World of Warships: Legends ship guide

Royal Sovereign

Also called: 君权 Beta
U.K. · Tier V · Battleship · Premium
Secondary battleshipA brawler: close the distance and the secondaries work alongside the mains.
Playstyle
  • With 15.86 km of range and a 22 knot top speed (21st of 27), she cannot reposition quickly
  • Keep the bow toward threats: her 26 mm ends are tied for thickest in the cohort
  • Avoid: Torpedo Boat Brawling; with no torpedoes she cannot trade back inside enemy torpedo range
Key characteristics
Heavy AP penHeavy HE shellsTighter secondary dispersionLow AP DPM
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Community Data

Royal Sovereign Community Stats

Across 70 Standard battles from 13 players, Royal Sovereign averages a 61% win rate, 77,100 damage and 1.6 kills per battle, and survives 41% of them.

Community Data

Royal Sovereign Community Stats

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

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Playstyle

Overview

Royal Sovereign is a British Tier V premium battleship built around long-range AP and a secondary battery that sets ships on fire. Her eight 381 mm guns keep 411.9 mm of AP penetration at long range (2nd at her tier), and her HE shells hit for 6,300 (tied 2nd) with a 35 percent fire chance. Her secondaries reach 6.0 km, the longest of the 27, and her 374 AA DPS ranks 4th. The trade is a 32 s reload and AP DPM of 170,250, 24th of 27, so she wins on salvo quality, not volume.

Positioning

With 15.86 km of range and a 22 knot top speed (21st of 27), she cannot reposition quickly, so pick a lane early and fight from the second line at 12 to 15 km, where her long-range penetration and short shell flight time of 8.9 s to max range reward patient aim. Keep the bow toward threats: her 26 mm ends are tied for thickest in the cohort, but a 26 mm hull and 16 percent torpedo protection punish a broadside. Close to 6 km only when the target is already damaged and her secondaries can finish it.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes she cannot trade back inside enemy torpedo range, and charging in to show off the secondaries is how she ends up there. The 6.0 km secondary reach is real, but at 22 knots she arrives slowly, and with 16 percent torpedo protection (near the bottom of her tier) and a 32 s reload, the destroyers and cruisers she meets on the way out-trade her. Every torpedo hit and every broadside caught while turning back drains a 56,000 HP pool she cannot rebuild fast. Let enemies walk into her secondaries instead of driving to them.

Signature Traits

ELITE SECONDARIES ↗
  • Tighter secondary dispersion · 192 m
  • Extended secondary range · 6 km
  • Heavy secondary DPM · 243200 secondary
  • Burny secondaries · 12%
ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 26.6 mm
  • Heavy HE shells · 6300 damage
  • Long-range AP brick · 411.88 mm
Low AP DPM ↗

170250 AP DPM, bottom quartile of T5 BBs. Citadel windows matter more than spam.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Royal Sovereign

Royal Sovereign 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

Official WG availability sources
  • Halloween Update: The Restless Fleet Crates Start: 2026-10-01
    • This new crate can drop a British Premium ship, including two new ones—Tier V battleship Royal Sovereign and Tier VII aircraft carrier Theseus—plus Tier VI cruiser Belfast and Tier VII battleship Rodney.
  • THE BATTLE OF TRAFALGAR: HONOR THE FLEET Crates Start: 2026-10-12
    • Get your hands on Royal Benevolence crates by either completing the commemorative Breaking the Line mission, or from the chained bundle—which also contains the French Battleship crate in honor of the French Navy's 400th anniversary.
    • Royal Sovereign, British Tier V battleship (NEW)
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

Invest first in main battery reload and accuracy, since 170,250 AP DPM is her weakest number and every 32 s salvo has to land. Secondary range and fire upgrades come next, building on the cohort's longest 6.0 km reach. Her 374 AA DPS already ranks 4th, so anti-air points are a low priority. Survivability investment helps cover 16 percent torpedo protection. Check current picks in the Build Tool before committing points.

