World of Warships: Legends ship guide

AL Formidable

Also called: AL 可畏 Beta
U.K. · Tier VII · Aircraft Carrier · Premium
AP dive-bomber carrierAP bombs citadel broadside heavies; skip bombs mop up everything else.
Playstyle
  • 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
Key characteristics
Fire bombsTough planesStrong torpedo beltSlow plane restore
Azur Lane collaboration variant

Collaboration ships are kept separate from base hulls unless an official collaboration source clearly ties the variant to that page.

On this page
Community Data

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.

Community Data

AL Formidable Community Stats

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

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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

ELITE ARMOR ↗
  • Strong torpedo belt · 28%
  • Torpedo belt specialist
Tough planes ↗

2700 HP per plane (weakest squadron), top decile of T7 CVs. Strikes survive AA pushes that thin peers' squadrons.

Slow plane restore ↗

50 s per plane restored, worst of T7 CVs. Reserves refill slower between sorties.

Slow acceleration ↗

~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.

Acquisition

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

Official WG availability sources
  • 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

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.

Open in Build Tool →

Commanders frequently paired with this ship AL Formidable

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.

BestRudder shift13.1 s (1 of 5 tied) Top 10%Plane HP2,700 HP (2/12) Top 25%Turning circle970 m (3/12) Top 25%Displacement29,730 t (3/12) Top 25%Bomb alpha9,500 (3/12) Bottom 25%Max speed30.5 kt (11/12) Bottom 25%Acceleration (0-12 kt)13 s (11/12) Bottom 25%Power / turn radius114.4 hp/m (11/12) Bottom 25%Power-to-weight3.73 hp/t (11/12) WorstSecondary HE pen19 mm (1 of 3 tied) WorstEngine power111,000 hp (1 of 2 tied) WorstFlak damage per salvo (expected)1,400 (1 of 3 tied) WorstHangar capacity12 (1 of 4 tied) WorstSquadron size6 (1 of 4 tied)
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.

