Ark Royal
Also called: 皇家方舟 Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
- Launch from positions where the recall path stays inside your team's AA umbrella
- Avoid: Trading a full squadron for one high-value kill
On this page
Ark Royal Community Stats
Across 6,100+ Standard battles from 130+ players, Ark Royal averages a 68% win rate, 70,900 damage and 1.5 kills per battle, and survives 68% of them.
Ark Royal Community Stats
Log in to GamingDiver and upload your data to see Community Data for Ark Royal: community win rate, damage, survival, spotting, and your own comparison.
Ark Royal Community Stats
Record History
Playstyle
Overview
Ark Royal is the premium Tier V British carrier built on volume: squadrons of up to 18 planes saturate targets with HE bombs, trading per-bomb penetration for area coverage that stacks fires and chips groups of ships. The kit wins through attrition and waves rather than single-target alpha. Standout traits: high HP pool in T5 CVs (44,500 HP, 2nd of 8). Each squadron flies 9 planes and they come back 32 s apiece, so losing a full wave costs 288 seconds of reserves.
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 13.1 km and run at 31 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. With 12.8 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Reserves refill in 32 s per aircraft at best, the quickest in the cohort, so you can spend planes others cannot - but your thinnest-skinned squadron flies at 1,900 HP and decides how much of each wave comes home.
Signature Traits
44500 HP, top quartile of T5 CVs.
- Strong torpedo belt · 25%
- Torpedo belt specialist
5 km AA reach, best of T5 CVs.
13.1 km surface detect, worst of T5 CVs. Visible before you can react; position early.
3700 damage per bomb, bottom quartile of T5 CVs. Drops chip rather than punish.
How to get Ark Royal
Ark Royal 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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Halloween '22
0.5%
V Ark Royal
Event · Halloween '22
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Champion's Box
0.1%
V Ark Royal
Archived · Champion's Box → Halloween '22
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Halloween Ultimate Crate
0.0835%
V Ark Royal
Event · Halloween Ultimate Crate → Halloween '22
Show all 4 containers (1 more)
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Ultimate Crate
0.05%
V Ark Royal
Archived · Ultimate Crate → Halloween '22
Official WG availability sources
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A Light in the Dark '22
Crates
Start: 2022-10-13
- Halloween-themed crates can drop various items, including the all-new skins, British Tier V Premium aircraft carrier Ark Royal (with an assignment to earn a Halloween skin), Commander Progression Items, camos, and more.
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Join the Hunt for Bismarck and Meet Unsinkable Sam!
Store / event post
Start: 2025-05-26
- Take a look in the Store during this update to find historical ships Ark Royal, Cossack, Hood, and Prinz Eugen.
-
Age of Discovery: New Ships and the Spirit of Adventure
Store / event post
Start: 2026-03-02
- During the event, you'll also find two ships in the Store inspired by the Age of Discovery: Marco Polo, named after the famous Venetian traveler, and Ark Royal, named after the legendary 16th-century galleon.
Show direct source rows
- Halloween '22 0.5% · V Ark Royal
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
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Denis Boyd
WG officialWG official build from Through the Spy Glass: Ark Royal.
