World of Warships: Legends ship guide

Independence

Also called: 独立 Beta
U.S.A. · Tier V · Aircraft Carrier · Premium
HE bomber carrierRepeated HE dive-bomber runs; farm broadsides and angles, manage planes.
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 bombersFire bombsHeavy bomb penThickest plateVisible air torps
On this page
Community Data

Independence Community Stats

Across 5,700+ Standard battles from 220+ players, Independence averages a 69% win rate, 72,600 damage and 1.5 kills per battle, and survives 73% of them.

Community Data

Independence Community Stats

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

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Playstyle

Overview

Independence is the premium Tier V American bomber carrier. Her damage comes from HE dive bombs hitting for up to 5,900 per drop, plus the fires they start, so match impact builds from repeated strikes rather than one decisive torpedo drop. HE ignores armor angle, so unlike an AP-bomb carrier she does not need a broadside to profit and can work an angled or bow-in target. Air torpedoes are a secondary option. The trade is worst visible air torps in T5 CVs (1.4 km, 8th of 8). Each squadron flies 9 planes and they come back 29.3 s apiece, so losing a full wave costs 264 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 12.5 km and run at 31.5 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 (820 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 82 s at best, and your most fragile squadron flies at 1,700 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

ELITE ARMOR ↗
  • Thickest plate · 127 mm
  • Thick stern plate · 20 mm
  • Heavy citadel belt · 127 mm
  • Heavy belt
Heavy-pen bombs ↗

53.4 mm bomb penetration, best of T5 CVs. Punches through decks peers' bombs bounce off.

Visible air torps ↗

1.4 km torpedo detect, worst of T5 CVs. Targets spot the drop early.

Short AA reach ↗

3.5 km AA reach, bottom quartile of T5 CVs. Bombs and torpedoes drop before AA bites.

Acquisition

How to get Independence

Independence is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency, Campaign, Doubloons, and 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

  • Spectral Vault 4.0 0.26087% Tier V Premium ship Archived · Spectral Vault 4.0 · 1 of 23 ships
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event · Mystic Lantern · 1 of 25 ships
Show all 6 containers (3 more)
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event · Mystic Box · 1 of 25 ships
Official WG availability sources
  • "Lucky Six" Campaign Breakdown Campaign Start: 2022-06-20 · End: 2022-07-24
    • Comprising 100 stages over the course of 5 weeks with the catch-up mechanic enabled, the Lucky Six campaign features a choice between two different ships for players with an active Admiralty Backing as its milestone-100 reward—U.S. Tier V aircraft carrier Independence or U.S. Tier VII destroyer Black!
  • Legendary 2022 Campaign Start: 2022-12-30
    • They even included a Tier V aircraft carrier, USS Independence, which became the first carrier to feature as an ultimate campaign reward.
  • Anniversary Update: Champion's Journey Event currency Start: 2024-08-01
    • You'll also be able to spend Drachmas to purchase five old ships that we've brought back for this Anniversary update: Georgia, Belfast '43, Siegfried, Aigle, and Independence.
  • 5 Years on the Waves: a Greek-Style Birthday Event currency Start: 2024-08-05
    • First off, you can purchase several ships in the Store for Drachmas, including five old ships that we've brought back for this anniversary update: Georgia, Belfast '43, Siegfried, Aigle, and Independence.
  • Independence Day '25: New U.S. Ships, Skins, and More! Sale Start: 2025-06-27
    • In addition, you’ll find discounted U.S. ships Rochester and Independence, discounted Bureau Projects for Midway and Vermont, and Across the Storm and Golden Eagle skins available for Independium.
  • Independence Day: Fireworks & BB(Q)s Campaign Start: 2022-06-21
    • This update's campaign—Lucky Six—focuses on Tier VII Premium destroyer Black and Tier V Premium aircraft carrier Independence.
    • You can get one of those American ships if you have an active Admiralty Backing and complete the campaign. If you want to add the ship you don't pick to your collection, you can also do that for 10,000 doubloons.
  • Summer Update: The High Roll 10,000 Doubloons 2022-06-16
    • Additional rewards you can get with the Admiralty Backing (2,500 doubloons):
    • American Tier VII Premium destroyer Black or American Tier V Premium aircraft carrier Independence; the ship you don't choose as the reward will be obtainable for 10,000 doubloons
Show direct source rows

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 →

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 Independence sits among Tier V CVs (7 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.

