Incomparable SE 25
Beta- 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…
Incomparable SE 25 Community Stats
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Incomparable SE 25 Community Stats
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.
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
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Mystic Chest
0.033333%
Special Edition ship
Event containers · Mystic Chest · 1 of 3 ships
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Mystic Lantern
0.005%
Special Edition ship
Event containers · Mystic Lantern → Mystic Chest · 1 of 3 ships
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Mystic Box
0.000667%
Special Edition ship
Event containers · Mystic Box → Mystic Chest · 1 of 3 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Mystic Chest 0.033333% · Special Edition ship
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 191.6 × 0.6 = 115 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 191.6 × 0.319 (σ=2) = 61.2 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 115 × 0.319 (σ=2) = 36.7 mƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
6 broadside guns x 60 / 30 s base reload = 12.HE shells
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85 mm ≈ 508 mm caliber / 6 (standard HE penetration ratio).ƒ
7,400 HE damage x 6 broadside guns = 44,400.ƒ
44,400 HE full-salvo alpha x 60 / 30 s base reload = 88,800.ƒ
44,400 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 98,667.ƒ
6 HE shells x 60 / 30 s reload x 55% fire chance = 6.6.AP shells
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floor(508 mm caliber / 14.3) = 35 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
19,500 AP damage x 6 broadside guns = 117,000.ƒ
117,000 AP full-salvo alpha x 60 / 30 s base reload = 234,000.ƒ
117,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 260,000.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 33 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 33 + Outer Medium 141 = 174ƒ
Far 33 + Outer Medium 141 + Inner Medium 36 = 210ƒ
Far 33 + Outer Medium 141 + Inner Medium 36 + Near 79 = 289ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
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
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
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 191.6 × 0.6 = 115 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 191.6 × 0.319 (σ=2) = 61.2 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 115 × 0.319 (σ=2) = 36.7 mCanonical 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.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.85 mm ≈ 508 mm caliber / 6 (standard HE penetration ratio).floor(508 mm caliber / 14.3) = 35 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.7,400 HE damage x 6 broadside guns = 44,400.19,500 AP damage x 6 broadside guns = 117,000.44,400 HE full-salvo alpha x 60 / 30 s base reload = 88,800.117,000 AP full-salvo alpha x 60 / 30 s base reload = 234,000.44,400 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 98,667.117,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 260,000.6 broadside guns x 60 / 30 s base reload = 12.6 broadside guns x 60 / 27 s installed Artillery reload = 13.3.6 HE shells x 60 / 30 s reload x 55% fire chance = 6.6.6 HE shells x 60 / 27 s installed reload x 55% fire chance = 7.33.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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 dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.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.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.Skins & permanent camouflages
Every custom exterior Incomparable SE 25 can equip, from in-game data.
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.
