Ark Royal
Also called: 皇家方舟 Beta- 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
On this page
Ark Royal Community Stats
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Ark Royal Community Stats
Record History
Playstyle
Overview
Ark Royal is the Tier V British carrier built on volume: squadrons of up to 18 planes saturate targets with HE bombs, trading per-bomb penetration for area coverage that stacks fires and chips groups of ships. The kit wins through attrition and waves rather than single-target alpha.
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 13.1 km and run at 31 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. With 12.8 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
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. Reserves refill in 32 s per aircraft at best, the quickest in the cohort, so you can spend planes others cannot - but your thinnest-skinned squadron flies at 1,900 HP and decides how much of each wave comes home.
Signature Traits
- Strong torpedo belt · 25%
- Thick deck · 89 mm
- Heavy armor deck
- Torpedo belt specialist
5 km AA reach, best of T5 CVs.
32 s to restore one plane, top quartile of T5 CVs. Reserves refill faster between sorties.
13.1 km surface detect, worst of T5 CVs. Visible before you can react; position early.
3700 damage per bomb, bottom quartile of T5 CVs. Drops chip rather than punish.
How to get Ark Royal
Ark Royal 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
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Halloween '22
0.5%
V Ark Royal
Event · Halloween '22
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Champion's Box
0.1%
V Ark Royal
Archived · Champion's Box → Halloween '22
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Ultimate Crate
0.05%
V Ark Royal
Archived · Ultimate Crate → Halloween '22
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: Ark Royal Ship feature / release Start: 2022-10-17 · 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: HMS Cossack '38 Ship feature / release Start: 2022-10-31 · 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
- Halloween '22 0.5% · V Ark Royal
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.
Denis Boyd
WG officialWG official build from Through the Spy Glass: Ark Royal.
Source: Through the Spy Glass: Ark Royal
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 Ark Royal 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.
See 16 mid-pack stats
Not standouts for Ark Royal -- 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.
Peers in this cohort
Compare Tier V Aircraft CarriersStats & specs
Customize in the Build Tool →ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 98 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 67 raw aura damage × 3.5 × 1 hit probability = 234 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 98 + Medium 234 = 332ƒ
Effective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 98 + Medium 234 + Near 37 = 369ƒ
Each ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 180 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every 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.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The 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.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.ƒ
top speed / 4 + 4.9 = 31 / 4 + 4.9 = 12.7 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.ƒ
Seconds 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (27.9 kt of 31 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (30.7 kt of 31 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.ƒ
Air 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.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
See all derived stats
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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
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 6x8 -> 235 DPS @ 2.5 km; 12mm62 HI 8x4 -> 37 DPS @ 1.2 km; 4 5in45 Mark III UD 8x2 -> 98 DPS @ 5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).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.4.5 km × 57 + 30 = 286.5 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: 8×2 113 mm (8/side) × 60/5 × 1600 = 153,600. 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: 1600 from the 113 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 113 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: 19 mm from the 113 mm family.Armor Beta
Hull HP 44,500, 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.
Overmatched by 90+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–30 mm) | 1,400 (3% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 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) | 19 mm primary (range 16–64 mm) | 33,400 (75% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–64 mm) | 1,500 (3% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 114 mm primary (range 19–114 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. |
| Superstructure | 10 mm primary (range 10–89 mm) | 200 (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). |
| Secondary mount (113 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 | 13,400 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.
Ship Charts
Balance History
Balance updates affecting Ark Royal. Cards are condensed; use each source link for full context.
Ministry of Balance: New Horizons, Greater Heights
- The Feeble Aircraft ship trait has been replaced with Tough Aircraft. This doesn't affect the ship's performance.
Ministry of Balance: Aerial Adjustments
- Torpedo.
- Torpedo bomber restoration time increased from 20 to 33 s.
- Dive bomber restoration time increased from 28 to 32 s.
- Dive bomber base speed increased from 132 to 140 kts.
- Bomb damage increased from 3,200 to 3,700.
Ministry of Balance: Carriers 2.0 – First Wave
- Maximum HP per aircraft reduced from 2,000 to 1,900 (squadron HP reduced from 18,000 to 17,100).
- Base speed increased from 120 to 132 knots.
- Maximum flight range set to 29 kilometers.
- Bomb damage increased from 3,000 to 3,200.
- Bomb fire-setting chances increased from 20 to 22%.
- Starting hangar aircraft reduced from 18 to 14.
- Aircraft restoration time reduced from 67 to 28 seconds.
- Torpedo Bombers:
- Maximum flight range set to 27 kilometers.
- Torpedo damage increased from 3,800 to 4,300.
- +1 more official change line in the source post.
Anniversary Update: Summer Waves
- This ship has been infamous for her ability to deal damage to everything at her tier. Now, it’s time to change things.
- HE Bomb penetration reduced from 32.7 to 19.1 mm.
- HE Bomb damage reduced from 3,750 to 3,000.
- HE Bomb fire chance reduced from 25% to 20% reduced.
- Torpedo Bombers.
- Torpedo damage reduced from 5,300 to 3,800 reduced.
Skins & permanent camouflages
Every custom exterior Ark Royal can equip, from in-game data.
DefaultThe ship’s standard exterior
Royal skin for Ark RoyalRoyal
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.
