World of Warships: Legends ship guide

Incomparable

Also called: 无比 Beta
U.K. · Tier ★ · Battleship · Premium
Fast battleshipSpeed lets it rotate flanks like no other battleship and open fights on its terms.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 33-kn speed to push rather than to rotate
Key characteristics
Long torps (10 km)508 mm AP overmatchHeavy HE shellsStealthy (13.9 km)Lobs over islandsFragile
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Community Data

Incomparable Community Stats

Across 8,100+ Standard battles from 260+ players, Incomparable averages a 61% win rate, 107,000 damage and 1.1 kills per battle, and survives 40% of them.

Community Data

Incomparable Community Stats

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Playstyle

Overview

Incomparable is a Legendary British fast battleship at 33 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. She also packs the super-heal (2%/s, for 20 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best heavy AP shells in Legendary BBs (19,500, 1st of 23) and best AP overmatch threshold in Legendary BBs (35.5 mm, 1st of 23). The trade is hit points in Legendary BBs (70,000 HP, 23rd of 23).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. A 1,160 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Using the 33-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Engine Boost

+8% speed (about +2.6 kt), 180 s duration. Engine Boost takes her to 35.6 kt, faster than 22 of 24 Legendary cruisers - enough to run down most cruisers or pull away from them, though the faster destroyers still outpace her. Uncommon in Legendary BBs.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 19500 damage
  • Big-caliber AP overmatch · 35.5 mm
  • Heavy HE shells · 7400 damage
  • Close-range AP brick · 860.2 mm
Fast for the class ↗

33 kt, top decile of Legendary BBs. Lets you rotate flanks or escape disengagements.

Best-in-class stealth ↗

13.9 km surface detect, top decile of Legendary BBs. Stays dark longer.

Fragile HP pool ↗

70000 HP, bottom decile of Legendary BBs. Trade hits sparingly.

Stiff AP fuse ↗

85 mm AP arming threshold, worst of Legendary BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Incomparable

Incomparable 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.

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

Best listed chance for this ship

  • Mystic Chest 4.966667% Tier VIII Premium ship or Legendary Tier ship Event · Mystic Chest · 1 of 3 ships
  • Mystic Lantern 0.745% Tier VIII Premium ship or Legendary Tier ship Event · Mystic Lantern → Mystic Chest · 1 of 3 ships
  • Mystic Box 0.099333% Tier VIII Premium ship or Legendary Tier ship Event · Mystic Box → Mystic Chest · 1 of 3 ships
Official WG availability sources
Show direct source rows
  • Mystic Chest 4.966667% · Tier VIII Premium ship or Legendary Tier ship

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Incomparable sits among Legendary BBs (22 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.

BestStealth profile13.9 km / 11.12 km (1 of 2 tied / 1 of 2 tied) BestMain battery caliber508 mm (1 of 2 tied) BestTime to 90% speed21.2 s (1 of 2 tied) BestAcceleration (0-12 kt)4.3 s (1 of 3 tied) BestDisplacement49,936 t (1 of 2 tied) BestTorpedo range9.99 km (1 of 3 tied) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%HE fire chance55% (3/22) Top 10%Secondary DPM (per side)330,000 (3/23) Top 25%Max speed33 kt (4/23) Top 25%Smoke fire bloom13.8 km (5/23) Top 25%Main dispersion191.6 m (5/23) Bottom 25%AP DPM234,000 (19/23) Bottom 25%Secondary fire chance6% (17/21) Bottom 25%AP velocity751 m/s (19/23) Bottom 25%Power / turn radius137.9 hp/m (21/23) Bottom 25%Effective HE DPM (incl. fire)142,902 (19/22) Bottom 10%HE DPM88,800 (21/22) WorstHit points70,000 HP (1 of 2 tied) WorstTurning circle1,160 m (1 of 2 tied) WorstSecondary HE alpha1,500 (1 of 4 tied) WorstSecondary HE pen17 mm (1 of 2 tied) WorstHE velocity751 m/s (1 of 2 tied) WorstAP arming threshold85 mm (1 of 2 tied) WorstRepair charges2 (1 of 8 tied) WorstMax armor305 mm (1 of 2 tied) WorstEnd plates25 mm (1 of 3 tied / 1 of 3 tied)
See 22 mid-pack stats

Not standouts for Incomparable -- 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.