Hit points51,400 HP(9/12) Concealment14.03 km(7/12) Air detection10.02 km(8/12) Secondary DPM (per side)163,200(6/11) Secondary HE alpha1,700(9/11) Secondary fire chance8%(5/11) Time to 90% speed32.9 s(9/12) AA DPS685(5/12) AA range5 km(5/12) AA threat1,834(7/12) Max armor114 mm(7/12) Bomb fire chance32%(6/9) Bomb penetration33.1 mm(7/9) Squadron HP16,800 HP(9/12) Squadron restore time100 s(8/12) Deck HP25,700 HP(9/12) NormSecondary dispersion bracket57(7 of 11 tied at this value) NormSecondary range4.5 km(7 of 11 tied at this value)
Survivability
Hit Points51,400
Displacement29,730 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
228.5 x 35 m
Armor range13–114 mm
Plate armor thicknesses13, 19, 21, 25, 30, 38, 40, 51, 64, 76, 114 mm
Armor material/layer entries62
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 51,400 HP = 12,336 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 51,400 HP = 3,855 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.24 hull torpedo-damage coefficient / 0.333 unprotected baseline = 28%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
28%
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.
15,400
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,000 = 4,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,000
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,600 = 5,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,900 = 17,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,900
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 38,600 = 77,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
38,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,300 = 2,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
✈
Squadrons
Total plane capacity75
Flight deck HP25,700
Hangar HP25,700
Dive bomber
Plane HP2,800
Cruising speed177.0 kt
OrdnanceAP bomb, 4,700 alpha
Squadron size6 planes
Planes per drop2
Bombs per plane2
Bombs per drop
ƒ2 planes per drop x 2 bombs each = 4.
4
Alpha per drop
ƒ4 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.
18,800
Hangar max12
Hangar restore+2 every 100 s, start 12
Recovery time100 s
Skip bomber
Plane HP2,700
Cruising speed177.0 kt
OrdnanceHE skip bomb, 9,500 alpha
Squadron size6 planes
Planes per drop2
Bombs per plane2
Bombs per drop
ƒ2 planes per drop x 2 bombs each = 4.
4
Alpha per drop
ƒ4 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.
38,000
Fire chance32%
Bomb penetration33.1 mm
Hangar max12
Hangar restore+2 every 100 s, start 12
Recovery time100 s
Squadron consumables
Patrol Fighters
Charges4
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points47
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.
5 km
40 mm Vickers 2-pdr. Mk VII6×4 40mm
40 mm/56 OQF Mk.1/24×2 40mm
20 mm Oerlikon Mk IV16×1 20mm
20 mm Oerlikon Mk V21×2 20mm
114 mm/45 Mark II BD (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 114mm
Far aura
Guns114 mm/45 Mark II BD (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 88 from dual-purpose secondaries firing as AA in this range band.
88
Range5 km
Outer Medium aura
Guns40 mm/56 OQF Mk.1/2
Continuous DPS
ƒEffective DPS: 24 raw aura damage × 3.5 × 1 hit probability = 84 - the same in-game units as the Close-range AA DPS headline.
84
Range3.5 km
Total DPS in Aura
ƒFar 88 + Outer Medium 84 = 172
172
Inner Medium aura
Guns40 mm Vickers 2-pdr. Mk VII
Continuous DPS
ƒEffective DPS: 42 raw aura damage × 3.5 × 1 hit probability = 147 - the same in-game units as the Close-range AA DPS headline.
147
Range2.5 km
Total DPS in Aura
ƒFar 88 + Outer Medium 84 + Inner Medium 147 = 319
319
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 110 raw aura damage × 3.5 × 0.95 hit probability = 366 - the same in-game units as the Close-range AA DPS headline.
366
Range2 km
Total DPS in Aura
ƒFar 88 + Outer Medium 84 + Inner Medium 147 + Near 366 = 685
685
Flak
AA explosions
ƒEach ~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.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEvery 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.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 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.
2.5-5 km
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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).
163,200
Secondary fire DPM vs T7 BB (per side)
ƒFires/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.
56,969
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 163,200 + secondary fire DPM 56,969 = 220,169: shell damage plus fire damage against one T7 battleship, every shell hitting.
220,169
114 mm/45 Mark II BD (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 114mm
Caliber114 mm
Reload time5 s
HE alpha1,700
Muzzle Velocity746 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×2 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.
7.7
HE Pen19 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power111,000 hp
Maximum speed30.5 kt
Turning circle radius970 m
Rudder shift time13.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30.5 / 4 + 4.9 = 12.5 kt. Base value; speed modifiers scale it.
12.5 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, 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.
42.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.4 kt of 30.5 kt).
32.9 s
Acceleration 0-99%
ƒTime 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.
51.2 s
Concealment
Detectability by sea
ƒBase 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.
14.03 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.03 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.4 km.
13.4 km
Detectability by air10.02 km
Detect when firing (air)
ƒAir detectability 10.02 km + gun-firing bloom 0 km = 10.02 km. The bloom tracks main-battery caliber x 0.020.
10.02 km
Detect when on fire (sea)
ƒSea detectability 14.03 km + 2.0 km while burning = 16.03 km.
16.03 km
Detect when on fire (air)
ƒAir detectability 10.02 km + 3.0 km while burning = 13.02 km.
13.02 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size

Under the hood

Show ▾

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

AA DPS at max range88
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.
AA DPS layered by range88 DPS @ 5 km, 172 DPS @ 3.5 km, 319 DPS @ 2.5 km, 685 DPS @ 2 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.
AA DPS at point-blank685
147 + 84 + 158 + 208 + 88 = 685 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1834
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.
Near aura range2 km

Secondary battery firepower

Max HE alpha1700
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.
Max HE fire chance8%
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.
Max HE pen19 mm
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.
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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.

Nerf ×3Buff ×13Airstrike ×2Main Battery ×3
2026-05-28

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.
Read the full official post
2026-03-26

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.
Read the full official post
2025-09-04

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°.
Read the full official post
2025-05-15

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%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior AL Formidable can equip.

  • AL Formidable 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.