World of Warships: Legends ship guide

Resistance

Beta
Fast battleshipUse speed to flank and trade from angles; reposition between salvos.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 29.9 kn…
  • Avoid: Using the 29.9-kn speed to push rather than to rotate
Key characteristics
Long torps (11 km)2.1 sigma accuracyStealthy (14.1 km)SonarThin armor
Community Data

Resistance Community Stats

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Playstyle

Overview

Resistance is a Tier VI British torpedo-equipped battleship: she carries deck torpedoes reaching 10.5 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. Standout traits: best sigma in T6 BBs (2.1).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 29.9 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 29.9-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

Tight grouping

Sigma 2.1, best of T6 BBs. More shells land near aim.

Heavy torpedoes

15867.0 damage per torpedo, best of T6 BBs.

Long-range torps

10.51 km torpedo range, best of T6 BBs.

Best-in-class stealth

14.07 km surface detect, top decile of T6 BBs. Stays dark longer.

Thin armor

229.0 mm max plate, bottom decile of T6 BBs. Citadel windows open against peer-tier guns.

Light secondaries

81600.0 secondary DPM (theoretical), bottom decile of T6 BBs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Resistance

Resistance 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

  • Anniversary '24 British Crate 1% Tier VI Premium ship Event containers · Anniversary '24 British Crate
  • Santa Level 5 0.486111% Tier VI Premium ship Event containers · Santa Level 5 · 1 of 36 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 14 containers (11 more)
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Santa Level 4 0.1875% Tier VI Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 36 ships
    Show 2 paths
    • Santa Level 40.138889%
    • Santa Level 4 → Santa Level 50.048611%
  • Santa Level 3 0.135764% Tier VI Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Santa Level 30.083333%
    • Santa Level 3 → Santa Level 50.024306%
    • Santa Level 3 → Santa Level 40.020833%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Santa Level 2 0.057517% Tier VI Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 36 ships
    Show 7 paths
    • Santa Level 20.027778%
    • Santa Level 2 → Santa Level 30.0125%
    • Santa Level 2 → Santa Level 40.006944%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Champion's Box 0.027153% Tier VI Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.016667%
    • Champion's Box → Santa Level 3 → Santa Level 50.004861%
    • Champion's Box → Santa Level 3 → Santa Level 40.004167%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
  • Santa Level 1 0.014065% Tier VI Premium ship Event containers · Santa Level 1 · 10 paths combined · 1 of 36 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004167%
    • Santa Level 1 → Santa Level 20.004167%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
    • Santa Level 10.000056%
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • 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.
Show direct source rows

Builds Beta

Build for accurate, mobile battlecruiser pressure: main-battery consistency, reload, concealment, and survivability. Her official guidance emphasizes improved grouping, reload, torpedoes, stealth, and a consumable setup around Repair Party, Enhanced Secondary Targeting, and Engine Boost.

Open in Build Tool →

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Cohort position

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Where Resistance sits among Tier VI BBs (27 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.

BestConcealment14.07 km (1/27) BestSigma2.1 (1/27) BestTorpedo range10.51 km (1/5) BestTorpedo damage15,867 (1 of 2 tied) Top 10%Air detection11.26 km (2/27) Top 10%Main battery reload21.6 s (3/27) Top 10%Main dispersion180.6 m (3/27) Top 25%Displacement37,600 t (5/27) Top 25%Power-to-weight3.19 hp/t (7/27) Bottom 25%Traverse-to-turn ratio3.81 × (23/27) Bottom 25%HE DPM89,167 (23/27) Bottom 25%HE alpha1,700 (24/26) Bottom 25%AP velocity732 m/s (25/27) Bottom 25%HE velocity732 m/s (25/27) Bottom 25%AP fuse timer0.01 s (23/27) Bottom 25%Citadel belt229 mm (24/26) Bottom 25%Deck armor76 mm (23/26) Bottom 10%Main battery range15.78 km (26/27) Bottom 10%Secondary HE pen19 mm (25/26) WorstSecondary DPM (per side)81,600 (27/27) WorstMax armor229 mm (27/27)
See 27 mid-pack stats

Not standouts for Resistance -- 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 points59,000 HP(18/27) Max speed29.9 kt(8/27) Rudder shift18.7 s(11/27) Main battery caliber381 mm(13/27) HE shell damage5,350(15/27) HE fire chance34%(15/27) Fires per minute5.67(20/27) AP shell damage12,000(9/27) AP DPM200,000(21/27) Secondary fire chance8%(17/26) Acceleration8.5 s(16/27) AP arming threshold64 mm(15/27) Engine power120,000 hp(8/27) Turn-speed retention142.9 hp/m(11/27) Secondary range5 km(15/27) AA DPS454(10/27) AA range5 km(11/27) AA threat1,050(14/27) Torpedo speed61 kt(3/5) Torpedo reload95 s(3/5) Repair charges3(13/27) Bow armor26 mm(11/26) Stern armor26 mm(11/26) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP ricochet start45°(24 of 27 tied at this value) NormAP auto-bounce angle60°(24 of 27 tied at this value) NormRepair heal rate0.5 %/s(17 of 27 tied at this value)

