World of Warships: Legends ship guide

Ishizuchi

Also called: 石锤 Beta
Tank battleshipA health pool that outlasts the line: soak trades peers cannot afford to take.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle
  • The super-heal lets you hold mid-range trades that a standard BB would lose
  • Avoid: Treating the super-heal as a license to push
Key characteristics
2 sigma accuracy14 km gun rangeHeavy HE shellsHigh HE / fire outputHigh AP DPMEasily spotted
On this page
Community Data

Ishizuchi Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Ishizuchi is a Tier III Japanese battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: best sigma in T3 BBs (2) and best HE alpha in T3 BBs (5,200).

Positioning

Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

LOBBING BATTERY
  • Tight grouping
  • Heavy HE shells · 5200 damage
  • HE DPM machine · 124800 HE
  • High-arc AP shells · 21.14°
Punchy HE secondaries

2500 max HE alpha per secondary shell, best of T3 BBs. Bigger per-shell damage than peers.

Fast for the class

27.5 kt, best of T3 BBs. Lets you rotate flanks or escape disengagements.

Easily spotted

12.9 km surface detect, worst of T3 BBs. Visible before you can react; position early.

Weak torp belt

4% torpedo damage reduction, bottom decile of T3 BBs. Torps hit for closer to their printed damage.

Acquisition

How to get Ishizuchi

Ishizuchi is available in the Outranging Battleships branch of the Japan Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

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

Builds

AL Fusou, Arpeggio Haruna, and Arpeggio Kirishima are useful Japanese battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

Open in Build Tool →

Commanders frequently paired with this ship AL FusouArpeggio HarunaArpeggio Kirishima

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Ishizuchi sits among Tier III BBs (17 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMax speed27.5 kt (1 of 2 tied) BestSigma2 (1/18) BestHE DPM124,800 (1/18) BestSecondary HE alpha2,500 (1/17) BestEffective HE DPM (incl. fire)175,188 (1/18) Top 10%Hit points45,700 HP (2/18) Top 10%Main battery range14.26 km (2/18) Top 10%Fires per minute7.68 (2/18) Top 10%Engine power64,059 hp (2/17) Top 25%Traverse-to-turn ratio3.93 × (4/18) Top 25%Main battery reload25 s (3/18) Top 25%AP DPM192,000 (3/18) Top 25%Main dispersion186.7 m (3/18) Top 25%Turn-speed retention86.6 hp/m (4/17) Top 25%Power-to-weight2.2 hp/t (3/17) Top 25%AA threat364 (4/15) Bottom 25%Smoke fire bloom9.82 km (17/18) Bottom 25%Acceleration36.9 s (15/17) Bottom 25%Displacement29,135 t (16/18) Bottom 25%Max armor254 mm (15/18) Bottom 25%Citadel belt203 mm (15/18) WorstStealth profile12.87 km / 10.3 km (18/18 / 18/18) WorstTurning circle740 m (18/18) WorstAP pen at 10 km220 mm (18/18) WorstSecondary range3.5 km (1 of 7 tied) WorstFlak per wave (expected)150 (1 of 3 tied)
See 16 mid-pack stats

Not standouts for Ishizuchi -- 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.

