World of Warships: Legends ship guide

Incomparable SE 25

Beta
U.K. · Tier ★ · Battleship · Incomparable Variant
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Play mid-range angles where you can disengage when focused, heal efficiently, and re-enter once enemy a…
  • Avoid: Do not rely on healing to excuse bad positioning; broadside or permanently spotted battleships still me…
Community Data

Incomparable SE 25 Community Stats

Log in to GamingDiver and upload your data to see Community Data for Incomparable SE 25: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Incomparable SE 25 is a Tier ★ British premium battleship best treated as a British battleship that applies steady pressure, punishes mistakes, and uses repair or concealment windows to outlast bad trades. Its value comes from disciplined salvos, careful angling, and committing only when destroyers and crossfires are under control.

Positioning

Play mid-range angles where you can disengage when focused, heal efficiently, and re-enter once enemy attention moves elsewhere. Use cover and angled lanes to move from salvo pressure into a controlled close-range threat only after the flank is safe.

Potato Avoidance

Rely on healing to excuse bad positioning; broadside or permanently…

The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Acquisition

How to get Incomparable SE 25

Incomparable SE 25 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.

Best listed chance for this ship

  • Mystic Chest 0.033333% Special Edition ship Event containers · Mystic Chest · 1 of 3 ships
  • Mystic Lantern 0.005% Special Edition ship Event containers · Mystic Lantern → Mystic Chest · 1 of 3 ships
  • Mystic Box 0.000667% Special Edition ship Event containers · Mystic Box → Mystic Chest · 1 of 3 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Hood, AL Nelson, and AL Queen Elizabeth are useful British battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

Open in Build Tool →

Commanders frequently paired with this ship AL HoodAL NelsonAL Queen Elizabeth

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

The stats below come from the base ship, Incomparable. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Sonar 3.89 kmRepair 2Engine BoostFighter
Survivability
Hit Points70,000
Displacement49,936 t
Armor range19–305 mm
Plate armor thicknesses19, 25, 32, 37, 48, 50, 51, 76, 102, 127, 152, 254, 279, 305 mm
Armor material/layer entries64
Fire resistance40%
Fire duration60 s
Torp Reduction14%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
35,000
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.
21,000
Main Battery
ModuleArtillery: 508 mm/45 Mk.I
Mounts / barrels3 mounts / 6 barrels
Reload time30 s
Firing range17.1 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17100/30·(10−1.6)/1000 + 1.6)·30 = 191.6 m
191.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 191.6 × 0.6 = 115 m
115 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 191.6 × 0.319 (σ=2) = 61.2 m
61.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 115 × 0.319 (σ=2) = 36.7 m
36.7 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ6 broadside guns x 60 / 30 s base reload = 12.
12
HE shells
HE Damage7,400
HE Velocity751 m/s
Fire Chance55%
HE penetration
ƒ85 mm ≈ 508 mm caliber / 6 (standard HE penetration ratio).
85 mm
HE full-salvo alpha
ƒ7,400 HE damage x 6 broadside guns = 44,400.
44,400
Base HE DPM
ƒ44,400 HE full-salvo alpha x 60 / 30 s base reload = 88,800.
88,800
Installed HE DPM
ƒ44,400 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 98,667.
98,667
Base fires/min
ƒ6 HE shells x 60 / 30 s reload x 55% fire chance = 6.6.
6.6
AP shells
AP Damage19,500
AP Velocity751 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold85 mm
AP overmatch
ƒfloor(508 mm caliber / 14.3) = 35 mm (AP auto-penetrates plating this thick or less).
35 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2438 × 2053^0.69 × 0.508^-1.07 × 751^1.38 = 903 mm. Matches the in-game spec card.
903 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.4 km), where the shell has slowed to 488 m/s: 1e-7 × 2438 × 2053^0.69 × 0.508^-1.07 × 488^1.38 = 498.1 mm.
498.1 mm
AP full-salvo alpha
ƒ19,500 AP damage x 6 broadside guns = 117,000.
117,000
Base AP DPM
ƒ117,000 AP full-salvo alpha x 60 / 30 s base reload = 234,000.
234,000
Installed AP DPM
ƒ117,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 260,000.
260,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
550
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage15,667 (est.)
Alpha damage47,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
62,668
AA Defense
AA mount points54
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (36×3.5×0.75) + (141×3.5×0.75) + (79×3.5×0.7) + (33×3.5×0.75) = 745. 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.
745
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Vickers 2-pdr. Mk VIII4×8 40mm
40 mm Bofors Mk IV12×2 40mm
40 mm Bofors Mk VII4×1 40mm
20 mm Oerlikon Mk IV26×1 20mm
20 mm Oerlikon Mk V8×2 20mm
102 mm/45 QF Mk XIX (DP)11×2 102mm
Far aura
DPS
ƒIncludes 33 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
33
Range5 km
Outer Medium aura
DPS141
Range3.5 km
Total DPS in Aura
ƒFar 33 + Outer Medium 141 = 174
174
Inner Medium aura
DPS36
Range2.5 km
Total DPS in Aura
ƒFar 33 + Outer Medium 141 + Inner Medium 36 = 210
210
Near aura
DPS79
Range2 km
Total DPS in Aura
ƒFar 33 + Outer Medium 141 + Inner Medium 36 + Near 79 = 289
289
S
Secondary Battery
Mounts11
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 160,000 hp
Engine power160,000 hp
Maximum speed33 kt
Turning circle radius1160 m
Engine power multiplier speed threshold24.8 kt
Traverse-to-turn ratio7.2× ok
Concealment
Detectability by sea13.9 km
Detectability by air11.12 km
Smoke firing penalty13.8 km
Detect after firing main guns13.9 km
Detect Fire Sea15.9 km
Detect Fire Air14.12 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Engine Boost2 charges · 120 s reload · 180 s active · +8% speed bonus
Choose one
Sonar3 charges · 120 s reload · 180 s active · 3.89 km ship detect · 2.78 km torpedo detect
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

