World of Warships: Legends ship guide

Indomitable

Also called: 不挠 Beta
U.K. · Tier VII · Aircraft Carrier · Premium
Skip-bomber carrierSkip HE bombs into hulls; hunt distracted targets, avoid AA.
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
Fire bombsTough planesHeavy bombsStrong torpedo beltThick deck armorUnderpowered engine
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Community Data

Indomitable Community Stats

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Playstyle

Overview

Indomitable is the premium Tier VII British carrier whose HE dive bombers hit hard for up to 17,500 per drop, so impact comes from picking targets and landing bomb runs rather than volume saturation. Her planes are tough enough to push strikes through contested AA. Each squadron flies 6 planes and they come back 42.5 s apiece, so losing a full wave costs 255 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 14 km and run at 30.5 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. She is genuinely evasive in both phases of a turn, answering the helm in 13.1 s and carving a 970 m circle, so you can break a salvo and still be where you meant to go.

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 85 s at best, and your most fragile squadron flies at 2,700 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

ELITE AIRCRAFT
  • Heavy bombs · 17500 damage
  • Tough planes · 2700 HP
ELITE ARMOR
  • Strong torpedo belt · 28%
  • Thick deck · 76 mm
  • Heavy armor deck
  • Torpedo belt specialist
Underpowered engine

111000 hp engine, bottom quartile of T7 CVs. Less headroom for re-accelerating from a stop and holding speed through turns.

Acquisition

How to get Indomitable

Indomitable is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Global XP.

Official WG availability sources

Builds

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

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Cohort position

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Where Indomitable sits among Tier VII CVs (11 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.

BestRudder shift13.1 s (1 of 5 tied) BestDeck armor76 mm (1/11) BestBomb damage17,500 (1/12) Top 25%Turning circle970 m (3/12) Top 25%Displacement29,730 t (3/12) Top 25%Bomb fire chance40% (3/9) Top 25%Plane HP2,700 HP (3/12) Bottom 25%Max speed30.5 kt (11/12) Bottom 25%Turn-speed retention114.4 hp/m (11/12) Bottom 25%Power-to-weight3.73 hp/t (11/12) WorstSecondary HE pen19 mm (1 of 3 tied) WorstEngine power111,000 hp (1 of 2 tied) WorstFlak per wave (expected)1,400 (1 of 3 tied) WorstHangar capacity12 (1 of 4 tied) WorstSquadron size6 (1 of 4 tied)
See 20 mid-pack stats

Not standouts for Indomitable -- 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.