BestMax armor127 mm (1/8) BestCitadel belt127 mm (1/8) BestStern armor20 mm (1/8) BestBomb penetration53.4 mm (1/7) BestSquadron size9 (1 of 4 tied) Top 25%Max speed31.5 kt (3/8) Top 25%Stealth profile12.47 km / 8.73 km (3/8 / 3/8) Top 25%Turning circle820 m (2/8) Top 25%Time to 90% speed29.2 s (2/8) Top 25%Acceleration (0-12 kt)11.5 s (3/8) Top 25%Power / turn radius122 hp/m (3/8) Top 25%Power-to-weight6.78 hp/t (3/8) Top 25%Bomb alpha5,900 (3/8) Top 25%Air torpedo alpha6,100 (3/8) Top 25%Squadron HP17,550 HP (3/8) Bottom 25%Hit points39,000 HP (7/8) Bottom 25%Deck HP18,400 HP (7/8) WorstNo secondaries (1 of 8 in cohort) WorstAA range3.5 km (8/8) WorstBow armor16 mm (1 of 2 tied) WorstAir torpedo stealth1.4 km (8/8)
See 11 mid-pack stats

Not standouts for Independence -- 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 shift11.5 s(5/8) Engine power100,000 hp(4/8) Displacement14,751 t(4/8) AA DPS369(6/8) AA threat1,126(5/8) Bomb fire chance32%(3/7) Air torpedo range3.5 km(5/8) Air torpedo speed49 kn(5/8) Squadron restore time82 s(5/8) Plane HP1,700 HP(5/8) NormHangar capacity18(5 of 8 tied at this value)
Survivability
Hit Points39,000
Displacement14,751 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.
189.7 x 33.3 m, draft 7.4 m
Armor range6–127 mm
Plate armor thicknesses6, 10, 13, 16, 20, 25, 30, 38, 51, 102, 127 mm
Armor material/layer entries51
Fire resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. 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.
23.3%
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 × 39,000 HP = 9,360 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 × 39,000 HP = 2,925 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
11,000
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 × 800 = 1,600), 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.
800
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 × 8,700 = 17,400), 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.
8,700
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 × 27,500 = 55,000), 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.
27,500
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 × 100 = 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 ×. 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.
100
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 × 1,400 = 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
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 capacity37
Flight deck HP18,400
Hangar HP18,400
Dive bomber
Plane HP1,950
Cruising speed127.0 kt
OrdnanceHE bomb, 5,900 alpha
Squadron size9 planes
Planes per drop3
Bombs per plane2
Bombs per drop
ƒ3 planes per drop x 2 bombs each = 6.
6
Alpha per drop
ƒ6 bombs x 5,900 alpha = 35,400, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
35,400
Fire chance32%
Bomb penetration53.4 mm
Hangar max18
Hangar restore+3 every 88 s, start 18
Recovery time88 s
Torpedo bomber
Plane HP1,700
Cruising speed108.0 kt
Ordnancetorpedo, 6,100 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
ƒ2 torpedoes x 6,100 alpha = 12,200, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
12,200
Flooding chance45%
Torpedo arming time4.5 s
Torpedo arming distance113 m
Hangar max16
Hangar restore+2 every 82 s, start 16
Recovery time82 s
Squadron consumables
Patrol Fighters
Charges3
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 points25
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.
3.5 km
40 mm Bofors Mk19×2 40mm
40 mm Bofors Mk22×4 40mm
20 mm Oerlikon Mk414×1 20mm
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 74 raw aura damage × 3.5 × 1 hit probability = 259 - the same in-game units as the Close-range AA DPS headline.
259
Range3.5 km
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.95 hit probability = 110 - the same in-game units as the Close-range AA DPS headline.
110
Range2 km
Total DPS in Aura
ƒMedium 259 + Near 110 = 369
369
Maneuverability
Engine power100,000 hp
Maximum speed31.5 kt
Turning circle radius820 m
Rudder shift time11.5 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 = 31.5 / 4 + 4.9 = 12.8 kt. Base value; speed modifiers scale it.
12.8 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.
34.5 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 (28.4 kt of 31.5 kt).
29.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.2 kt of 31.5 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.
44 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.47 km x 0.955 = 11.91 km. Camouflage does not change detectability by air.
12.47 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.47 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.91 km.
11.91 km
Detectability by air8.73 km
Detect when firing (air)
ƒAir detectability 8.73 km + gun-firing bloom 0 km = 8.73 km. The bloom tracks main-battery caliber x 0.020.
8.73 km
Detect when on fire (sea)
ƒSea detectability 12.47 km + 2.0 km while burning = 14.47 km.
14.47 km
Detect when on fire (air)
ƒAir detectability 8.73 km + 3.0 km while burning = 11.73 km.
11.73 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

