World of Warships: Legends ship guide

Repulse

Also called: 反击 Beta
U.K. · Tier V · Battleship · Premium
Fire-starter battleshipImproved HE means fires and chip damage on anything angled; heal back the trade.
Playstyle
  • 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
  • Avoid: Using the 31.7-kn speed to push rather than to rotate
Key characteristics
381 mm AP overmatch2 sigma accuracyImproved HE penEngine BoostSpotter planeLow AP DPM
On this page
Community Data

Repulse Community Stats

Log in to GamingDiver and upload your data to see Community Data for Repulse: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

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. 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, shared by 6/26 T5 BBs.

Engine Boost

+8% speed (about +2.5 kt), 180 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down. Uncommon in T5 BBs.

Repairs citadel hits

33% of citadel damage heals back, best of T5 BBs. Most peers recover a tenth of it.

ELITE MAIN BATTERY
  • Tight grouping
  • Fast turret traverse · 6°
ELITE MOBILITY
  • Fast for the class · 31.7 kt
  • Long Engine Boost · 180 s
Low AP DPM

157846 AP DPM, bottom decile of T5 BBs. Citadel windows matter more than spam.

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

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.

John Jellicoe

WG official

WG official build from Through the Spy Glass: Repulse.

Source: Through the Spy Glass: Repulse

Open in Build Tool →

Commanders frequently paired with this ship Paolo di RevelAngelo Iachino

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 (25 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 (1/26) BestSigma2 (1 of 5 tied) Top 10%Traverse-to-turn ratio5.52 × (2/26) Top 10%Main battery reload26 s (2/26) Top 10%Main dispersion183 m (3/26) Top 10%Engine power119,025 hp (2/26) Top 25%Main battery caliber381 mm (5/26) Top 25%Turn-speed retention138.4 hp/m (6/26) Top 25%Power-to-weight3.11 hp/t (4/26) Bottom 25%Smoke fire bloom13.04 km (21/26) Bottom 25%HE DPM73,385 (23/26) Bottom 25%AP fuse timer0.01 s (23/26) Bottom 25%AP arming threshold64 mm (22/26) Bottom 25%Effective HE DPM (incl. fire)108,857 (24/26) Bottom 25%AA range3.5 km (24/26) Bottom 25%AA threat453 (22/26) Bottom 25%Flak per wave (expected)225 (22/26) Bottom 10%Fires per minute4.71 (25/26) Bottom 10%Secondary fire chance6% (24/25) Bottom 10%Max armor254 mm (25/26) Bottom 10%Citadel belt146 mm (25/26) WorstTurning circle860 m (26/26) WorstAP DPM157,846 (26/26) WorstSecondary DPM (per side)135,000 (26/26) WorstSecondary HE alpha1,500 (25/25) WorstSecondary HE pen17 mm (25/25) WorstAP velocity731.5 m/s (1 of 3 tied) WorstHE velocity731.5 m/s (1 of 4 tied) WorstEnd plates16 mm (1 of 2 tied / 1 of 2 tied)
See 17 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(9/26) Concealment14.23 km(10/26) Air detection11.38 km(10/26) Rudder shift14.5 s(18/26) Main battery range16.07 km(9/26) HE shell damage5,300(11/26) HE fire chance34%(10/26) Acceleration37.3 s(20/26) Displacement38,300 t(17/26) AP pen at 10 km413 mm(20/26) AA DPS191(12/26) Repair charges3(13/26) NormSecondary dispersion bracket57(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value) NormSecondary range4 km(17 of 26 tied at this value) NormRepair heal rate0.5 %/s(24 of 26 tied at this value)
Survivability
Hit Points56,100
Displacement38,300 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.
241.4 x 27.93 m
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 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.
23.3%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (10,098 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (11,220 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
16%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 56,100 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 7,854 HP per charge, x3 charges = 23,562 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
79,662
Repairable: penetration60%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels3 mounts / 6 barrels
Reload time26 s
Firing range16.1 km
Turret traverse6 °/s
Turret armor279 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±150°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
30° off bow / 30° off stern
AP pen max range344 mm
HE fire DPM vs T5 BB35454
Effective HE DPM vs T5 BB108839
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1607030·101.61000+1.6)·30=183m
183 m at 16.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =183·0.6=109.8m
109.8 m at 16.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =183·0.62=54.9m
54.9 m at 16.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =109.8·0.62=32.9m
32.9 m at 16.1 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
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
HE DPM
ƒ31,800 HE full-salvo alpha x 60 / 26 s base reload = 73,385.
73,385
Fires/min
ƒ13.8 shells/min 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: P=107·K·m0.69·d1.07·v01.38 =107·2190·8790.69·0.3811.07·731.51.38=592.7mm. Matches the in-game spec card.
592.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.1 km), where the shell has slowed to 492.4 m/s: P=107·2190·8790.69·0.3811.07·492.41.38=343.2mm.
343.2 mm at 16.1 km
AP full-salvo alpha
ƒ11,400 AP damage x 6 broadside guns = 68,400.
68,400
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
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.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×1 102mm
Far aura
Guns102 mm/45 Mk V (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 21 from dual-purpose secondaries firing as AA in this range band.
21
Range3.5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII + 40 mm/39 QF Mark VIII
Continuous DPS
ƒEffective DPS: 41 raw aura damage × 3.5 × 0.75 hit probability = 108 - the same in-game units as the Close-range AA DPS headline.
108
Range2.5 km
Total DPS in Aura
ƒFar 21 + Medium 108 = 129
129
Outer Near aura
Guns20 mm Oerlikon Mk IV
Continuous DPS
ƒEffective DPS: 18 raw aura damage × 3.5 × 0.7 hit probability = 44 - the same in-game units as the Close-range AA DPS headline.
44
Range2 km
Total DPS in Aura
ƒFar 21 + Medium 108 + Outer Near 44 = 173
173
Inner Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.7 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.
17
Range1.2 km
Total DPS in Aura
ƒFar 21 + Medium 108 + Outer Near 44 + Inner Near 17 = 190
190
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 150 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
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 3.5 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.
2.5-3.5 km
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) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber102 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
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
Maneuverability
Engine power119,025 hp
Maximum speed31.7 kt
Turning circle radius860 m
Rudder shift time14.5 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 31.7 / 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.
45.1 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).
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.5 kt of 31.7 kt), from our in-house acceleration model.
37.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.4 kt of 31.7 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.
60.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·31.7·0.5144860=1.09°/s, so ratio=ωturretωhull=61.09=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea14.23 km
Detectability by air11.38 km
Smoke firing penalty13.04 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
16.07 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.62 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
19 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.
16.23 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.
14.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,854 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 23,562 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 280 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (56,100 HP) per second = 280 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 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
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost3 charges · 90 s reload · 180 s active · +8% speed bonus

