World of Warships: Legends ship guide

Implacable

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsStrong AAEasily spotted
Community Data

Implacable Community Stats

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Playstyle

Overview

Implacable is the Tier VII British legacy strike carrier. Her squadron at 24 planes is the largest in the cohort (cohort median is 18), so her impact comes from volume waves rather than surgical alpha against a single target. AA (811 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through.

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.

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.

Signature Traits

Big squadrons

24.0 planes per squadron at peak, best of T7 CVs. More attack passes before reserve runs dry.

Hardened superstructure

13.0 mm superstructure, best of T7 CVs. HE farms less.

Top-tier AA

811.0 AA DPS, top decile of T7 CVs (median 534.5).

Thick deck armor

76.0 mm armor deck, top decile of T7 CVs. Eats plunging fire and HE that peers don't.

Slow squadron restore

270.0 s to restore one plane, worst of T7 CVs. Reserves refill slower between sorties.

Short air-torp range

2.4 km air-torpedo range, bottom decile of T7 CVs. Must close on the target to drop.

Acquisition

How to get Implacable

Implacable is available in the Armored Carriers branch of the U.K. Tech Tree for 23,000,000 credits after researching it in the branch. Known module upgrades cost up to 5,810,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Implacable sits in the Armored Carriers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Build for aircraft survivability, restoration, speed, and consistent bomb/torpedo output. Current guidance should reflect the official changes to hangar aircraft, restoration timing, aircraft HP, base speed, and detectability.

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Cohort position

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Where Implacable sits among Tier VII CVs (10 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.

BestSquadron size24 (1 of 2 tied) Top 10%AA DPS811 (2/10) Top 10%Deck armor76 mm (2/10) Top 25%Acceleration9.6 s (3/10) Top 25%Turn-speed retention155.8 hp/m (3/10) Top 25%AA threat2,818 (3/10) Bottom 25%Stealth profile14.49 km / 10.14 km (9/10 / 9/10) WorstSecondary HE pen19 mm (9/9) WorstBomb AP penetration32.7 mm (7/7) WorstAir torpedo range2.4 km (10/10) WorstAir torpedo speed35 kn (10/10) WorstSquadron restore time270 s (10/10)
See 22 mid-pack stats

Not standouts for Implacable -- 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 points52,200 HP(5/10) Max speed32 kt(7/10) Rudder shift17.6 s(5/10) Secondary DPM (per side)163,200(5/9) HE alpha1,700(7/9) Secondary fire chance8%(4/9) Engine power148,000 hp(7/10) Displacement32,110 t(6/10) Power-to-weight4.61 hp/t(7/10) AA range5 km(5/10) Max armor114 mm(6/10) Citadel belt114 mm(6/10) Bow armor25 mm(4/10) Stern armor21 mm(5/10) Bomb damage5,600(7/10) Bomb fire chance29%(5/7) Air torpedo damage5,933(5/10) Air torpedo stealth1.3 km(5/10) Deck HP26,100 HP(7/10) Plane HP2,350 HP(5/10) NormSecondary dispersion bracket57(5 of 9 tied at this value) NormSecondary range4.5 km(5 of 9 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Survivability
Hit PointsInitial: 49,300 → 52,200
Displacement32,110 t
Armor range13–114 mm
Plate armor thicknesses13, 19, 21, 25, 35, 38, 40, 51, 63, 76, 114 mm
Armor material/layer entries67
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction16%
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.
15,700
Squadrons
Total plane capacity72
Flight deck HP26,100
Hangar HP26,100
Dive bomber
Plane HP2,850
OrdnanceHE bomb, 5,600 dmg
Fire chance29%
Bomb penetration32.7 mm
Hangar max18
Hangar restore+6 every 270 s, start 12
Torpedo bomber
Plane HP2,650
Ordnancetorpedo, 5,367 dmg
Hangar max24
Hangar restore+8 every 270 s, start 16
Dive bomber
Plane HP2,350
OrdnanceHE bomb, 5,600 dmg
Fire chance29%
Bomb penetration32.7 mm
Hangar max24
Hangar restore+8 every 270 s, start 16
Torpedo bomber
Plane HP2,800
Ordnancetorpedo, 5,933 dmg
Hangar max24
Hangar restore+8 every 270 s, start 16
AA Defense
AA mount points42
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (182×3.5×1) + (28×3.5×0.95) + (23×3.5×1) = 811. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
811
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk VI (upgraded hull only)5×6 40mm
40 mm Bofors Mk IV (upgraded hull only)3×2 40mm
40 mm Bofors Mk VIIInitial: 12×1 → 20×1 40mm
20 mm Oerlikon Mk IV14×1 20mm
40 mm/39 QF Mark VIII (stock hull only)5×8 40mm
40 mm/39 QF Mark VII (stock hull only)3×4 40mm
20 mm Oerlikon Mk V (stock hull only)8×2 20mm
114 mm/45 Mark II BD (DP)8×2 114mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
23
Range5 km
Medium aura
DPSInitial: 118 → 182
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 182 = 205
205
Near aura
DPSInitial: 58 → 28
Range2 km
Total DPS in Aura
ƒFar 23 + Medium 182 + Near 28 = 233
233
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 148,000 hp
Engine power148,000 hp
Maximum speed32 kt
Turning circle radius950 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea14.49 km
Detectability by air10.14 km
Detect after firing main guns14.49 km
Detect Fire Sea16.49 km
Detect Fire Air13.14 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
Module options (1)