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 range259
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 9x2 -> 212 DPS @ 3.5 km; 40mm Bofors Mk2 2x4 -> 47 DPS @ 3.5 km; 20mm Oerlikon MK4 14x1 -> 110 DPS @ 2 km.
AA DPS layered by range259 DPS @ 3.5 km, 369 DPS @ 2 km
@ 3.5 km: 212 + 47 = 259; @ 2 km: 212 + 47 + 110 = 369. 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-blank369
212 + 47 + 110 = 369 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1126
212 × 3.5 + 47 × 3.5 + 110 × 2 = 1126. 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
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Ship Charts

Background

A successful light aircraft carrier based on the Cleveland-class cruiser. The ship was well-armored, had a high speed, and carried numerous AA artillery. Small displacement limited the aircraft carrier's hangar capacity.

Armor Beta

Hull HP 39,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel127 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–102 mm)800 (2% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 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)6 mm primary (range 6–127 mm)27,500 (71% of HP)
Overmatched by 127mm+ AP (Nicholas, Fubuki)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 13–51 mm)1,400 (4% of HP)
Overmatched by 305mm+ AP (Indefatigable, Toulon)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel127 mm primary (range 6–127 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.
Superstructure6 mm primary (range 6–127 mm)100 (0% 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).
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 HP11,000 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.

Balance History

Balance updates affecting Independence. Cards are condensed; use each source link for full context.

Nerf ×13Buff ×23Rework ×2Airstrike ×4Torpedo ×7
2025-06-26

Ministry of Balance: Declaration of Changes

  • Increasing accuracy rate while aiming increased by 20%.
  • Chance to hit central circle increased by 15%.
  • Central circle size decreased by 33%.
  • Aircraft HP increased from 1,850 to 1,950.
  • The Powerful AA Defenses ship trait has been replaced with Precise Bombs. This doesn't affect the ship's performance.
Read the full official post
2024-09-05

Ministry of Balance: Season of Change

  • Dive bomber maximum flight range (fuel limit) increased from 31 to 32 km.
  • Maximum bomb damage increased from 5,700 to 5,900.
  • Torpedo strike aiming time reduced from 5.5 to 4.5 seconds.
Read the full official post
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo bombers:
  • Torpedo bomber restoration time increased from 57 to 82 s.
  • Torpedo bomber base speed reduced from 115 to 108 kts.
  • Torpedo arming time increased from 3.33 to 5.5 s.
  • Torpedo damage increased from 6,653 to 7,200.
  • Dive bombers:
  • Dive bomber restoration time increased from 57 to 88 s.
  • Bomb damage increased from 5,500 to 5,700.
  • HE bomb penetration increased from 42.7 to 53.4 mm.
  • Bomb fire-setting chances increased from 24 to 32%.
Read the full official post
2024-05-31

Ministry of Balance: Carriers 2.0 – First Update

  • Dive bombers:
  • Bombs per aircraft reduced from 3 to 2.
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 50 to 35%.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Dive Bombers:
  • Bombs per aircraft increased from 1 to 3.
  • Number of aircraft in squadron increased from 6 to 9.
  • Number of attacking aircraft per strike increased from 2 to 3.
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 25 to 50%.
  • Dive bomber inner and outer dispersion circle size increased.
  • Maximum HP per aircraft reduced from 2,200 to 1,850 (squadron HP increased from 13,200 to 16,650).
  • Base speed increased from 115 to 127 knots.
  • Maximum flight range set to 31 kilometers.
  • Maximum & starting hangar aircraft increased from 16 to 18.
  • Aircraft restoration time reduced from 65 to 57 seconds.
  • Aircraft restored increased from 1 to 3.
  • Bomb damage reduced from 15,500 to 5,500.
  • HE bomb penetration reduced from 53.4 to 42.7 mm.
  • Bomb fire-setting chances reduced from 40 to 24%.
  • Torpedo Bombers:
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 2,550 to 1,700 (squadron HP reduced from 15,300 to 13,600).
  • Base speed increased from 105 to 115 knots.
  • Maximum flight range set to 29 kilometers.
  • Maximum & starting hangar aircraft increased from 12 to 16.
  • Aircraft restoration time reduced from 67 to 57 seconds.
  • Aircraft restored increased from 1 to 2.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 13.7 to 12.5 km; air detectability range changed from 10.9 to 8.7 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Independence can equip.

  • Independence 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.