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.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp183 m at 16.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1607030·101.61000+1.6)·30=183m
Shell scatter width @ 5 km90 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km174 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp109.8 m at 16.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =183·0.6=109.8m
Shell scatter height @ 10 km69.2 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16070=8035 m, and radiusOnMax=0.6 at 16070 m. Above the kink: k=0.5+(0.60.5)·100008035160708035=0.5245, so σV=σH·k=132·0.5245=69.2m.
Med Horiz Disp54.9 m at 16.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =183·0.62=54.9m
Med Vert Disp32.9 m at 16.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =109.8·0.62=32.9m
AP Pen Close592.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2190·8790.69·0.3811.07·731.51.38=592.7mm. Matches the in-game spec card.
AP Pen Far343.2 mm at 16.1 km
Same formula at the ship's max firing range (16.1 km), where the shell has slowed to 492.4 m/s: P=107·2190·8790.69·0.3811.07·492.41.38=343.2mm.
AP pen 5 km493 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km413 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km353 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.68 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3379·0.38128·879=2.19×105. That runs from a 731.5 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.68 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3379·0.38128·879=2.19×105. That runs from a 731.5 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
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.
HE DPM73,385
31,800 HE full-salvo alpha x 60 / 26 s base reload = 73,385.
AP DPM157,846
68,400 AP full-salvo alpha x 60 / 26 s base reload = 157,846.
Shells/min13.8
6 broadside guns x 60 / 26 s base reload = 13.8.
Fires/min4.71
13.8 shells/min x 34% fire chance = 4.71.

AA defense

AA DPS at max range21
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 2x8 -> 72 DPS @ 2.5 km; 2 pdr MkVIII 8barrel 1x8 -> 36 DPS @ 2.5 km; 12mm62 HI 2x4 -> 9 DPS @ 1.2 km; 12mm62 HI 2x4 -> 9 DPS @ 1.2 km; 20mm Oerlikon MK4 8x1 -> 44 DPS @ 2 km; 4in 45 MK V 6x1 -> 21 DPS @ 3.5 km.
Maximum AA range3.5 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.
AA DPS layered by range21 DPS @ 3.5 km, 129 DPS @ 2.5 km, 173 DPS @ 2 km, 191 DPS @ 1.2 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-blank191
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index453
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 Beta

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.

Bow & stern16 mm

Overmatched by 92+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 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
Bow16 mm primary (range 16–152 mm)2,900 (5% of HP)
Overmatched by 283mm+ AP (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 AP 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+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 25–146 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.
Superstructure16 mm3,800 (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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

Open in Charting Tool

Ship Charts

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.