Implacable
Also called: 怨仇 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
Implacable Community Stats
Across 3,800+ Standard battles from 95 players, Implacable averages a 64% win rate, 84,300 damage and 1.3 kills per battle, and survives 71% of them.
Implacable Community Stats
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Implacable Community Stats
Record History
Playstyle
Overview
Implacable is the Tier VII British carrier built on volume: squadrons of up to 24 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. AA (811 AA DPS at 5 km) ranks 2 of 12 in T7 CVs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: short air-torp arming in T7 CVs (45 m, 1st of 10). Each squadron flies 8 planes and they come back 33.8 s apiece, so losing a full wave costs 270 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 14.5 km and run at 32 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. Once the rudder is over she turns tightly for her cohort (950 m), so a committed turn costs less water than most of what she is fighting.
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. Replacing a lost aircraft takes 270 s at best, and your most fragile squadron flies at 2,350 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.
Signature Traits
- Top-tier AA · 811 AA
- AA specialist
- Big squadrons · 24 planes
- Short air-torp arming · 45.01 m
14.5 km surface detect, bottom decile of T7 CVs. Visible before you can react; position early.
2.4 km air-torpedo range, bottom decile of T7 CVs. Must close on the target to drop.
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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show U.K. tech-tree branch diagram
Implacable sits in the Armored Carriers branch. The highlighted path shows the local branch context inside the full U.K. tree.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Implacable 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 26 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.
Peers in this cohort
Compare Tier VII Aircraft CarriersShow all 11 peers
Stats & specs
Customize in the Build Tool →ƒ
Initial: 2 planes per drop x 6 bombs each = 12 → 2 planes per drop x 8 bombs each = 16.ƒ
Initial: 12 bombs x 5,600 alpha = 67,200 → 16 bombs x 5,600 alpha = 89,600. 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 1 torpedo each = 2.ƒ
Initial: 2 torpedoes x 4,667 alpha = 9,334 → 2 torpedoes x 5,233 alpha = 10,466. 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 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 80 from dual-purpose secondaries firing as AA in this range band.ƒ
Initial: 67 × 3.5 × 1 + 51 × 3.5 × 1 = 413 → 182 × 3.5 × 1 = 637. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 80 + Medium 637 = 717ƒ
Initial: 58 × 3.5 × 0.95 = 193 → 28 × 3.5 × 0.95 = 93. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 80 + Medium 637 + Near 93 = 810ƒ
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 = 32 / 4 + 4.9 = 12.9 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 (28.8 kt of 32.0 kt).ƒ
Time to reach 99% of top speed (31.7 kt of 32.0 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): 14.49 km x 0.955 = 13.84 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.49 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.84 km.ƒ
Air detectability 10.14 km + gun-firing bloom 0 km = 10.14 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 14.49 km + 2.0 km while burning = 16.49 km.ƒ
Air detectability 10.14 km + 3.0 km while burning = 13.14 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
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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: 40mm Bofors MK VI 5x6 -> 114 DPS @ 3.5 km; 40mm Bofors Mark IV Hazemeyer 3x2 -> 68 DPS @ 3.5 km; 40mm Bofors Mark VII single 20x1 -> 455 DPS @ 3.5 km; 20mm Oerlikon MK4 14x1 -> 93 DPS @ 2 km; 114mm 45 MKIII 8x2 -> 81 DPS @ 5 km.@ 5 km: 81 from one family; @ 3.5 km: 114 + 68 + 455 + 81 = 718; @ 2 km: 114 + 68 + 455 + 93 + 81 = 811. 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.114 + 68 + 455 + 93 + 81 = 811 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).114 × 3.5 + 68 × 3.5 + 455 × 3.5 + 93 × 2 + 81 × 5 = 2820. 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 most advanced British aircraft carrier of World War II. She was inferior to her foreign counterparts of comparable dimensions in terms of the number of aircraft her air group comprised, but boasted a conceptual advantage that enhanced the ship's survivability - an armored flight deck.
Armor Beta
Hull HP 49,300 → 52,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 137+ 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 37%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–40 mm) | 1,400 (3% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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) | 38 mm primary (range 19–76 mm) | 39,200 (75% of HP) | No common AP 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. |
| Stern | 19 mm primary (range 19–76 mm) | 1,300 (2% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 114 mm primary (range 13–114 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 | 13 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 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 | 15,700 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 Implacable. Cards are condensed; use each source link for full context.
Ministry of Balance: Aerial Adjustments
- Torpedo bombers:
- 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.
- Dive bombers:
- 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.
- Upgraded dive bomber restoration time increased from 170 to 270 s.
- Upgraded dive bomber base speed reduced from 143 to 137 kts.
Ministry of Balance: Carriers 2.0 – First Wave
- Stock Dive Bombers:
- 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).
- Base speed increased from 125 to 143 knots.
- Aircraft maximum flight range set to 32 kilometers.
- Maximum hangar aircraft increased from 15 to 24.
- Starting hangar aircraft reduced from 15 to 12.
- Aircraft restored increased from 1 to 8.
- Aircraft restoration time increased from 95 to 170 seconds.
- Stock Torpedo Bombers:
- Maximum HP per aircraft reduced from 2,830 to 2,650 (squadron HP reduced from 22,640 to 21,200).
- Base speed increased from 120 to 140.
- Aircraft maximum flight range set to 28 kilometers.
- Torpedo damage reduced from 5,933 to 5,367.
- Maximum hangar aircraft increased from 12 to 24.
- Aircraft restored increased from 1 to 8.
- Aircraft restoration time increased from 80 to 170 seconds.
- Upgraded Torpedo Bombers:
- Maximum HP per aircraft reduced from 2,940 to 2,800 (squadron HP reduced from 23,520 to 22,400).
- Base speed increased from 127 to 146 knots.
- Aircraft maximum flight range set to 30 kilometers.
- Maximum hangar aircraft increased from 12 to 24.
- Aircraft restored increased from 1 to 8.
- Aircraft restoration time increased from 80 to 170 seconds.
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.
Anniversary Update: New Horizons
- First and foremost, the planes now have more HP, about 150 on average. This change affects the following ships, with more buffs included:
- Tier VII Implacable (stock and upgraded dive and torpedo bombers); hangar size for both stock and upgraded version increased from 12 to 15 aircraft.
Skins & permanent camouflages
Every custom exterior Implacable can equip.
DefaultThe ship’s standard exterior
Snow Storm (Implacable)Decorative
Dignified (Implacable)Permanent Camo
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.