Rudder shift16.1 s(7/23) Main battery range17.1 km(17/23) Main battery reload30 s(15/23) Sigma2(7/23) Fires per minute6.6(17/22) Engine power160,000 hp(16/23) Power-to-weight3.2 hp/t(7/23) AP pen at 10 km657 mm(8/23) AA DPS747(9/23) AA range5 km(17/23) AA threat2,359(13/23) Flak damage per salvo (expected)2,048(15/23) Torpedo damage≈15,667(3/6) Torpedo speed62 kt(5/6) Torpedo reaction time7.8 s(3/6) Torpedo reload96 s(5/6) Citadel belt305 mm(17/23) NormSecondary dispersion bracket57(16 of 23 tied at this value) NormAP fuse timer0.033 s(20 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormSecondary range5 km(13 of 23 tied at this value)
Survivability
Hit Points70,000
Displacement49,936 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.
301.9 x 31.85 m
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 resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 70,000 HP = 12,600 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 70,000 HP = 14,000 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.287 hull torpedo-damage coefficient / 0.333 unprotected baseline = 14%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
14%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 70,000 HP plus everything Repair Party can restore: 0.02 of max HP per second (2%) × 20 s × 70,000 HP = 28,000 HP per charge, × 2 charges = 56,000 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
77,778–126,000
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 × 2,600 = 5,200), 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.
2,600
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 × 11,400 = 22,800), 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.
11,400
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 × 52,500 = 105,000), 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.
52,500
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 × 5,400 = 10,800), 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.
5,400
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 × 1,600 = 3,200), 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.
1,600
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
Main Battery
ModuleArtillery: 508 mm/45 Mk.I
Mounts / barrels3 mounts / 6 barrels
Reload time30 s
Firing range17.1 km
Turret traverse6 °/s
Turret armor381 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.1 km) than a standard battleship: about 192 m wide × 115 m tall, against 231 m × 139 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1710030·10−1.61000+1.6)·30=191.6m
191.6 m at 17.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =191.6·0.6=115m
115 m at 17.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =191.6·0.62=57.5m
57.5 m at 17.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =115·0.62=34.5m
34.5 m at 17.1 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 30 s base reload = 12. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 13.3.
Initial: 12 → 13.3
HE shells
HE alpha7,400
HE Velocity751 m/s
Fire Chance55%
HE fire DPM vs T8 BB54102
Effective HE DPM vs T8 BB142902
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
HE DPM
ƒZero upgrades: 44,400 HE full-salvo alpha x 60 / 30 s base reload = 88,800. All upgrades (Main Battery Mod. 3 = -10% reload): 44,400 HE full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 98,667.
Initial: 88,800 → 98,667
Fires/min
ƒZero upgrades: 12 shells/min × 0.55 (55% fire chance) = 6.6. All upgrades (Main Battery Mod. 3 = -10% reload): 13.3 shells/min × 0.55 (55% fire chance) = 7.33.
Initial: 6.6 → 7.33
AP shells
AP alpha19,500
AP Velocity751 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold85 mm
AP pen max range543 mm
AP overmatch
ƒfloor(508 mm caliber / 14.3) = 35 mm (AP auto-penetrates plating this thick or less).
35 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2438·20530.69·0.508−1.07·7511.38=903mm.
903 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.1 km), where the shell has slowed to 519 m/s: P=10−7·2438·20530.69·0.508−1.07·5191.38=542.3mm.
542.3 mm at 17.1 km
AP full-salvo alpha
ƒ19,500 AP damage x 6 broadside guns = 117,000.
117,000
AP DPM
ƒZero upgrades: 117,000 AP full-salvo alpha x 60 / 30 s base reload = 234,000. All upgrades (Main Battery Mod. 3 = -10% reload): 117,000 AP full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 260,000.
Initial: 234,000 → 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 speed62.0 kt
Range9.99 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=47,000·0.333=15,667. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 15,667
Maximum damage (ammunition)
ƒ47,000 warhead alpha / 3 + 1,100 blast = 16,767. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,767
