World of Warships: Legends ship guide

Ise

Also called: 伊势 Beta
Airstrike battleshipAirstrike pressure that needs no line of sight; force broadsides, then punish with the main guns.
Playstyle
  • Park 14-17 km from a contested cap with island cover within one rotation of your bow
  • The airstrike line wants to cross the cap and the predictable retreat lane
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
2 sigma accuracyThick stern plateHigh-arc HE shellsStrong torpedo beltSlow
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Community Data

Ise Community Stats

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Playstyle

Overview

Ise is the Tier VI Japanese airstrike battleship. Her alt-armament fires a torpedo-bomber airstrike in place of shipborne torpedoes: the planes drop a spread of aerial torpedoes on the marked lane, a damage source that does not need line of sight on top of her main battery. Standout traits: best stern plate in T6 BBs (224 mm) and best high-arc HE shells in T6 BBs (22°).

Positioning

Park 14-17 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside. Once the rudder is over she turns tightly for her cohort (750 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

ELITE ARMOR
  • Thick stern plate · 224 mm
  • Strong torpedo belt · 26%
  • Torpedo belt specialist
LOBBING BATTERY
  • High-arc HE shells · 21.99°
  • Tight grouping
Thin armor

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

Acquisition

How to get Ise

Ise is available in the Aviation Battleships branch of the Japan Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Japan tech-tree branch diagram
Japan Tech Tree

Ise sits in the Aviation Battleships branch. The highlighted path shows the local branch context inside the full Japan tree.

Best listed chance for this ship

Official WG availability sources
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.

Jisaburō Ozawa

Airstrike specialist

Ozawa's Hidden Hand adds +1 airstrike squadron AND reduces cooldown by 50%, so he roughly doubles strike output across a match. Worf's Sky Attack trait raises damage of all dropped projectiles; Hawke's Big Game Hunter focuses the squadron damage specifically on BB / CA / CV targets. Main battery still anchors the fight; airstrikes punish island-huggers and capping destroyers.

Jisaburō Ozawa

Big Game Hunter

Same Ozawa spine (+1 squadron, -50% cooldown). Hawke's Big Game Hunter trait pushes airstrike damage hardest against BB / CA / CV; Worf's Sky Attack adds universal damage to every dropped projectile so the kit still pulls weight when you can only line up a DD. Tighter big-target focus than the universal pairing, with Worf as the safety net.

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Commanders frequently paired with this ship Jisaburō OzawaCommander WorfJonathan Hawke

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Cohort position

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Where Ise 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.

BestStern armor224 mm (1/32) Top 25%Hit points62,500 HP (7/32) Top 25%Turning circle750 m (9/32) Top 25%Main battery range16.42 km (8/32) Top 25%Sigma2 (5/32) Top 25%Main dispersion202.2 m (6/32) Top 25%AP arming threshold59 mm (7/32) Top 25%AA DPS482 (9/32) Top 25%AA threat1,711 (6/32) Bottom 25%Max speed24.5 kt (28/32) Bottom 25%Main battery caliber356 mm (25/32) Bottom 25%AP DPM174,857 (26/32) Bottom 25%Secondary DPM (per side)168,000 (25/32) Bottom 25%Secondary HE pen21 mm (26/31) Bottom 25%Engine power80,000 hp (27/32) Bottom 25%Turn-speed retention106.7 hp/m (25/32) Bottom 25%Citadel belt299 mm (25/32) Bottom 25%Deck armor26 mm (29/32) Bottom 10%Fires per minute4.29 (29/31) Bottom 10%Max armor299 mm (31/32) WorstNo torpedoes (26 of 32 in cohort)
See 28 mid-pack stats

Not standouts for Ise -- 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.