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Cohort position

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Where Royal Sovereign sits among Tier V BBs (26 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 fire chance12% (1/25) BestEnd plates26 mm (1 of 6 tied / 1 of 6 tied) Top 10%HE shell damage6,300 (3/26) Top 25%Rudder shift13.5 s (7/26) Top 25%Main battery caliber381 mm (5/26) Top 25%HE fire chance35% (5/26) Top 25%Secondary HE alpha2,200 (7/25) Top 25%Secondary HE pen25 mm (5/25) Bottom 25%Main battery reload32 s (22/26) Bottom 25%AP arming threshold64 mm (22/26) Bottom 25%Flak damage per salvo (expected)255 (21/26)
See 36 mid-pack stats

Not standouts for Royal Sovereign -- 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 points56,000 HP() Max speed22 kt() Concealment14.39 km() Smoke fire bloom13.18 km() Air detection11.51 km() Turning circle660 m(9/26) Main battery range15.86 km() Sigma1.8(11/26) Fires per minute5.25() HE DPM94,500() AP shell damage11,350() AP DPM170,250() Main dispersion214.4 m() Secondary dispersion bracket27() Secondary DPM (per side)243,200() AP velocity804 m/s() HE velocity804 m/s() Time to 90% speed34.4 s() Acceleration (0-12 kt)17.6 s() Engine power40,000 hp() Power / turn radius60.6 hp/m() Displacement32,500 t() Power-to-weight1.23 hp/t() AP pen at 10 km498 mm() Effective HE DPM (incl. fire)134,039() Secondary range6 km() AA DPS374() AA range5 km(8/26) AA threat912() Repair charges3(13/26) Max armor330 mm(15/26) Citadel belt330 mm(10/26) NormAP fuse timer0.033 s(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) NormRepair heal rate0.5 %/s(23 of 26 tied at this value)
Survivability
Hit Points56,000
Displacement32,500 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
187.3 x 30.9 m
Armor range16–330 mm
Plate armor thicknesses16, 26, 38, 40, 51, 76, 102, 152, 178, 330 mm
Armor material/layer entries72
Fire resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
23.3%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 56,000 HP = 10,080 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 56,000 HP = 11,200 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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 56,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 56,000 HP = 7,840 HP per charge, × 3 charges = 23,520 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
62,222–79,520
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,400 = 6,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,400
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,800 = 15,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,800
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 42,000 = 84,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
42,000
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,100 = 6,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,500 = 5,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,500
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 381 mm/42 Mk.I
Mounts / barrels4 mounts / 8 barrels
Reload time32 s
Firing range15.9 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. 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.
2x ±147°, 2x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° off stern. How 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.
30° off bow / 33° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: 2% tighter (better) horizontal dispersion and 2% less vertical spread at max range (15.9 km) than a standard battleship: about 214 m wide × 129 m tall, against 219 m × 131 m. Also on this curve (7): AL Queen Elizabeth, Hood, Ohio, Puerto Rico, Queen Elizabeth, Warspite, Warspite B.
British battleship (Queen Elizabeth / Hood)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1586030·12−1.71000+1.7)·30=214.4m
214.4 m at 15.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =214.4·0.6=128.6m
128.6 m at 15.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =214.4·0.61.8=71.5m
71.5 m at 15.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =128.6·0.61.8=42.9m
42.9 m at 15.9 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ8 broadside guns x 60 / 32 s base reload = 15.
15
HE shells
HE alpha6,300
HE Velocity804 m/s
Fire Chance35%
HE fire DPM vs T5 BB39539
Effective HE DPM vs T5 BB134039
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
ƒ6,300 HE damage x 8 broadside guns = 50,400.
50,400
HE DPM
ƒ50,400 HE full-salvo alpha x 60 / 32 s base reload = 94,500.
94,500
Fires/min
ƒ15 shells/min × 0.35 (35% fire chance) = 5.25.
5.25
AP shells
AP alpha11,350
AP Velocity804 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP pen max range412 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2330·8790.69·0.381−1.07·8041.38=718.4mm.
718.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.9 km), where the shell has slowed to 537.3 m/s: P=10−7·2330·8790.69·0.381−1.07·537.31.38=411.9mm.
411.9 mm at 15.9 km
AP full-salvo alpha
ƒ11,350 AP damage x 8 broadside guns = 90,800.
