World of Warships: Legends ship guide

Repulse

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 31.7 kn…
  • Avoid: Using the 31.7-kn speed to push rather than to rotate
Key characteristics
381 mm overmatch2 sigma accuracyImproved HE penEngine BoostSlow acceleration
Community Data

Repulse Community Stats

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Playstyle

Overview

Repulse is a Tier V British fast battleship at 31.7 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. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best sigma in T5 BBs (2) and best engine power in T5 BBs (119,025 HP).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 31.7 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.

Potato Avoidance

Using the 31.7-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

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/24 T5 BBs.

Tight grouping

Sigma 2.0, best of T5 BBs. More shells land near aim.

Fast turret traverse

6.0°/s turret traverse, best of T5 BBs. Tracks fast-rotating targets peers can't keep up with.

Fast for the class

31.7 kt, best of T5 BBs. Lets you rotate flanks or escape disengagements.

Long Engine Boost

180.0 s Engine Boost duration, best of T5 BBs.

Slow acceleration

~9.51 s to max forward speed, worst of T5 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 Repulse

Repulse is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Doubloons.

Official WG availability sources
  • Through the Spy Glass: Repulse Ship feature / release Start: 2023-08-17 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Resistance Ship feature / release Start: 2023-10-12 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Legendary Birthday in Piñata Style 5,000 Doubloons 2025-08-01 Tier V default; exact price not in source

Builds Beta

Favor main-battery reload and shell grouping. The official guidance calls out Paolo di Revel for reload and Angelo Iachino for improved grouping against battleships, cruisers, and destroyers.

Open in Build Tool →

Commanders frequently paired with this ship Angelo IachinoPaolo di Revel

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Repulse sits among Tier V BBs (24 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 speed31.7 kt (1/24) BestMain battery reload23.4 s (1/24) BestSigma2 (1 of 5 tied) Top 10%Traverse-to-turn ratio5.52 × (2/24) Top 10%Main dispersion183 m (3/24) Top 10%Engine power119,025 hp (2/24) Top 10%Power-to-weight3.11 hp/t (3/24) Top 25%Main battery caliber381 mm (5/24) Top 25%Main battery range16.07 km (7/24) Top 25%Turn-speed retention138.4 hp/m (5/24) Bottom 25%Fires per minute5.23 (22/24) Bottom 25%HE DPM81,538 (20/24) Bottom 25%AP fuse timer0.01 s (21/24) Bottom 25%AP arming threshold64 mm (20/24) Bottom 25%AA range3.5 km (21/24) Bottom 25%AA threat451 (19/24) Bottom 10%AP DPM175,385 (23/24) Bottom 10%Secondary fire chance6% (22/23) Bottom 10%Max armor254 mm (23/24) WorstSecondary DPM (per side)135,000 (24/24) WorstHE alpha1,500 (23/23) WorstSecondary HE pen17 mm (23/23) WorstAP velocity731.5 m/s (1 of 3 tied) WorstHE velocity731.5 m/s (1 of 4 tied) WorstAcceleration9.51 s (24/24) WorstCitadel belt146 mm (24/24) WorstEnd plates16 mm (24/24 / 24/24) WorstDeck armor76 mm (1 of 9 tied)
See 14 mid-pack stats

Not standouts for Repulse -- 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 points56,100 HP(8/24) Concealment14.23 km(9/24) Air detection11.38 km(9/24) Rudder shift18.8 s(17/24) HE shell damage5,300(11/24) HE fire chance34%(9/24) Displacement38,300 t(16/24) AA DPS190(12/24) Repair charges3(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormSecondary range4 km(16 of 24 tied at this value) NormRepair heal rate0.5 %/s(22 of 24 tied at this value)