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.82 per hit, shown as 2.82×100=282%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
282%
Torpedo launcher traverse25 °/s
Launch arcswing 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,667 = 62,668. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
62,668
AA Defense
AA mount points54
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 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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
11×2 102mm
Far aura
Guns102 mm/45 QF Mk XIX (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 87 from dual-purpose secondaries firing as AA in this range band.
87
Range5 km
Outer Medium aura
Guns40 mm Bofors Mk IV + 40 mm Bofors Mk VII
Continuous DPS
ƒEffective DPS: 141 raw aura damage × 3.5 × 0.75 hit probability = 370 - the same in-game units as the Close-range AA DPS headline.
370
Range3.5 km
Total DPS in Aura
ƒFar 87 + Outer Medium 370 = 457
457
Inner Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 36 raw aura damage × 3.5 × 0.75 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.
94
Range2.5 km
Total DPS in Aura
ƒFar 87 + Outer Medium 370 + Inner Medium 94 = 551
551
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 79 raw aura damage × 3.5 × 0.7 hit probability = 194 - the same in-game units as the Close-range AA DPS headline.
194
Range2 km
Total DPS in Aura
ƒFar 87 + Outer Medium 370 + Inner Medium 94 + Near 194 = 745
745
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 13 clouds per salvo × 210 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.
3 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
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
Mounts11
Firing range5.0 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: 11×2 102 mm (11/side) × 60/3 s × 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).
330,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 13.2 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 108,203. 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.
108,203
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 330,000 + secondary fire DPM 108,203 = 438,203: shell damage plus fire damage against one T8 battleship, every shell hitting.
438,203
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
11×2 102mm
Caliber102 mm
Reload time3 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ11×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 13.2. 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.
13.2
HE Pen17 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power160,000 hp
Maximum speed33.0 kt
Turning circle radius1160 m
Rudder shift time16.1 s
Engine power-boost threshold24.8 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 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.
48 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
21.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
42.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 3.6 = +2.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.9 km x 0.955 = 13.27 km. Camouflage does not change detectability by air.
13.9 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.27 km.
13.27 km
Detectability by air11.12 km
Smoke firing penalty13.8 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.9 km) = 17.1 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.1 km
Detect when firing (air)
ƒAir detectability 11.12 km + gun-firing bloom 10.16 km = 21.28 km. The bloom tracks main-battery caliber 508 mm × 0.020 = 10.16 km.
21.28 km
Detect when on fire (sea)
ƒSea detectability 13.9 km + 2.0 km while burning = 15.9 km.
15.9 km
Detect when on fire (air)
ƒAir detectability 11.12 km + 3.0 km while burning = 14.12 km.
14.12 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 28,000 HP (40% of max HP) total heal (per charge)
ƒ0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 70,000 HP = 28,000 HP: up to 40% of max HP restored per charge.
· 56,000 HP (80% of max HP) total heal (all charges)
ƒ0.4 of max HP per charge × 2 charges = 0.8 × 70,000 HP = 56,000 HP: up to 80% of max HP if the whole Repair Party loadout is used.
· 1,400 HP/s (2% of max HP) heal per second
ƒ0.02 (2% of max HP) × 70,000 HP = 1,400 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 180 s active · +8% speed bonus
Choose one
Sonar3 charges · 120 s reload · 180 s active · 3.5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
· 2.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 83×301000=2.5 km
Catapult Fighter4 charges · 80 s reload · 60 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
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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.