Source: Through the Spy Glass: Ark Royal
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 Ark Royal sits among Tier V CVs (7 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 19 mid-pack stats
Not standouts for Ark Royal -- 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 V Aircraft CarriersStats & specs
Customize in the Build Tool →ƒ
3 planes per drop x 6 bombs each = 18.ƒ
18 bombs x 3,700 alpha = 66,600, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.ƒ
3 planes per drop x 1 torpedo each = 3.ƒ
3 torpedoes x 3,700 alpha = 11,100, if every torpedo 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 2.5 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 98 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 67 raw aura damage × 3.5 × 1 hit probability = 234 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 98 + Medium 234 = 332ƒ
Effective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 98 + Medium 234 + Near 37 = 369ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 180 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: 8×2 113 mm (8/side) × 60/5 s × 1600 = 153,600. 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) 6.7 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 50,609. 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) 153,600 + secondary fire DPM 50,609 = 204,209: shell damage plus fire damage against one T5 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 × 0.07 (7% fire chance) = 6.7. 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 = 31 / 4 + 4.9 = 12.7 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 (27.9 kt of 31.0 kt).ƒ
Time to reach 99% of top speed (30.7 kt of 31.0 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): 13.06 km x 0.955 = 12.47 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 13.06 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.47 km.ƒ
Air detectability 9.14 km + gun-firing bloom 0 km = 9.14 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 13.06 km + 2.0 km while burning = 15.06 km.ƒ
Air detectability 9.14 km + 3.0 km while burning = 12.14 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
Show
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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 MkVIII 8barrel 6x8 -> 235 DPS @ 2.5 km; 12mm62 HI 8x4 -> 37 DPS @ 1.2 km; 4 5in45 Mark III UD 8x2 -> 98 DPS @ 5 km.@ 5 km: 98 from one family; @ 2.5 km: 235 + 98 = 333; @ 1.2 km: 235 + 37 + 98 = 370. 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.235 + 37 + 98 = 370 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).235 × 2.5 + 37 × 1.2 + 98 × 5 = 1122. 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 (113 mm): 1600. Maximum HE damage per shell across secondary HE families. Best on this ship: 1600 from the 113 mm family.The only family (113 mm): 7%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 113 mm family.The only family (113 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 113 mm family.Ship Charts
Background
The first British aircraft carrier of a new generation. She is equipped with a continuous flight deck and modern equipment for aircraft takeoff and landing, as well as being armed with the most advanced dual-purpose artillery available in the Royal Navy during the late 1930s.
Armor Beta
Hull HP 44,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 91+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–30 mm) | 1,400 (3% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+ | 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 16–64 mm) | 33,400 (75% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–64 mm) | 1,500 (3% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 114 mm primary (range 19–114 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. |
| Superstructure | 10 mm primary (range 10–89 mm) | 200 (0% 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). |
| Secondary mount (113 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 13,400 module HP | Incapacitated at 0 HP | When 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.
Balance History
Balance updates affecting Ark Royal. Cards are condensed; use each source link for full context.
Ministry of Balance: New Horizons, Greater Heights
- The Feeble Aircraft ship trait has been replaced with Tough Aircraft. This doesn't affect the ship's performance.
Ministry of Balance: Aerial Adjustments
- Torpedo bombers:
- Torpedo bomber restoration time increased from 20 to 33 s.
- Dive bombers:
- Dive bomber restoration time increased from 28 to 32 s.
- Dive bomber base speed increased from 132 to 140 kts.
- Bomb damage increased from 3,200 to 3,700.
Ministry of Balance: Carriers 2.0 – First Wave
- Dive Bombers:
- Maximum HP per aircraft reduced from 2,000 to 1,900 (squadron HP reduced from 18,000 to 17,100).
- Base speed increased from 120 to 132 knots.
- Maximum flight range set to 29 kilometers.
- Bomb damage increased from 3,000 to 3,200.
- Bomb fire-setting chances increased from 20 to 22%.
- Starting hangar aircraft reduced from 18 to 14.
- Aircraft restoration time reduced from 67 to 28 seconds.
- Torpedo Bombers:
- Maximum HP per aircraft reduced from 2,000 to 1,900 (squadron HP reduced from 18,000 to 17,100).
- Base speed increased from 120 to 132 knots.
- Maximum flight range set to 27 kilometers.
- Torpedo damage increased from 3,800 to 4,300.
- Starting hangar aircraft reduced from 18 to 14.
- Aircraft restoration time reduced from 67 to 20 seconds.
Anniversary Update: Summer Waves
- This ship has been infamous for her ability to deal damage to everything at her tier. Now, it’s time to change things.
- HE Dive Bombers:
- HE Bomb penetration reduced from 32.7 to 19.1 mm.
- HE Bomb damage reduced from 3,750 to 3,000.
- HE Bomb fire chance reduced from 25% to 20%.
- HE Bombs’ ability to disable modules reduced.
- Torpedo Bombers:
- Torpedo damage reduced from 5,300 to 3,800.
- Torpedoes’ ability to disable modules reduced.
Skins & permanent camouflages
Every custom exterior Ark Royal can equip.
DefaultThe ship’s standard exterior
RoyalHalloween
Royal skin for Ark RoyalRoyal
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.
