World of Warships: Legends ship guide

Furious

Also called: 暴怒 Beta
Carpet bomber carrierBig squadrons saturate with HE; attrition over single-target alpha.
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
Big squadronsTough planesHeavy secondary DPMLong-reach AASlow squadron restore
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Community Data

Furious Community Stats

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Playstyle

Overview

Furious 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 12.8 km and run at 31.5 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. A 1,070 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

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 270 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

Tough planes

2700 HP per plane (weakest squadron), best of T5 CVs. Strikes survive AA pushes that thin peers' squadrons.

Heavy secondary DPM

180000 secondary DPM per side, best of T5 CVs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Long-reach AA

5 km AA reach, best of T5 CVs.

MIXED AIRCRAFT
  • Slow squadron restore · 270 s
  • Short air-torp range · 2.4 km
Acquisition

How to get Furious

Furious is available in the Armored Carriers branch of the U.K. Tech Tree for 6,400,000 credits after researching it in the branch. Known module upgrades cost up to 1,610,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Furious sits in the Armored Carriers branch. The highlighted path shows the local branch context inside the full U.K. tree.

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 Furious 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.

BestSecondary DPM (per side)180,000 (1/7) BestAA range5 km (1 of 4 tied) BestAir torpedo stealth1.1 km (1 of 3 tied) BestPlane HP2,700 HP (1/8) Top 25%Hit points44,100 HP (3/8) Top 25%Max speed31.5 kt (3/8) Top 25%AA DPS455 (2/8) Top 25%AA threat1,255 (3/8) Top 25%Deck HP22,100 HP (3/8) Bottom 25%Acceleration36.4 s (7/8) Bottom 25%Displacement26,900 t (7/8) Bottom 25%Power-to-weight3.35 hp/t (7/8) WorstTurning circle1,070 m (8/8) WorstAir torpedo range2.4 km (8/8) WorstAir torpedo speed35 kn (1 of 2 tied) WorstSquadron restore time270 s (8/8)
See 21 mid-pack stats

Not standouts for Furious -- 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.

Concealment12.77 km(5/8) Air detection8.94 km(5/8) Rudder shift12.6 s(6/8) Secondary HE alpha1,500(5/7) Secondary fire chance6%(5/7) Secondary HE pen17 mm(6/7) Engine power90,000 hp(5/8) Turn-speed retention84.1 hp/m(6/8) Flak per wave (expected)850(5/6) Max armor76 mm(5/8) Citadel belt76 mm(4/8) Bow armor19 mm(4/8) Stern armor19 mm(4/8) Deck armor21 mm(6/8) Bomb damage4,750(5/8) Bomb fire chance25%(5/7) Bomb penetration32.7 mm(5/7) Air torpedo damage4,600(6/8) NormSecondary dispersion bracket57(4 of 7 tied at this value) NormSecondary range4.5 km(4 of 7 tied at this value) NormSquadron size18(5 of 8 tied at this value)
Survivability
Hit PointsInitial: 42,700 → 44,100
Displacement26,900 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.
239.8 x 34.32 m, draft 7.4 m
Armor range10–76 mm
Plate armor thicknesses10, 13, 16, 19, 21, 25, 30, 76 mm
Armor material/layer entries49
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.
Initial: 20% → 23.3%
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 (10,584 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 (3,308 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.
0%
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.
13,200
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Squadrons
Total plane capacity30
Flight deck HP22,100
Hangar HP22,100
Dive bomber
Plane HP2,700
Cruising speed120 kt
OrdnanceHE bomb, 4,750 dmg
Fire chance25%
Bomb penetration32.7 mm
Hangar max18
Hangar restore+6 every 270 s, start 12
Recovery time270 s
Torpedo bomber
Plane HP2,700
Cruising speed115 kt
Ordnancetorpedo, 4,200 dmg
Flooding chance45%
Torpedo arming time3 s
Torpedo arming distance54 m
Hangar max18
Hangar restore+6 every 270 s, start 12
Recovery time270 s
Dive bomber
Plane HP3,000
Cruising speed125 kt
OrdnanceHE bomb, 4,750 dmg
Fire chance25%
Bomb penetration32.7 mm
Hangar max18
Hangar restore+6 every 270 s, start 12
Recovery time270 s
Torpedo bomber
Plane HP3,000
Cruising speed125 kt
Ordnancetorpedo, 4,600 dmg
Flooding chance45%
Torpedo arming time3 s
Torpedo arming distance54 m
Hangar max18
Hangar restore+6 every 270 s, start 12
Recovery time270 s
Squadron consumables
Patrol Fighters
Charges3
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 pointsInitial: 15 → 21
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
5 km
40 mm/39 QF Mark VIII6×8 40mm
20 mm Oerlikon Mk IV9×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)6×2 20mm
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 102mm
Far aura
Guns102 mm/45 QF Mk XIX (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 77 from dual-purpose secondaries firing as AA in this range band.
77
Range5 km
Medium aura
Guns40 mm/39 QF Mark VIII
Continuous DPS
ƒEffective DPS: 65 raw aura damage × 3.5 × 1 hit probability = 228 - the same in-game units as the Close-range AA DPS headline.
Initial: 234 → 228
Range2.5 km
Total DPS in Aura
ƒFar 77 + Medium 228 = 305
305
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 45 raw aura damage × 3.5 × 0.95 hit probability = 150 - the same in-game units as the Close-range AA DPS headline.
Initial: 73 → 150
Range2 km
Total DPS in Aura
ƒFar 77 + Medium 228 + Near 150 = 455
455
Flak bursts
Bursts
ƒEach ~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 × 170 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 × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
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
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 102mm
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 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 power90,000 hp
Maximum speed31.5 kt
Turning circle radius1070 m
Rudder shift time12.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 31.5 / 4 + 4.9 = 12.8 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.
12.8 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.
43.6 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).
9.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.4 kt of 31.5 kt), from our in-house acceleration model.
36.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.2 kt of 31.5 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.
58.6 s
Concealment
Detectability by sea12.8 km
Detectability by air8.94 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.
8.94 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.
14.8 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.
11.94 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
Module options (1)