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

Repair 3Engine BoostFighter
Survivability
Hit Points56,100
Displacement38,300 t
Armor range16–254 mm
Plate armor thicknesses16, 25, 26, 38, 40, 51, 63, 76, 89, 102, 108, 127, 146, 152, 178, 229, 254 mm
Armor material/layer entries74
Fire resistance23.3%
Fire duration60 s
Torp Reduction16%
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.
28,100
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.
16,800
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels3 mounts / 6 barrels
Reload time26 s
Firing range16.1 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 = (16070/30·(10−1.6)/1000 + 1.6)·30 = 183 m
183 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 183 × 0.6 = 109.8 m
109.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 183 × 0.32 (σ=2) = 58.5 m
58.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.8 × 0.32 (σ=2) = 35.1 m
35.1 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ6 broadside guns x 60 / 26 s base reload = 13.8.
13.8
HE shells
HE Damage5,300
HE Velocity731.5 m/s
Fire Chance34%
HE penetration
ƒ95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ5,300 HE damage x 6 broadside guns = 31,800.
31,800
Base HE DPM
ƒ31,800 HE full-salvo alpha x 60 / 26 s base reload = 73,385.
73,385
Base fires/min
ƒ6 HE shells x 60 / 26 s reload x 34% fire chance = 4.71.
4.71
AP shells
AP Damage11,400
AP Velocity731.5 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 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 × 2190 × 879^0.69 × 0.381^-1.07 × 731.5^1.38 = 592.7 mm. Matches the in-game spec card.
592.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.1 km), where the shell has slowed to 461.1 m/s: 1e-7 × 2190 × 879^0.69 × 0.381^-1.07 × 461.1^1.38 = 313.5 mm.
313.5 mm
AP full-salvo alpha
ƒ11,400 AP damage x 6 broadside guns = 68,400.
68,400
Base AP DPM
ƒ68,400 AP full-salvo alpha x 60 / 26 s base reload = 157,846.
157,846
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.
90
AA Defense
AA mount points15
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (41×3.5×0.75) + (7×3.5×0.7) + (18×3.5×0.7) + (8×3.5×0.75) = 190. 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.
190
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm Vickers 2-pdr. Mk VIII2×8 40mm
40 mm/39 QF Mark VIII1×8 40mm
20 mm Oerlikon Mk IV8×1 20mm
12.7 mm Mk III2×4 13mm
12.7 mm Mk III2×4 13mm
102 mm/45 Mk V (DP)6×1 102mm
Far aura
DPS
ƒIncludes 8 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
8
Range3.5 km
Medium aura
DPS41
Range2.5 km
Total DPS in Aura
ƒFar 8 + Medium 41 = 49
49
Outer Near aura
DPS18
Range2 km
Total DPS in Aura
ƒFar 8 + Medium 41 + Outer Near 18 = 67
67
Inner Near aura
DPS7
Range1.2 km
Total DPS in Aura
ƒFar 8 + Medium 41 + Outer Near 18 + Inner Near 7 = 74
74
S
Secondary Battery
Mounts9
Firing range4.0 km
Shell Grouping (σ)1
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 km
ƒ4 km × 57 + 30 = 258 m.
258 m
102 mm/45 Mk V (×6)
Caliber102 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
102 mm/45 BL Mk IX in T.I. Mk I (×3)
Caliber102 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity800 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 119,025 hp
Engine power119,025 hp
Maximum speed31.7 kt
Turning circle radius860 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.5× slow
Concealment
Detectability by sea14.23 km
Detectability by air11.38 km
Smoke firing penalty13.04 km
Detect after firing main guns14.23 km
Detect Fire Sea16.23 km
Detect Fire Air14.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 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
Engine Boost3 charges · 90 s reload · 180 s active · +8% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse6 → 5 °/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 Disp183 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16070/30·(10−1.6)/1000 + 1.6)·30 = 183 m
Max Vert Disp109.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 183 × 0.6 = 109.8 m
Med Horiz Disp58.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 183 × 0.32 (σ=2) = 58.5 m
Med Vert Disp35.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.8 × 0.32 (σ=2) = 35.1 m
AP Pen Close592.7 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 × 2190 × 879^0.69 × 0.381^-1.07 × 731.5^1.38 = 592.7 mm. Matches the in-game spec card.
AP Pen Far313.5 mm
Same formula at the ship's max firing range (20.1 km), where the shell has slowed to 461.1 m/s: 1e-7 × 2190 × 879^0.69 × 0.381^-1.07 × 461.1^1.38 = 313.5 mm.
HE penetration95 mm
95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha31,800
5,300 HE damage x 6 broadside guns = 31,800.
AP full-salvo alpha68,400
11,400 AP damage x 6 broadside guns = 68,400.
Base HE DPM73,385
31,800 HE full-salvo alpha x 60 / 26 s base reload = 73,385.
Base AP DPM157,846
68,400 AP full-salvo alpha x 60 / 26 s base reload = 157,846.
Base shells/min13.8
6 broadside guns x 60 / 26 s base reload = 13.8.
Base fires/min4.71
6 HE shells x 60 / 26 s reload x 34% fire chance = 4.71.

AA defense

Close-range AA DPS190
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (41×3.5×0.75) + (7×3.5×0.7) + (18×3.5×0.7) + (8×3.5×0.75) = 190. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index451
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 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)135,000
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: 6×1 102 mm (3/side) × 60/4 × 1500 = 67,500 + 3×3 102 mm (4.5/side) × 60/6 × 1500 = 67,500. 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 56,100, 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
Bow16 mm primary (range 16–152 mm)2,900 (5% of HP)
Overmatched by 283mm+ (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)38 mm primary (range 16–229 mm)42,100 (75% of HP)
No common 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.
Stern16 mm primary (range 16–108 mm)1,100 (2% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel146 mm primary (range 16–146 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure76 mm primary (range 76–254 mm)3,800 (7% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP28,100 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 HP16,800 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 Repulse can equip, from in-game data.

  • Repulse 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.