World of Warships: Legends ship guide

Resistance

Also called: 抵抗 Beta
U.K. · Tier VI · Battleship · Premium
Fast battleshipSpeed lets it rotate flanks like no other battleship and open fights on its terms.
Playstyle
  • 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
  • Avoid: Using the 29.9-kn speed to push rather than to rotate
Key characteristics
Long, heavy torpedoes (11 km)2.1 sigma accuracyStealthy (14.1 km)SonarEngine BoostThin armor
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Community Data

Resistance Community Stats

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Playstyle

Overview

Resistance is a Tier VI British fast battleship at 29.9 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. Standout traits: best sigma in T6 BBs (2.1) and best torpedo alpha in T6 BBs (14,767).

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. A 840 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

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

Engine Boost

+8% speed (about +2.4 kt), 120 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 T6 BBs.

PINPOINT BATTERY
  • Tight grouping
  • Tight pattern at max range · 180.6 m
ELITE TORPEDOES
  • Heavy torpedoes · 14767 damage
  • Long-range torps · 10.5 km
  • Module-wrecking torpedoes · 1100 torpedo
Thin armor

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

Light secondaries

81600 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

Show all 14 containers (11 more)
  • Santa Level 4 0.198529% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 34 ships
    Show 2 paths
    • Santa Level 40.147059%
    • Santa Level 4 → Santa Level 50.051471%
  • Spectral Vault 4.0 0.195513% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.128205%
    • Spectral Vault 4.0 → Spectral Vault 5.00.067308%
  • Santa Level 3 0.14375% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 34 ships
    Show 4 paths
    • Santa Level 30.088235%
    • Santa Level 3 → Santa Level 50.025735%
    • Santa Level 3 → Santa Level 40.022059%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007721%
  • Spectral Vault 3.0 0.111891% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.076923%
    • Spectral Vault 3.0 → Spectral Vault 4.00.014103%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013462%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
  • Mystic Lantern 0.104651% Tier VI Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Santa Level 2 0.060901% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 34 ships
    Show 7 paths
    • Santa Level 20.029412%
    • Santa Level 2 → Santa Level 30.013235%
    • Santa Level 2 → Santa Level 40.007353%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00386%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003309%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002574%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001158%
  • Spectral Vault 2.0 0.04074% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.00.025641%
    • Spectral Vault 2.0 → Spectral Vault 3.00.007692%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
  • Champion's Box 0.02875% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 34 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.017647%
    • Champion's Box → Santa Level 3 → Santa Level 50.005147%
    • Champion's Box → Santa Level 3 → Santa Level 40.004412%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001544%
  • Santa Level 1 0.014892% Tier VI Premium ship Archived · Santa Level 1 · 10 paths combined · 1 of 34 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004412%
    • Santa Level 1 → Santa Level 20.004412%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001985%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001287%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001103%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000579%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000496%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000174%
    • Santa Level 10.000059%
  • Spectral Vault 1.0 0.004837% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.002308%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000769%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
    • Spectral Vault 1.00.000051%
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 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

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.

WG official build from Through the Spy Glass: Resistance.