90,800
AP DPM
ƒ90,800 AP full-salvo alpha x 60 / 32 s base reload = 170,250.
170,250
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.
120
AA Defense
AA mount points34
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 Vickers 2-pdr. Mk VIII2×8 40mm
40 mm/39 QF Mark VII2×4 40mm
20 mm Oerlikon Mk IV14×1 20mm
20 mm Oerlikon Mk V16×2 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.
4×2 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 39 from dual-purpose secondaries firing as AA in this range band.
39
Range5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII + 40 mm/39 QF Mark VII
Continuous DPS
ƒEffective DPS: 36 raw aura damage × 3.5 × 0.75 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.
94
Range2.5 km
Total DPS in Aura
ƒFar 39 + Medium 94 = 133
133
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 98 raw aura damage × 3.5 × 0.7 hit probability = 240 - the same in-game units as the Close-range AA DPS headline.
240
Range2 km
Total DPS in Aura
ƒFar 39 + Medium 94 + Near 240 = 373
373
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 170 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos 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
Mounts12
Firing range6.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 4.8 + 6.7 = 11.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
11.5
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 102 mm (4/side) × 60/3 s × 1500 = 120,000 + 8×1 152 mm (4/side) × 60/4.286 s (4.2 s = 30 ticks) × 2200 = 123,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
243,200
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 11.5 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 86,759. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
86,759
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 243,200 + secondary fire DPM 86,759 = 329,959: shell damage plus fire damage against one T5 battleship, every shell hitting.
329,959
Secondary dispersion type
ƒMax dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (50%, Massachusetts type)
Max secondary dispersion @ 6 km
ƒ6 km × 27 + 30 = 192 m.
192 m
102 mm/45 QF Mk XIX (4×2) (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 time3 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 4.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4.8
HE Pen17 mm
Show 1 more gun family
152 mm/50 BL Mk XVI (8×1)
Caliber152 mm
Reload time4.2 s
HE alpha2,200
Muzzle Velocity914 m/s
Fire Chance12%
Secondary fires/min (per side)
ƒ8×1 barrels / 2 sides × 60 / 4.286 s (4.2 s = 30 ticks) × 0.12 (12% fire chance) = 6.7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
6.7
HE Pen25 mm
Maneuverability
Engine power40,000 hp
Maximum speed22.0 kt
Turning circle radius660 m
Rudder shift time13.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 22 / 4 + 4.9 = 10.4 kt. Base value; speed modifiers scale it.
10.4 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
48.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (19.8 kt of 22.0 kt).
34.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.8 kt of 22.0 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.
55.6 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 4.1 = -0.1°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.1°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.39 km x 0.955 = 13.74 km. Camouflage does not change detectability by air.
14.39 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.39 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.74 km.
13.74 km
Detectability by air11.51 km
Smoke firing penalty13.18 km
Detect when firing (sea)
ƒLarger of 15.86 km range and 13.18 km smoke firing penalty = 15.86 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
15.86 km
Detect when firing (air)
ƒAir detectability 11.51 km + gun-firing bloom 7.62 km = 19.13 km. The bloom tracks main-battery caliber 381 mm × 0.020 = 7.62 km.
19.13 km
Detect when on fire (sea)
ƒSea detectability 14.39 km + 2.0 km while burning = 16.39 km.
16.39 km
Detect when on fire (air)
ƒAir detectability 11.51 km + 3.0 km while burning = 14.51 km.
14.51 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,840 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 56,000 HP = 7,840 HP: up to 14% of max HP restored per charge.
· 23,520 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 56,000 HP = 23,520 HP: 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
ƒ0.005 (0.5% of max HP) × 56,000 HP = 280 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Advanced Sonar3 charges · 60 s reload · 30 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
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 km
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BB2% tighter H · 2% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (15.9 km) with the same model as Max Horiz/Vert Disp: horizontal 214 / 219 m − 1 = -2%, vertical 129 / 131 m − 1 = -2%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km102.5 m