Concealment14.66 km(24/32) Smoke fire bloom12.7 km(13/32) Air detection11.73 km(23/32) Rudder shift14.8 s(17/32) Traverse-to-turn ratio4.15 ×(15/32) Main battery reload28 s(13/32) HE shell damage5,700(13/31) HE DPM97,714(13/31) Secondary HE alpha2,100(11/31) Secondary fire chance8%(19/31) AP velocity800 m/s(15/32) HE velocity805 m/s(18/31) Acceleration34.9 s(11/32) Displacement40,444 t(11/32) Power-to-weight1.98 hp/t(23/32) AP pen at 10 km486 mm(20/32) Effective HE DPM (incl. fire)129,795(24/31) Secondary range5 km(16/32) AA range5 km(14/32) Flak per wave (expected)750(19/32) Repair charges3(15/32) Bow armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(22 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 PointsInitial: 58,700 → 62,500
Displacement40,444 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.
215.5 x 32.27 m
Armor range16–299 mm
Plate armor thicknesses16, 21, 25, 26, 32, 35, 38, 40, 44, 50, 51, 56, 57, 76, 97, 100, 122, 137, 140, 149, 152, 158, 162, 167, 199, 200, 203, 212, 215, 224, 230, 265, 299 mm
Armor material/layer entries100
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 26.6% → 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 (11,250 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 (12,500 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.
26%
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.
29,400
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.
18,800
Effective HP
ƒBase 62,500 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 8,750 HP per charge, x3 charges = 26,250 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.
88,750
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 356 mm 41st Year Type
Mounts / barrels4 mounts / 8 barrels
Reload time28 s
Firing range (base)14.9 km
Firing range (top fire control)16.4 km
Turret traverse4 °/s
Turret armor305 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.
4x ±145°
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.
35° off bow / 63° off stern
AP pen max range389 mm
HE fire DPM vs T6 BB32049
Effective HE DPM vs T6 BB129763
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 =(16417.530·102.81000+2.8)·30=202.2m
202.2 m at 16.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =202.2·0.8=161.8m
161.8 m at 16.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =202.2·0.62=60.7m
60.7 m at 16.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =161.8·0.62=48.5m
48.5 m at 16.4 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE Damage5,700
HE Velocity805 m/s
Fire Chance25%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,700 HE damage x 8 broadside guns = 45,600.
45,600
HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 28 s base reload = 97,714.
97,714
Fires/min
ƒ17.1 shells/min x 25% fire chance = 4.29.
4.29
AP shells
AP Damage10,200
AP Velocity800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2657·673.50.69·0.3561.07·8001.38=728mm. Matches the in-game spec card.
728 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.4 km), where the shell has slowed to 507.2 m/s: P=107·2657·673.50.69·0.3561.07·507.21.38=388.2mm.
388.2 mm at 16.4 km
AP full-salvo alpha
ƒ10,200 AP damage x 8 broadside guns = 81,600.
81,600
AP DPM
ƒ81,600 AP full-salvo alpha x 60 / 28 s base reload = 174,857.
174,857
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.
60
Squadrons
Airstrike 1
Plane HP2,200
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 3,833 dmg
Flooding chance17%
Charges1
Range10 km
ReloadInitial: 95 s → 90 s
Launch arc-75° to 75°
Airstrike 2
Plane HP2,500
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 4,200 dmg
Flooding chance17%
Charges1
Range11 km
Reload90 s
Launch arc-75° to 75°
AA Defense
AA mount pointsInitial: 37 → 48
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.8 km; dual-purpose mount auras extend it.
5 km
120 mm AA rocket6×30 120mm
25 mm/60 Type96 mod. 1Initial: 4×1 → 11×1 25mm
25 mm Type96 mod. 1Initial: 27×3 → 31×3 25mm
127 mm Type89 mod. 3 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 127mm
Outer Far aura
Guns127 mm Type89 mod. 3 (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 74 from dual-purpose secondaries firing as AA in this range band.
74
Range5 km
Inner Far aura
Guns120 mm AA rocket
Continuous DPS
ƒEffective DPS: 17 raw aura damage × 3.5 × 0.75 hit probability = 45 - the same in-game units as the Close-range AA DPS headline.
45
Range4.8 km
Total DPS in Aura
ƒOuter Far 74 + Inner Far 45 = 119
119
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 122 raw aura damage × 3.5 × 0.85 hit probability = 363 - the same in-game units as the Close-range AA DPS headline.
Initial: 303 → 363
Range3.1 km
Total DPS in Aura
ƒOuter Far 74 + Inner Far 45 + Near 363 = 482
482
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 200 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.
200
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 AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
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 4.8 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.
2.5-4.8 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
127 mm Type89 mod. 3 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 127mm
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 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 power80,000 hp
Maximum speed24.5 kt
Turning circle radius750 m
Rudder shift time14.8 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 24.5 / 4 + 4.9 = 11 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.
11 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.
35.3 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).
7.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.1 kt of 24.5 kt), from our in-house acceleration model.
34.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.3 kt of 24.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
56.5 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·24.5·0.5144750=0.96°/s, so ratio=ωturretωhull=40.96=4.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.2× drags
Concealment
Detectability by sea14.66 km
Detectability by air11.73 km
Smoke firing penalty12.7 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.
16.42 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.12 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
18.85 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.
16.66 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.
14.73 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,750 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.
· 26,250 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.
· 312 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (62,500 HP) per second = 312 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (2)