Hit points51,400 HP(9/12) Concealment14.03 km(7/12) Air detection10.02 km(8/12) Secondary DPM (per side)163,200(6/11) Secondary HE alpha1,700(9/11) Secondary fire chance8%(5/11) Acceleration34.6 s(9/12) AA DPS685(5/12) AA range5 km(5/12) AA threat1,834(7/12) Max armor114 mm(7/12) Citadel belt114 mm(7/11) Bow armor21 mm(4/11) Stern armor21 mm(5/11) Bomb penetration51 mm(4/9) Squadron HP16,800 HP(9/12) Squadron restore time85 s(7/12) Deck HP25,700 HP(9/12) NormSecondary dispersion bracket57(7 of 11 tied at this value) NormSecondary range4.5 km(7 of 11 tied at this value)
Survivability
Hit Points51,400
Displacement29,730 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
228.5 x 35 m
Armor range13–114 mm
Plate armor thicknesses13, 19, 21, 25, 30, 38, 40, 51, 64, 76, 114 mm
Armor material/layer entries62
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
36.6%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.4% of max HP per second for the full 60 s, so one unattended fire burns 24% of the pool (12,336 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 30 s duration, so one unattended flood costs 7.5% of the pool (3,855 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
28%
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.
15,400
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Squadrons
Total plane capacity75
Flight deck HP25,700
Hangar HP25,700
Dive bomber
Plane HP2,800
Cruising speed177 kt
OrdnanceHE bomb, 4,700 dmg
Fire chance27%
Bomb penetration32.7 mm
Hangar max12
Hangar restore+2 every 100 s, start 12
Recovery time100 s
Skip bomber
Plane HP2,700
Cruising speed177 kt
OrdnanceHE skip bomb, 17,500 dmg
Fire chance40%
Bomb penetration51 mm
Hangar max12
Hangar restore+2 every 85 s, start 12
Recovery time85 s
Squadron consumables
Patrol Fighters
Charges4
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 points47
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 VII6×4 40mm
40 mm/56 OQF Mk.1/24×2 40mm
20 mm Oerlikon Mk IV16×1 20mm
20 mm Oerlikon Mk V21×2 20mm
114 mm/45 Mark II BD (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 114mm
Far aura
Guns114 mm/45 Mark II BD (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 88 from dual-purpose secondaries firing as AA in this range band.
88
Range5 km
Outer Medium aura
Guns40 mm/56 OQF Mk.1/2
Continuous DPS
ƒEffective DPS: 24 raw aura damage × 3.5 × 1 hit probability = 84 - the same in-game units as the Close-range AA DPS headline.
84
Range3.5 km
Total DPS in Aura
ƒFar 88 + Outer Medium 84 = 172
172
Inner Medium aura
Guns40 mm Vickers 2-pdr. Mk VII
Continuous DPS
ƒEffective DPS: 42 raw aura damage × 3.5 × 1 hit probability = 147 - the same in-game units as the Close-range AA DPS headline.
147
Range2.5 km
Total DPS in Aura
ƒFar 88 + Outer Medium 84 + Inner Medium 147 = 319
319
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 110 raw aura damage × 3.5 × 0.95 hit probability = 366 - the same in-game units as the Close-range AA DPS headline.
366
Range2 km
Total DPS in Aura
ƒFar 88 + Outer Medium 84 + Inner Medium 147 + Near 366 = 685
685
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves 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
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
114 mm/45 Mark II BD (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 114mm
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
HE Pen19 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power111,000 hp
Maximum speed30.5 kt
Turning circle radius970 m
Rudder shift time13.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30.5 / 4 + 4.9 = 12.5 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.5 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
40.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.4 kt of 30.5 kt), from our in-house acceleration model.
34.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.2 kt of 30.5 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.
55.2 s
Concealment
Detectability by sea14.03 km
Detectability by air10.02 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (0 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.02 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
16.03 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
13.02 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

See all derived stats

Show

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

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.

AA defense

AA DPS at max range88
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 6x4 -> 147 DPS @ 2.5 km; 40mm Bofors Mk1 4x2 -> 84 DPS @ 3.5 km; 20mm Oerlikon MK4 16x1 -> 158 DPS @ 2 km; 20mm Oerlikon MK V 21x2 -> 208 DPS @ 2 km; 114mm 45 MKIII 8x2 -> 88 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range88 DPS @ 5 km, 172 DPS @ 3.5 km, 319 DPS @ 2.5 km, 685 DPS @ 2 km
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-blank685
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1834
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)163,200
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: 8×2 114 mm (8/side) × 60/5 × 1700 = 163,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 114 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 114 mm family.
Max HE pen19 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: 19 mm from the 114 mm family.

Armor Beta

Hull HP 51,400, 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.

Bow & stern21 mm

Overmatched by 133+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel114 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow21 mm primary (range 21–40 mm)2,000 (4% of HP)
Overmatched by 305mm+ AP (Toulon, Cherbourg)Angle bounces 283mm21 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)38 mm primary (range 19–76 mm)38,600 (75% of HP)
No common AP caliber overmatches38 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern21 mm primary (range 21–76 mm)1,300 (3% of HP)
Overmatched by 305mm+ AP (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 13–114 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.
Superstructure13 mm primary (range 13–114 mm)600 (1% 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).
Secondary mount (114 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 HP15,400 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Indomitable 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.