(166.7 × (12 − 1.7) / 1000 + 1.7) × 30 = 102.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km154 m
(333.3 × (12 − 1.7) / 1000 + 1.7) × 30 = 154 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 km205.5 m
(500 × (12 − 1.7) / 1000 + 1.7) × 30 = 205.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km39.9 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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=0.5·15860=7930 m, and radiusOnMax=0.6 at 15860 m. Below the kink: k=0.2+(0.5−0.2)·50007930=0.3892, so σV=σH·k=102.5·0.3892=39.9m.
Shell scatter height @ 10 km81 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=0.5·15860=7930 m, and radiusOnMax=0.6 at 15860 m. Above the kink: k=0.5+(0.6−0.5)·10000−793015860−7930=0.5261, so σV=σH·k=154·0.5261=81m.
Shell scatter height @ 15 km121.1 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15860=7930 m, and radiusOnMax=0.6 at 15860 m. Above the kink: k=0.5+(0.6−0.5)·15000−793015860−7930=0.5892, so σV=σH·k=205.5·0.5892=121.1m.
AP pen 5 km596 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2330·8790.69·0.381−1.07·702.31.38=596mm, where 702.3 m/s is the shell's speed when it arrives at 5 km (from 804 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km498 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2330·8790.69·0.381−1.07·616.51.38=498mm, where 616.5 m/s is the shell's speed when it arrives at 10 km (from 804 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km423 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2330·8790.69·0.381−1.07·547.31.38=423mm, where 547.3 m/s is the shell's speed when it arrives at 15 km (from 804 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.16 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=2.19×10−5. That runs from a 804 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.17 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·0.3415·0.38128·879=2.21×10−5. That runs from a 804 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
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.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,330
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass879 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3415
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity804 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity804 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.7
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range39
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 2x8 -> 58 DPS @ 2.5 km; 2 pdr MkVII Quad 2x4 -> 37 DPS @ 2.5 km; 20mm Oerlikon MK V 16x2 -> 159 DPS @ 2 km; 20mm Oerlikon MK4 14x1 -> 81 DPS @ 2 km; 4in45 QF Mk XIX 4x2 -> 39 DPS @ 5 km.
AA DPS layered by range39 DPS @ 5 km, 134 DPS @ 2.5 km, 374 DPS @ 2 km
@ 5 km: 39 from one family; @ 2.5 km: 58 + 37 + 39 = 134; @ 2 km: 58 + 37 + 159 + 81 + 39 = 374. 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-blank374
58 + 37 + 159 + 81 + 39 = 374 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index912
58 × 2.5 + 37 × 2.5 + 159 × 2 + 81 × 2 + 39 × 5 = 912. 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 @ 5 km165 m
Same per-type line evaluated at a fixed 5 km: 5 km × 27 + 30 = 165 m.

Secondary battery firepower

Max HE alpha2200
max(1500 (102 mm), 2200 (152 mm)) = 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
max(6% (102 mm), 12% (152 mm)) = 12%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 mm
max(17 mm (102 mm), 25 mm (152 mm)) = 25 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Background

A Revenge-class battleship, built as a slower version of the Queen Elizabeth class with a less powerful power plant - and therefore less expensive to produce. Royal Sovereign entered service at the height of World War I but did not see action. During World War II, the battleship protected convoys in the Atlantic and operated in the Mediterranean and the Indian Ocean. From 1944 to 1949, Royal Sovereign served in the Soviet Navy under the name Arkhangelsk, after which she was returned to Great Britain and scrapped.

Armor Beta

Hull HP 56,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern26 mm

Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel330 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

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
Bow26 mm primary (range 26–102 mm)3,400 (6% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)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)152 mm primary (range 26–178 mm)42,000 (75% of HP)
No common AP caliber overmatches152 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–102 mm)2,500 (4% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel330 mm primary (range 16–330 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 mm3,100 (6% 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 (152 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Royal Sovereign can equip.

  • Royal Sovereign 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.