Main battery formulas

vs standard BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.1 km) with the same model as Max Horiz/Vert Disp: horizontal 192 / 231 m − 1 = -17%, vertical 115 / 139 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6 × 166.7 / 166.7) × 30 = 90 m (inside the 5 km taper). Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km33.8 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17100=8550 m, and radiusOnMax=0.6 at 17100 m. Below the kink: k=0.2+(0.5−0.2)·50008550=0.3754, so σV=σH·k=90·0.3754=33.8m.
Shell scatter height @ 10 km68.2 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17100=8550 m, and radiusOnMax=0.6 at 17100 m. Above the kink: k=0.5+(0.6−0.5)·10000−855017100−8550=0.517, so σV=σH·k=132·0.517=68.2m.
Shell scatter height @ 15 km100.1 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17100=8550 m, and radiusOnMax=0.6 at 17100 m. Above the kink: k=0.5+(0.6−0.5)·15000−855017100−8550=0.5754, so σV=σH·k=174·0.5754=100.1m.
AP pen 5 km768 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2438·20530.69·0.508−1.07·667.71.38=768mm, where 667.7 m/s is the shell's speed when it arrives at 5 km (from 751 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km657 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2438·20530.69·0.508−1.07·596.51.38=657mm, where 596.5 m/s is the shell's speed when it arrives at 10 km (from 751 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km571 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2438·20530.69·0.508−1.07·539.11.38=571mm, where 539.1 m/s is the shell's speed when it arrives at 15 km (from 751 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.44 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.39·0.50828·2053=1.93×10−5. That runs from a 751 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.44 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.39·0.50828·2053=1.93×10−5. That runs from a 751 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,438
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass2,053 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.39
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity751 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity751 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist5,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.8 s
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range60 s
9990 m / (62.0 kt × 2.6855) = 60 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage125,336
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,667 = 125,336. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range87
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 4x8 -> 95 DPS @ 2.5 km; 40mm Bofors Mark IV Hazemeyer 12x2 -> 278 DPS @ 3.5 km; 40mm Bofors Mark VII single 4x1 -> 93 DPS @ 3.5 km; 20mm Oerlikon MK4 26x1 -> 148 DPS @ 2 km; 20mm Oerlikon MK V 8x2 -> 46 DPS @ 2 km; 4in45 QF Mk XIX 11x2 -> 87 DPS @ 5 km.
AA DPS layered by range87 DPS @ 5 km, 458 DPS @ 3.5 km, 553 DPS @ 2.5 km, 747 DPS @ 2 km
@ 5 km: 87 from one family; @ 3.5 km: 278 + 93 + 87 = 458; @ 2.5 km: 95 + 278 + 93 + 87 = 553; @ 2 km: 95 + 278 + 93 + 148 + 46 + 87 = 747. 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-blank747
95 + 278 + 93 + 148 + 46 + 87 = 747 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2359
95 × 2.5 + 278 × 3.5 + 93 × 3.5 + 148 × 2 + 46 × 2 + 87 × 5 = 2359. 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 alpha1500
The only family (102 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
The only family (102 mm): 6%. 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
The only family (102 mm): 17 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.
Open in Charting Tool

Ship Charts

Background

When Admiral Fisher returned to the post of First Sea Lord in 1915, the leadership of the British Navy was faced with the issue of landing troops on the German Baltic coast. It was planned that Russian troops would cover the operation, and this required ships with the largest guns possible. Light battlecruisers Courageous, Furious, and Glorious were built within this concept, while Incomparable, armed with the world's largest 20-inch (508 mm) guns, was to represent its further development.

Armor Beta

Hull HP 70,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 54+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel279 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–127 mm)2,600 (4% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)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)127 mm primary (range 51–305 mm)52,500 (75% of HP)
No common AP caliber overmatches127 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–127 mm)1,600 (2% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel279 mm primary (range 19–305 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.
Superstructure19 mm5,400 (8% 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP35,000 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (102 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 HP21,000 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Incomparable can equip.

  • Incomparable 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.