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

HullUpgrade
  • Hit points42,700 → 44,100
  • Rudder shift22.9 → 16.4 s
  • AA mounts15 → 21
  • Close-range AA DPS89 → 110

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 range77
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 6x8 -> 228 DPS @ 2.5 km; 20mm Oerlikon MK4 9x1 -> 90 DPS @ 2 km; 20mm Oerlikon MK V 6x2 -> 60 DPS @ 2 km; 4in45 QF Mk XIX 6x2 -> 77 DPS @ 5 km.
Maximum AA range5 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.
AA DPS layered by range77 DPS @ 5 km, 305 DPS @ 2.5 km, 455 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-blank455
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1255
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)180,000
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: 6×2 102 mm (6/side) × 60/3 × 1500 = 180,000. 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 Beta

Hull HP 42,70044,100 with hull upgrade, 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 & stern19 mm

Overmatched by 90+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

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

Farming10 mm

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
Bow19 mm primary (range 19–30 mm)2,000 (5% 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 16–25 mm)33,100 (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.
Stern19 mm primary (range 13–76 mm)800 (2% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 19–76 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.
Superstructure10 mm primary (range 10–21 mm)10 (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 (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 HP13,200 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

Balance History

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

Nerf ×9Buff ×15Rework ×3Airstrike ×2Torpedo ×10
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Stock torpedo bomber restoration time increased from 170 to 270 s.
  • Stock starting torpedo bomber hangar aircraft increased from 9 to 12.
  • Stock torpedo bomber base speed reduced from 122 to 115 kts.
  • Upgraded torpedo bomber restoration time increased from 170 to 270 s.
  • Upgraded starting torpedo bomber hangar aircraft increased from 9 to 12.
  • Upgraded torpedo bomber base speed reduced from 135 to 125 kts.
  • Stock dive bomber restoration time increased from 170 to 270 s.
  • Stock starting dive bomber hangar aircraft increased from 9 to 12.
  • Stock dive bomber base speed reduced from 126 to 120 kts.
  • +3 more official change lines in the source post.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Bombs per aircraft increased from 4 to 5.
  • Maximum HP per aircraft reduced from 3,000 to 2,700 (squadron HP reduced from 18,000 to 16,200).
  • Base speed increased from 115 to 126 knots.
  • Maximum flight range set to 28 kilometers.
  • Maximum hangar aircraft increased from 12 to 18.
  • Starting hangar aircraft reduced from 12 to 9.
  • Aircraft restoration time increased from 75 to 170 seconds.
  • Aircraft restored increased from 1 to 6.
  • Upgraded Dive Bombers:
  • Aiming speed increased (aiming circle shrinks faster).
  • +4 more official change lines in the source post.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • Stock HE bomb damage decreased from 5,000 to 4,750.
  • Upgraded HE bomb damage decreased from 5,250 to 5,000.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 10 to 12.8 km; air detectability range changed from 7.7 to 8.9 km.
  • Stock dive bomber HP changed from 2,800 to 3,000; stock torpedo bomber HP changed from 2,800 to 3,000.
  • Upgraded dive bomber HP changed from 3,100 to 3,300; upgraded torpedo bomber HP changed from 3,100 to 3,300.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.