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

Sonar 4.67 kmRepair 3Def-AAEngine Boost
Survivability
Hit Points59,000
Displacement37,600 t
Armor range16–229 mm
Plate armor thicknesses16, 19, 26, 29, 38, 40, 45, 51, 63, 70, 76, 89, 95, 102, 127, 152, 178, 229 mm
Armor material/layer entries82
Fire resistance30%
Fire duration60 s
Torp Reduction13%
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.
29,500
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.
17,700
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels3 mounts / 6 barrels
Reload time24 s
Firing range15.8 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15780/30·(10−1.6)/1000 + 1.6)·30 = 180.6 m
180.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 180.6 × 0.6 = 108.3 m
108.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 180.6 × 0.308 (σ=2.1) = 55.6 m
55.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 108.3 × 0.308 (σ=2.1) = 33.4 m
33.4 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ6 broadside guns x 60 / 24 s base reload = 15.
15
HE shells
HE Damage5,350
HE Velocity732 m/s
Fire Chance34%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,350 HE damage x 6 broadside guns = 32,100.
32,100
Base HE DPM
ƒ32,100 HE full-salvo alpha x 60 / 24 s base reload = 80,250.
80,250
Base fires/min
ƒ6 HE shells x 60 / 24 s reload x 34% fire chance = 5.1.
5.1
AP shells
AP Damage12,000
AP Velocity732 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 × 2330 × 879^0.69 × 0.381^-1.07 × 732^1.38 = 631.2 mm. Matches the in-game spec card.
631.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.7 km), where the shell has slowed to 463.7 m/s: 1e-7 × 2330 × 879^0.69 × 0.381^-1.07 × 463.7^1.38 = 336.1 mm.
336.1 mm
AP full-salvo alpha
ƒ12,000 AP damage x 6 broadside guns = 72,000.
72,000
Base AP DPM
ƒ72,000 AP full-salvo alpha x 60 / 24 s base reload = 180,000.
180,000
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.
90
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes8 launchers × 1 tubes = 8 tubes
Reload time95 s
Projectile speed61 kt
Range10.51 km
Maximum simulated damage14,767 (est.)
Alpha damage44,300
Torpedo detectability1.3 km
Torpedo launcher traverse12 °/s
Torp Turn15 s
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
59,068
AA Defense
AA mount points50
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.75) + (138×3.5×0.7) + (13×3.5×0.75) = 454. 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.
454
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/39 QF Mark VII2×4 40mm
40 mm/39 QF Mark VIII1×8 40mm
40 mm/39 Vickers QF Mk.VII1×4 40mm
20 mm Oerlikon Mk IV19×1 20mm
20 mm Oerlikon Mk V20×2 20mm
20 mm Oerlikon Mk.IIIA7×1 20mm
114 mm/45 Mark II BD (DP)4×2 114mm
Far aura
DPS
ƒIncludes 13 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
13
Range5 km
Medium aura
DPS31
Range2.5 km
Total DPS in Aura
ƒFar 13 + Medium 31 = 44
44
Near aura
DPS138
Range2 km
Total DPS in Aura
ƒFar 13 + Medium 31 + Near 138 = 182
182
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 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: 120,000 hp
Engine power120,000 hp
Maximum speed29.9 kt
Turning circle radius840 m
Engine power multiplier speed threshold21.9 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea14.07 km
Detectability by air11.26 km
Smoke firing penalty12.91 km
Detect after firing main guns14.07 km
Detect Fire Sea16.07 km
Detect Fire Air14.26 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
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
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 traverse4 → 5 °/s

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 (σ)2.1
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp180.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15780/30·(10−1.6)/1000 + 1.6)·30 = 180.6 m
Max Vert Disp108.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 180.6 × 0.6 = 108.3 m
Med Horiz Disp55.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 180.6 × 0.308 (σ=2.1) = 55.6 m
Med Vert Disp33.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 108.3 × 0.308 (σ=2.1) = 33.4 m
AP Pen Close631.2 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 × 2330 × 879^0.69 × 0.381^-1.07 × 732^1.38 = 631.2 mm. Matches the in-game spec card.
AP Pen Far336.1 mm
Same formula at the ship's max firing range (19.7 km), where the shell has slowed to 463.7 m/s: 1e-7 × 2330 × 879^0.69 × 0.381^-1.07 × 463.7^1.38 = 336.1 mm.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha32,100
5,350 HE damage x 6 broadside guns = 32,100.
AP full-salvo alpha72,000
12,000 AP damage x 6 broadside guns = 72,000.
Base HE DPM80,250
32,100 HE full-salvo alpha x 60 / 24 s base reload = 80,250.
Base AP DPM180,000
72,000 AP full-salvo alpha x 60 / 24 s base reload = 180,000.
Base shells/min15
6 broadside guns x 60 / 24 s base reload = 15.
Base fires/min5.1
6 HE shells x 60 / 24 s reload x 34% fire chance = 5.1.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range66.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
8 launchers x 1 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage118,136
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage59,068
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS454
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.75) + (138×3.5×0.7) + (13×3.5×0.75) = 454. 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 index1050
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)81,600
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: 4×2 114 mm (4/side) × 60/5 × 1700 = 81,600. 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

Hull HP 59,000, 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
Bow26 mm primary (range 19–178 mm)3,000 (5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–229 mm)44,300 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–102 mm)1,100 (2% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 19–229 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).
Superstructure16 mm primary (range 16–76 mm)4,200 (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 HP29,500 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 (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 HP17,700 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.

Balance History

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

Buff ×10Main Battery ×1
2024-04-25

Ministry of Balance: Old Gold

  • Resistance's hull plating leaves much to be desired at Tier VI, so we're increasing it to match the standards of the tier.
  • Bow and stern plating increased from 16 to 26 mm.
Read the full official post
2024-03-21

Ministry of Balance: Spring Changes

  • Main Battery AP shell damage increased from 11,350 to 12,000.
  • Ship HP increased from 55,200 to 59,000.
  • Bow HP increased from 2,800 to 3,000.
  • Hull HP increased from 41,400 to 44,300.
  • Magazine HP increased from 27,600 to 29,500.
  • Steering Gear HP increased from 16,600 to 17,700.
  • Superstructure HP increased from 4,000 to 4,200.
  • Casemate HP increased from 8,700 to 9,300.
  • Engine HP increased from 55,200 to 59,000.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Resistance 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.