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.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp191.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17100/30·(10−1.6)/1000 + 1.6)·30 = 191.6 m
Max Vert Disp115 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 191.6 × 0.6 = 115 m
Med Horiz Disp61.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 191.6 × 0.319 (σ=2) = 61.2 m
Med Vert Disp36.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 115 × 0.319 (σ=2) = 36.7 m
AP Pen Close903 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2438 × 2053^0.69 × 0.508^-1.07 × 751^1.38 = 903 mm. Matches the in-game spec card.
AP Pen Far498.1 mm
Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 488 m/s: 1e-7 × 2438 × 2053^0.69 × 0.508^-1.07 × 488^1.38 = 498.1 mm.
HE penetration85 mm
85 mm ≈ 508 mm caliber / 6 (standard HE penetration ratio).
AP overmatch35 mm
floor(508 mm caliber / 14.3) = 35 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius550
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha44,400
7,400 HE damage x 6 broadside guns = 44,400.
AP full-salvo alpha117,000
19,500 AP damage x 6 broadside guns = 117,000.
Base HE DPM88,800
44,400 HE full-salvo alpha x 60 / 30 s base reload = 88,800.
Base AP DPM234,000
117,000 AP full-salvo alpha x 60 / 30 s base reload = 234,000.
Installed HE DPM98,667
44,400 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 98,667.
Installed AP DPM260,000
117,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 260,000.
Base shells/min12
6 broadside guns x 60 / 30 s base reload = 12.
Installed shells/min13.3
6 broadside guns x 60 / 27 s installed Artillery reload = 13.3.
Base fires/min6.6
6 HE shells x 60 / 30 s reload x 55% fire chance = 6.6.
Installed fires/min7.33
6 HE shells x 60 / 27 s installed reload x 55% fire chance = 7.33.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage125,336
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage62,668
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS745
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (36×3.5×0.75) + (141×3.5×0.75) + (79×3.5×0.7) + (33×3.5×0.75) = 745. 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 index2352
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)330,000
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: 11×2 102 mm (11/side) × 60/3 × 1500 = 330,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.
Exteriors

Skins & permanent camouflages

Every custom exterior Incomparable SE 25 can equip, from in-game data.

  • Incomparable SE 25 default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision