Repulse
Beta- 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
Repulse Community Stats
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Repulse Community Stats
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
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.
Sigma 2.0, best of T5 BBs. More shells land near aim.
6.0°/s turret traverse, best of T5 BBs. Tracks fast-rotating targets peers can't keep up with.
31.7 kt, best of T5 BBs. Lets you rotate flanks or escape disengagements.
180.0 s Engine Boost duration, best of T5 BBs.
~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.)
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.
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 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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16070/30·(10−1.6)/1000 + 1.6)·30 = 183 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 183 × 0.6 = 109.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 183 × 0.32 (σ=2) = 58.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.8 × 0.32 (σ=2) = 35.1 mƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
6 broadside guns x 60 / 26 s base reload = 13.8.HE shells
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95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
5,300 HE damage x 6 broadside guns = 31,800.ƒ
31,800 HE full-salvo alpha x 60 / 26 s base reload = 73,385.ƒ
6 HE shells x 60 / 26 s reload x 34% fire chance = 4.71.AP shells
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floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
11,400 AP damage x 6 broadside guns = 68,400.ƒ
68,400 AP full-salvo alpha x 60 / 26 s base reload = 157,846.ƒ
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.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 8 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 8 + Medium 41 = 49ƒ
Far 8 + Medium 41 + Outer Near 18 = 67ƒ
Far 8 + Medium 41 + Outer Near 18 + Inner Near 7 = 74ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.Show 1 more gun family
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
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
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16070/30·(10−1.6)/1000 + 1.6)·30 = 183 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 183 × 0.6 = 109.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 183 × 0.32 (σ=2) = 58.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.8 × 0.32 (σ=2) = 35.1 mCanonical 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.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.95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).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.floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.5,300 HE damage x 6 broadside guns = 31,800.11,400 AP damage x 6 broadside guns = 68,400.31,800 HE full-salvo alpha x 60 / 26 s base reload = 73,385.68,400 AP full-salvo alpha x 60 / 26 s base reload = 157,846.6 broadside guns x 60 / 26 s base reload = 13.8.6 HE shells x 60 / 26 s reload x 34% fire chance = 4.71.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.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.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 |
|---|---|---|---|---|
| Bow | 16 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. |
| Stern | 16 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. |
| Citadel | 146 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). |
| Superstructure | 76 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 HP | 28,100 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 16,800 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Repulse can equip, from in-game data.
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.