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

HullUpgrade
  • Hit points58,700 → 62,500
  • Rudder shift24.3 → 19.3 s
  • AA mounts37 → 48
  • Close-range AA DPS119 → 139
Fire controlUpgrade
  • Main battery range14,925 → 16417.5 m

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 Disp202.2 m at 16.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(16417.530·102.81000+2.8)·30=202.2m
Shell scatter width @ 5 km120 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 km156 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 km192 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 Disp161.8 m at 16.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =202.2·0.8=161.8m
Shell scatter height @ 10 km100.4 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=0.6 at delim·Rmax=0.5·16417.5=8209 m, and radiusOnMax=0.8 at 16417.5 m. Above the kink: k=0.6+(0.80.6)·10000820916417.58209=0.6436, so σV=σH·k=156·0.6436=100.4m.
Med Horiz Disp60.7 m at 16.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =202.2·0.62=60.7m
Med Vert Disp48.5 m at 16.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =161.8·0.62=48.5m
Dispersion familyJP BB Disp.
Superior to EU BB, US/UK BB, and Warspite Dispersion past 50% of the ship's maximum firing range. Worst accuracy in the game below that.
AP Pen Close728 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2657·673.50.69·0.3561.07·8001.38=728mm. Matches the in-game spec card.
AP Pen Far388.2 mm at 16.4 km
Same formula at the ship's max firing range (16.4 km), where the shell has slowed to 507.2 m/s: P=107·2657·673.50.69·0.3561.07·507.21.38=388.2mm.
AP pen 5 km593 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 km486 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 km406 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 km5.88 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·0.531·0.35628·625=4.23×105. That runs from a 805 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 km5.27 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·0.331·0.35628·673.5=2.45×105. That runs from a 800 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 penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha45,600
5,700 HE damage x 8 broadside guns = 45,600.
AP full-salvo alpha81,600
10,200 AP damage x 8 broadside guns = 81,600.
HE DPM97,714
45,600 HE full-salvo alpha x 60 / 28 s base reload = 97,714.
AP DPM174,857
81,600 AP full-salvo alpha x 60 / 28 s base reload = 174,857.
Shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Fires/min4.29
17.1 shells/min x 25% fire chance = 4.29.

AA defense

AA DPS at max range74
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 120mm launcher 6x30 -> 45 DPS @ 4.8 km; 25mm Type96 light 31x3 -> 327 DPS @ 3.1 km; 25mm Type96 single 11x1 -> 36 DPS @ 3.1 km; 127mm40 Type 89 8x2 -> 74 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.8 km; dual-purpose mount auras extend it.
AA DPS layered by range74 DPS @ 5 km, 119 DPS @ 4.8 km, 482 DPS @ 3.1 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-blank482
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1711
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 range3.1 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)168,000
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: 8×2 127 mm (8/side) × 60/6 × 2100 = 168,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 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 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 58,70062,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern26 mm

Overmatched by 80+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel299 mm

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

Farming21 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 26–212 mm)2,400 (4% 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)26 mm primary (range 26–299 mm)46,900 (75% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern224 mm primary (range 40–224 mm)3,800 (6% of HP)
No common AP caliber overmatches224 mm: no common HE pens
Mirror of bow. Same fast saturation.
Citadel299 mm primary (range 16–299 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.
Superstructure21 mm primary (range 21–265 mm)1,800 (3% 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP29,400 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 (127 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 (120 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 HP18,800 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.

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Ship Charts

Balance History

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

Buff ×6Airstrike ×4Main Battery ×2
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Main battery reload time reduced from 30 to 28 seconds.
  • AP shell speed increased from 775 to 800 m/s.
  • Stock Airstrike torpedo damage increased from 4,267 to 4,533.
  • Stock Airstrike torpedo AoE damage increased from 600 to 700.
  • Upgraded Airstrike torpedo damage increased from 4,700 to 5,000.
  • Upgraded Airstrike torpedo AoE damage increased from 700 to 800.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Ise 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.