World of Warships: Legends ship guide

Implacable

Also called: 怨仇 Beta
Carpet bomber carrierSaturate decks with mass HE drops; trade volume for precision.
Playstyle
  • 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
Key characteristics
Big squadronsTorpedo bombersStrong AAEasily spotted
On this page
Community Data

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.

Community Data

Implacable Community Stats

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

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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

ELITE AA ↗
  • Top-tier AA · 811 AA
  • AA specialist
ELITE AIRCRAFT ↗
  • Big squadrons · 24 planes
  • Short air-torp arming · 45.01 m
Easily spotted ↗

14.5 km surface detect, bottom decile of T7 CVs. Visible before you can react; position early.

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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show U.K. tech-tree branch diagram

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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.

BestHangar capacity24 (1 of 2 tied) Top 10%Turning circle950 m (2/12) Top 10%AA DPS811 (2/12) Top 25%Power / turn radius155.8 hp/m (3/12) Top 25%AA threat2,820 (3/12) Bottom 25%Stealth profile14.49 km / 10.14 km (11/12 / 11/12) WorstSecondary HE pen19 mm (1 of 3 tied) WorstFlak damage per salvo (expected)1,400 (1 of 3 tied) WorstBomb penetration32.7 mm (9/9) WorstAir torpedo range2.4 km (10/10) WorstAir torpedo speed35 kn (10/10) WorstSquadron restore time270 s (12/12)
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.

Hit points52,200 HP(5/12) Max speed32 kt(7/12) Rudder shift13.5 s(7/12) Secondary DPM (per side)163,200(6/11) Secondary HE alpha1,700(9/11) Secondary fire chance8%(5/11) Time to 90% speed32.2 s(7/12) Acceleration (0-12 kt)12.3 s(7/12) Engine power148,000 hp(7/12) Displacement32,110 t(8/12) Power-to-weight4.61 hp/t(7/12) AA range5 km(5/12) Max armor114 mm(7/12) Citadel belt114 mm(7/11) Bomb alpha5,600(9/12) Bomb fire chance29%(7/9) Air torpedo alpha5,233(4/10) Air torpedo stealth1.3 km(5/10) Squadron size8(7/12) Squadron HP22,400 HP(5/12) Deck HP26,100 HP(7/12) Plane HP2,350 HP(6/12) NormSecondary dispersion bracket57(7 of 11 tied at this value) NormSecondary range4.5 km(7 of 11 tied at this value) NormBow armor19 mm(6 of 11 tied at this value) NormStern armor19 mm(6 of 11 tied at this value)
Survivability
Hit PointsInitial: 49,300 → 52,200
Displacement32,110 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.
277.2 x 39.99 m, draft 9.9 m
Armor range13–114 mm
Plate armor thicknesses13, 19, 21, 25, 35, 38, 40, 51, 63, 76, 114 mm
Armor material/layer entries67
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top 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.
Initial: 33.3% → 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 × 52,200 HP = 12,528 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 × 52,200 HP = 3,915 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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
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 × 1,400 = 2,800), 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.
1,400
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 × 3,300 = 6,600), 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.
3,300
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 × 9,300 = 18,600), 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.
9,300
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 × 39,200 = 78,400), 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.
39,200
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 × 400 = 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 ×. 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.
400
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 capacity72
Flight deck HP26,100
Hangar HP26,100
Dive bomber
Plane HPInitial: 2,850 → 2,350
Cruising speedInitial: 134.0 → 137.0 kt
OrdnanceHE bomb, 5,600 alpha
Squadron sizeInitial: 6 → 8 planes
Planes per drop2
Bombs per planeInitial: 6 → 8
Bombs per drop
ƒInitial: 2 planes per drop x 6 bombs each = 12 → 2 planes per drop x 8 bombs each = 16.
Initial: 12 → 16
Alpha per drop
ƒInitial: 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.
Initial: 67,200 → 89,600
Fire chance29%
Bomb penetration32.7 mm
Hangar maxInitial: 18 → 24
Hangar restoreInitial: +6 every 270 s, start 12 → +8 every 270 s, start 16
Recovery time270 s
Torpedo bomber
Plane HPInitial: 2,650 → 2,800
Cruising speedInitial: 127.0 → 133.0 kt
OrdnanceInitial: torpedo, 4,667 → 5,233 alpha
Squadron size8 planes
Planes per drop2
Torpedoes per plane1
Torpedoes per drop
ƒ2 planes per drop x 1 torpedo each = 2.
2
Alpha per drop
ƒInitial: 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.
Initial: 9,334 → 10,466
Flooding chance51%
Torpedo arming timeInitial: 3 → 2.5 s
Torpedo arming distanceInitial: 54 → 45 m
Hangar max24
Hangar restore+8 every 270 s, start 16
Recovery time270 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 points42
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 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)
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 80 from dual-purpose secondaries firing as AA in this range band.
80
Range5 km
Medium aura
Guns40 mm Bofors Mk IV + 40 mm Bofors Mk VI + 40 mm Bofors Mk VII
Continuous DPS
ƒInitial: 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.
Initial: 413 → 637
Range3.5 km
Total DPS in Aura
ƒFar 80 + Medium 637 = 717
717
Near aura
Guns20 mm Oerlikon Mk IV
Continuous DPS
ƒInitial: 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.
Initial: 193 → 93
Range2 km
Total DPS in Aura
ƒFar 80 + Medium 637 + Near 93 = 810
810
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 power148,000 hp
Maximum speed32.0 kt
Turning circle radius950 m
Rudder shift timeInitial: 18.9 s → 13.5 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 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 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.
40.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
32.2 s
Acceleration 0-99%
ƒTime 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.
49.9 s
Concealment
Detectability by sea
ƒBase 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.
14.49 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.49 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.84 km.
13.84 km
Detectability by air10.14 km
Detect when firing (air)
ƒAir detectability 10.14 km + gun-firing bloom 0 km = 10.14 km. The bloom tracks main-battery caliber x 0.020.
10.14 km
Detect when on fire (sea)
ƒSea detectability 14.49 km + 2.0 km while burning = 16.49 km.
16.49 km
Detect when on fire (air)
ƒAir detectability 10.14 km + 3.0 km while burning = 13.14 km.
13.14 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
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 shift18.9 → 13.5 s
  • Close-range AA DPS176 → 210

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 range81
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.
AA DPS layered by range81 DPS @ 5 km, 718 DPS @ 3.5 km, 811 DPS @ 2 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.
AA DPS at point-blank811
114 + 68 + 455 + 93 + 81 = 811 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2820
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.
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.
Open in Charting Tool

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.

Bow & stern19 mm

Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel114 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

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
Bow19 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.
Stern19 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.
Citadel114 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.
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 ×11Buff ×21Rework ×3Airstrike ×5Torpedo ×12
2024-06-27

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.
Read the full official post
2024-05-24

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.
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

  • 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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Implacable can equip.

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.