World of Warships: Legends ship guide

Incomparable

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
508 mm overmatch2 sigma accuracyHigh fire chanceStealthy (13.9 km)Fragile
Community Data

Incomparable Community Stats

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Playstyle

Overview

Incomparable is a Legendary British torpedo-equipped battleship: she carries deck torpedoes reaching 10 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. 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 HE alpha in Legendary BBs (7,400) and best HE fire chance in Legendary BBs (55).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

Fast turret traverse

6.0°/s turret traverse, best of Legendary BBs. Tracks fast-rotating targets peers can't keep up with.

Big-caliber overmatch

35.5 mm overmatch threshold, best of Legendary BBs. Punishes bow-tanking ships peers can't crack.

Super-heal

Repair Party heals 2.0%/s, best of Legendary BBs. Restores more HP per active second than peers.

Long-duration sonar

180.0 s Sonar duration, best of Legendary BBs.

Stiff AP fuse

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

Slow acceleration

~11.0 s to max forward speed, worst of Legendary BBs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

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.

Best listed chance for this ship

  • Mystic Chest 4.966667% Tier VIII Premium ship or Legendary Tier ship Event containers · Mystic Chest · 1 of 3 ships
  • Mystic Lantern 0.745% Tier VIII Premium ship or Legendary Tier ship Event containers · Mystic Lantern → Mystic Chest · 1 of 3 ships
  • Mystic Box 0.099333% Tier VIII Premium ship or Legendary Tier ship Event containers · 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

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.

Cohort position

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Where Incomparable sits among Legendary BBs (17 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 (1/17 / 1/17) BestMain battery caliber508 mm (1/17) BestDisplacement49,936 t (1/17) BestRepair heal rate2 %/s (1/17) Top 10%Traverse-to-turn ratio7.16 × (2/17) Top 10%Secondary DPM (per side)330,000 (2/17) Top 25%Max speed33 kt (3/17) Top 25%Rudder shift20.9 s (3/17) Top 25%Sigma2 (5/17) Top 25%Main dispersion191.6 m (3/17) Bottom 25%Main battery range17.1 km (14/17) Bottom 25%Fires per minute7.33 (13/16) Bottom 25%HE DPM98,667 (15/16) Bottom 25%AP DPM260,000 (15/17) Bottom 25%Secondary fire chance6% (13/15) Bottom 25%AP velocity751 m/s (14/17) Bottom 25%Turn-speed retention137.9 hp/m (16/17) Bottom 25%Citadel belt305 mm (13/16) WorstHit points70,000 HP (17/17) WorstHE alpha1,500 (15/15) WorstSecondary HE pen17 mm (15/15) WorstHE velocity751 m/s (16/16) WorstAcceleration11 s (1 of 2 tied) WorstAP arming threshold85 mm (17/17) WorstRepair charges2 (1 of 6 tied) WorstMax armor305 mm (17/17) WorstEnd plates25 mm (16/16 / 16/16)
See 12 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.

Main battery reload27 s(10/17) Engine power160,000 hp(11/17) Power-to-weight3.2 hp/t(6/17) AA DPS745(7/17) AA range5 km(13/17) AA threat2,352(10/17) Deck armor127 mm(6/16) NormSecondary dispersion bracket57(12 of 17 tied at this value) NormAP fuse timer0.03 s(15 of 17 tied at this value) NormAP ricochet start45°(14 of 17 tied at this value) NormAP auto-bounce angle60°(14 of 17 tied at this value) NormSecondary range5 km(10 of 17 tied at this value)

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
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse6 → 10 °/s

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.

Armor

Hull HP 70,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–127 mm)2,600 (4% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)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 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+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 19–305 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure51 mm primary (range 51–254 mm)5,400 (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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • 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.