Source: Through the Spy Glass: Resistance

Open in Build Tool →

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Cohort position

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Where Resistance sits among Tier VI BBs (31 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 (1/32) BestSigma2.1 (1/32) BestMain dispersion180.6 m (1/32) BestTorpedo range10.51 km (1/6) BestTorpedo damage≈14,767 (1 of 2 tied) Top 10%Air detection11.26 km (2/32) Top 10%Main battery reload24 s (3/32) Top 10%Acceleration21.8 s (2/32) Top 25%Max speed29.9 kt (9/32) Top 25%Displacement37,600 t (6/32) Top 25%Power-to-weight3.19 hp/t (9/32) Top 25%Deck armor76 mm (9/32) Bottom 25%Turning circle840 m (27/32) Bottom 25%Traverse-to-turn ratio3.81 × (28/32) Bottom 25%HE DPM80,250 (26/31) Bottom 25%AP DPM180,000 (25/32) Bottom 25%Secondary HE alpha1,700 (28/31) Bottom 25%AP velocity732 m/s (28/32) Bottom 25%AP fuse timer0.01 s (27/32) Bottom 25%Effective HE DPM (incl. fire)118,388 (26/31) Bottom 25%Flak per wave (expected)285 (29/32) Bottom 10%Main battery range15.78 km (31/32) Bottom 10%Secondary HE pen19 mm (30/31) Bottom 10%HE velocity732 m/s (29/31) Bottom 10%Citadel belt229 mm (30/32) WorstSecondary DPM (per side)81,600 (32/32) WorstTorpedo reaction time7.9 s (1 of 2 tied) WorstMax armor229 mm (32/32)
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(19/32) Smoke fire bloom12.91 km(14/32) Rudder shift14.4 s(12/32) Main battery caliber381 mm(17/32) HE shell damage5,350(19/31) HE fire chance34%(18/31) Fires per minute5.1(24/31) AP shell damage12,000(11/32) Secondary fire chance8%(19/31) AP arming threshold64 mm(17/32) Engine power120,000 hp(10/32) Turn-speed retention142.9 hp/m(13/32) AP pen at 10 km440 mm(24/32) Secondary range5 km(16/32) AA DPS453(12/32) AA range5 km(14/32) AA threat1,048(19/32) Torpedo speed61 kt(5/6) Torpedo reload95 s(5/6) Repair charges3(15/32) Bow armor26 mm(12/32) Stern armor26 mm(13/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
Survivability
Hit Points59,000
Displacement37,600 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.
241.2 x 28.06 m
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 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.
30%
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 (10,620 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 (11,800 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.
13%
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.
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
Effective HP
ƒBase 59,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 8,260 HP per charge, x3 charges = 24,780 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.
83,780
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels3 mounts / 6 barrels
Reload time24 s
Firing range15.8 km
Turret traverse4 °/s
Turret armor330 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 range369 mm
HE fire DPM vs T6 BB38138
Effective HE DPM vs T6 BB118388
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1578030·101.61000+1.6)·30=180.6m
180.6 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =180.6·0.6=108.3m
108.3 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =180.6·0.62.1=51.6m
51.6 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =108.3·0.62.1=31m
31 m at 15.8 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
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
HE DPM
ƒ32,100 HE full-salvo alpha x 60 / 24 s base reload = 80,250.
80,250
Fires/min
ƒ15 shells/min 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: P=107·K·m0.69·d1.07·v01.38 =107·2330·8790.69·0.3811.07·7321.38=631.2mm. Matches the in-game spec card.
631.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 495.5 m/s: P=107·2330·8790.69·0.3811.07·495.51.38=368.4mm.
368.4 mm at 15.8 km
AP full-salvo alpha
ƒ12,000 AP damage x 6 broadside guns = 72,000.
72,000
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 damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=44,300·0.333=14,767.
≈ 14,767
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,867
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km61 kt×2.6855=7.9 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.65 per hit, shown as 2.65×100=265%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
265%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming194 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068.
59,068
AA Defense
AA mount points50
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 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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 114mm
Far aura
Guns114 mm/45 Mark II BD (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 34 from dual-purpose secondaries firing as AA in this range band.
34
Range5 km
Medium aura
Guns40 mm/39 QF Mark VII + 40 mm/39 QF Mark VIII + 40 mm/39 Vickers QF Mk.VII
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 0.75 hit probability = 81 - the same in-game units as the Close-range AA DPS headline.
81
Range2.5 km
Total DPS in Aura
ƒFar 34 + Medium 81 = 115
115
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V + 20 mm Oerlikon Mk.IIIA
Continuous DPS
ƒEffective DPS: 138 raw aura damage × 3.5 × 0.7 hit probability = 338 - the same in-game units as the Close-range AA DPS headline.
338
Range2 km
Total DPS in Aura
ƒFar 34 + Medium 81 + Near 338 = 453
453
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 × 190 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.
190
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 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
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
114 mm/45 Mark II BD (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 114mm
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power120,000 hp
Maximum speed29.9 kt
Turning circle radius840 m
Rudder shift time14.4 s
Engine power-boost threshold21.9 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 29.9 / 4 + 4.9 = 12.4 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.
12.4 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.
34.5 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).
8.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.9 kt of 29.9 kt), from our in-house acceleration model.
21.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.6 kt of 29.9 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.
43.4 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·29.9·0.5144840=1.05°/s, so ratio=ωturretωhull=41.05=3.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.8× drags
Concealment
Detectability by sea14.07 km
Detectability by air11.26 km
Smoke firing penalty12.91 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.
15.78 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.
18.88 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.
16.07 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.
14.26 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,260 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.
· 24,780 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.
· 295 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (59,000 HP) per second = 295 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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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.

Main battery formulas

Shell Grouping (σ)2.1
Max Horiz Disp180.6 m at 15.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1578030·101.61000+1.6)·30=180.6m
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 Disp108.3 m at 15.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =180.6·0.6=108.3m
Shell scatter height @ 10 km69.5 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=0.5·15780=7890 m, and radiusOnMax=0.6 at 15780 m. Above the kink: k=0.5+(0.60.5)·100007890157807890=0.5267, so σV=σH·k=132·0.5267=69.5m.
Med Horiz Disp51.6 m at 15.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =180.6·0.62.1=51.6m
Med Vert Disp31 m at 15.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =108.3·0.62.1=31m
AP Pen Close631.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2330·8790.69·0.3811.07·7321.38=631.2mm. Matches the in-game spec card.
AP Pen Far368.4 mm at 15.8 km
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 495.5 m/s: P=107·2330·8790.69·0.3811.07·495.51.38=368.4mm.
AP pen 5 km525 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 km440 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 km376 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 732 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 732 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 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.
HE DPM80,250
32,100 HE full-salvo alpha x 60 / 24 s base reload = 80,250.
AP DPM180,000
72,000 AP full-salvo alpha x 60 / 24 s base reload = 180,000.
Shells/min15
6 broadside guns x 60 / 24 s base reload = 15.
Fires/min5.1
15 shells/min x 34% fire chance = 5.1.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.9 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed61 kt
Travel time to max range64.2 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
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
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,767 = 118,136.
Per-side salvo damage59,068
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068.

AA defense

AA DPS at max range34
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 2x4 -> 41 DPS @ 2.5 km; 2 pdr MkVIII 8barrel 1x8 -> 20 DPS @ 2.5 km; 2 pdr MkVII Quad 1x4 -> 20 DPS @ 2.5 km; 20mm Oerlikon MK4 19x1 -> 140 DPS @ 2 km; 20mm Oerlikon MK V 20x2 -> 147 DPS @ 2 km; 20mm Oerlikon MK4 7x1 -> 51 DPS @ 2 km; 114mm 45 MKIII 4x2 -> 34 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 range34 DPS @ 5 km, 115 DPS @ 2.5 km, 453 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-blank453
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1048
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 Beta

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.

Bow & stern26 mm

Overmatched by 80+ 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 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 19–178 mm)3,000 (5% of HP)
Overmatched by 380mm+ AP (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+ AP (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+ AP (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: 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 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 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 (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.

Open in Charting Tool

Ship Charts

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.