84 × 3.5 + 158 × 2 + 208 × 2 + 88 × 5 = 1834. 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 firepower
The only family (114 mm): 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 114 mm family.The only family (114 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 114 mm family.The only family (114 mm): 19 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: 19 mm from the 114 mm family.Ship Charts
Background
The design of this ship is based on the character Formidable from Azur Lane. She's a Royal Navy aircraft carrier!
Balance History
Balance updates affecting AL Formidable. Cards are condensed; use each source link for full context.
Ministry of Balance: Summertime Refit
- The previous buffs to AL Formidable landed well overall, and the only aspect we felt still needed improvement was her bomb damage.
- Maximum AP bomb damage increased from 4,200 to 4,700.
- Maximum skip HE bomb damage increased from 9,000 to 9,500.
Ministry of Balance: Spring Renewal
- Dive bomber changes:
- Attack mode duration increased from 5 to 6 s.
- Flight altitude reduced by 50%.
- Increased AP bomb maximum and minimum ricochet angles.
- Increased AP bomb armor penetration from 309.6 to 327.5 mm.
- Bomb falling speed has been reduced, resulting in a slightly shorter bomb flight time overall.
- Aircraft maneuverability increased by approximately 35%.
- Aircraft now maintain constant speed during the attack phase, allowing for more precise aiming.
- Camera improvements:
- The camera is now positioned slightly farther from the squadron, and accelerating no longer creates a fisheye effect, including when using skip bombers.
- Camera behavior has been refined during flight, acceleration, and attack runs to improve clarity, make the drop zone easier to read, and increase overall comfort while piloting squadrons.
September Update: The Valor Armada
- Minimum ricochet angle for AP bombs improved from 45° to 50°.
- Guaranteed ricochet angle for AP bombs improved from 60° to 65°.
Ministry of Balance: New Horizons, Greater Heights
- AL Formidable has been experiencing trouble with the AP penetration and striking power of her bombers, so we're improving them in several areas.
- AP dive bomber damage increased from 4,000 to 4,200.
- AP bomb penetration multiplier increased by 30%.
- AP dive bomber dispersion improved.
- Skip bomber damage increased from 8,500 to 9,000.
- Skip bomber fire chance increased from 30 to 32%.
Skins & permanent camouflages
Every custom exterior AL Formidable can equip.
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.