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

HullUpgrade
  • Hit points49,300 → 52,200
  • Rudder shift24.6 → 17.6 s
  • Close-range AA DPS176 → 210

See all derived stats

Show

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.

AA defense

Close-range AA DPS811
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (182×3.5×1) + (28×3.5×0.95) + (23×3.5×1) = 811. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2818
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)163,200
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: 8×2 114 mm (8/side) × 60/5 × 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).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 114 mm family.
Max HE fire chance8%
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
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.

Armor

Hull HP 49,30052,200 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 19–40 mm)1,400 (3% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)38 mm primary (range 19–76 mm)39,200 (75% of HP)
No common caliber overmatches38 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern21 mm primary (range 19–76 mm)1,300 (2% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 13–114 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–63 mm)400 (1% 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 (114 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 (40 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.
Rudder (module)separate HP pool, does not drain ship HP15,700 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.

Balance History

Balance updates affecting Implacable. Cards are condensed; use each source link for full context.

Nerf ×8Buff ×15Rework ×3Airstrike ×3Torpedo ×9
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Starting torpedo bomber hangar aircraft increased from 12 to 16.
  • Stock torpedo bomber restoration time increased from 170 to 270 s.
  • Stock torpedo bomber base speed reduced from 140 to 127 kts.
  • Upgraded torpedo bomber restoration time increased from 170 to 270 s.
  • Upgraded torpedo bomber base speed reduced from 146 to 133 kts.
  • Stock starting dive bomber hangar aircraft increased from 9 to 12.
  • Stock dive bomber restoration time increased from 170 to 270 s.
  • Stock dive bomber base speed reduced from 138 to 134 kts.
  • Upgraded starting dive bomber hangar aircraft increased from 12 to 16.
  • +2 more official change lines in the source post.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Maximum HP per aircraft reduced from 3,100 to 2,850 (squadron HP reduced from 18,600 to 17,100).
  • Base speed increased from 120 to 138 knots.
  • Aircraft maximum flight range set to 30 kilometers.
  • Maximum hangar aircraft increased from 12 to 18.
  • Starting hangar aircraft reduced from 12 to 9.
  • Aircraft restored increased from 1 to 6.
  • Aircraft restoration time increased from 90 to 170 seconds.
  • Upgraded Dive Bombers:
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 3,300 to 2,350 (squadron HP reduced from 19,800 to 18,800).
  • +4 more official change lines in the source post.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 13.2 to 14.5 km; air detectability range changed from 9.3 to 10.1 km.
  • Stock dive bomber HP changed from 3,000 to 3,100; stock torpedo bomber HP changed from 2,700 to 2,830.
  • Upgraded dive bomber HP changed from 3,200 to 3,300; upgraded torpedo bomber HP changed from 2,800 to 2,940.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • Tier VII Implacable (stock and upgraded dive and torpedo bombers); hangar size for both stock and upgraded version increased.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Implacable can equip, from in-game data.

  • Implacable 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.