Rudder shift13 s(14/18) Main battery caliber305 mm(9/18) Secondary DPM (per side)120,000(12/18) Secondary fire chance9%(7/17) Secondary HE pen25 mm(6/17) AP velocity831 m/s(10/18) HE velocity831 m/s(13/18) AP arming threshold51 mm(10/18) AA DPS174(5/15) AA range3 km(9/15) Repair charges3(9/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) Deck armor38 mm(11/18) NormSecondary dispersion bracket57(15 of 18 tied at this value) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit PointsInitial: 43,200 → 45,700
Displacement29,135 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.
215.2 x 28.4 m (measured from the ship model)
Armor range13–254 mm
Plate armor thicknesses13, 19, 25, 30, 38, 51, 76, 127, 152, 203, 254 mm
Armor material/layer entries51
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: 6.7% → 10%
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 (8,226 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 (9,140 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.
4%
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.
22,900
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
13,700
Effective HP
ƒBase 45,700 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 6,398 HP per charge, x3 charges = 19,194 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.
64,894
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm/45 Mk10
Mounts / barrels5 mounts / 10 barrels
Reload time25 s
Firing range (base)13 km
Firing range (top fire control)14.3 km
Turret traverse4.3 °/s
Turret armor229 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.
±150°, 3x ±153°, ±152°
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.
27° off bow / 30° off stern
HE fire DPM vs T3 BB50388
Effective HE DPM vs T3 BB175188
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 =(14263.730·102.81000+2.8)·30=186.7m
186.7 m at 14.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =186.7·0.8=149.4m
149.4 m at 14.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =186.7·0.62=56m
56 m at 14.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =149.4·0.62=44.8m
44.8 m at 14.3 km
Turret turn time
ƒ180 degrees / 4.3 deg/s traverse speed = 41.9 s.
41.9 s
Shells/min
ƒ10 broadside guns x 60 / 25 s base reload = 24.
24
HE shells
HE Damage5,200
HE Velocity831 m/s
Fire Chance32%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ5,200 HE damage x 10 broadside guns = 52,000.
52,000
HE DPM
ƒ52,000 HE full-salvo alpha x 60 / 25 s base reload = 124,800.
124,800
Fires/min
ƒ24 shells/min x 32% fire chance = 7.68.
7.68
AP shells
AP Damage8,000
AP Velocity831 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2327·3860.69·0.3051.07·8311.38=540mm. Matches the in-game spec card.
540 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.3 km), where the shell has slowed to 349.8 m/s: P=107·2327·3860.69·0.3051.07·349.81.38=163.6mm.
163.6 mm at 14.3 km
AP full-salvo alpha
ƒ8,000 AP damage x 10 broadside guns = 80,000.
80,000
AP DPM
ƒ80,000 AP full-salvo alpha x 60 / 25 s base reload = 192,000.
192,000
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.
40
AA Defense
AA mount pointsInitial: 6 → 14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm 3rd Year Type6×1 76mm
40 mm Type91 (upgraded hull only)8×2 40mm
Far aura
Guns76.2 mm 3rd Year Type
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.75 hit probability = 16 - the same in-game units as the Close-range AA DPS headline.
Initial: 10 → 16
Range3 km
Medium aura
Guns40 mm Type91
Continuous DPS
ƒEffective DPS: 60 raw aura damage × 3.5 × 0.75 hit probability = 158 - the same in-game units as the Close-range AA DPS headline.
158
Range2 km
Total DPS in Aura
ƒFar 16 + Medium 158 = 174
174
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 × 100 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.
100
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 3 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-3 km
S
Secondary Battery
Mounts16
Firing range3.5 km
Shell Grouping (σ)1
152 mm 41st Year Type16×1 152mm
Caliber152 mm
Reload time10 s
HE Damage2,500
Muzzle Velocity825 m/s
Fire Chance9%
Armor Pen25 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine power64,059 hp
Maximum speed27.5 kt
Turning circle radius740 m
Rudder shift time13 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27.5 / 4 + 4.9 = 11.8 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
11.8 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
45.3 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).
8.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.8 kt of 27.5 kt), from our in-house acceleration model.
36.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.2 kt of 27.5 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.
60 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·27.5·0.5144740=1.10°/s, so ratio=ωturretωhull=4.31.10=3.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.9× drags
Concealment
Detectability by sea12.87 km
Detectability by air10.3 km
Smoke firing penalty9.82 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.
14.26 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
16.4 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
14.87 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.
13.3 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,398 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.
· 19,194 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.
· 228 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (45,700 HP) per second = 228 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 points43,200 → 45,700
  • Rudder shift23.6 → 16.9 s
  • AA mounts6 → 14
  • Close-range AA DPS4 → 66
Fire controlUpgrade
  • Main battery range12,967 → 14263.7 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 Disp186.7 m at 14.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(14263.730·102.81000+2.8)·30=186.7m
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.
Max Vert Disp149.4 m at 14.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =186.7·0.8=149.4m
Shell scatter height @ 10 km106.1 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=0.5·14263.7=7132 m, and radiusOnMax=0.8 at 14263.7 m. Above the kink: k=0.6+(0.80.6)·10000713214263.77132=0.6804, so σV=σH·k=156·0.6804=106.1m.
Med Horiz Disp56 m at 14.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =186.7·0.62=56m
Med Vert Disp44.8 m at 14.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =149.4·0.62=44.8m
AP Pen Close540 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2327·3860.69·0.3051.07·8311.38=540mm. Matches the in-game spec card.
AP Pen Far163.6 mm at 14.3 km
Same formula at the ship's max firing range (14.3 km), where the shell has slowed to 349.8 m/s: P=107·2327·3860.69·0.3051.07·349.81.38=163.6mm.
AP pen 5 km340 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 km220 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 flight time @ 10 km6.19 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·0.58·0.30528·386=5.49×105. That runs from a 831 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 flight time @ 10 km6.19 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·0.58·0.30528·386=5.49×105. That runs from a 831 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 penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time41.9 s
180 degrees / 4.3 deg/s traverse speed = 41.9 s.
HE full-salvo alpha52,000
5,200 HE damage x 10 broadside guns = 52,000.
AP full-salvo alpha80,000
8,000 AP damage x 10 broadside guns = 80,000.
HE DPM124,800
52,000 HE full-salvo alpha x 60 / 25 s base reload = 124,800.
AP DPM192,000
80,000 AP full-salvo alpha x 60 / 25 s base reload = 192,000.
Shells/min24
10 broadside guns x 60 / 25 s base reload = 24.
Fires/min7.68
24 shells/min x 32% fire chance = 7.68.

AA defense

AA DPS at max range16
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 76mm40 Type3 6x1 -> 16 DPS @ 3 km; 40mm Vickers double 8x2 -> 158 DPS @ 2 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range16 DPS @ 3 km, 174 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-blank174
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index364
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.

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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)120,000
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: 16×1 152 mm (8/side) × 60/10 × 2500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2500
Maximum HE damage per shell across secondary HE families. Best on this ship: 2500 from the 152 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 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.

Armor Beta

Hull HP 43,20045,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern19 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel203 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–76 mm)2,600 (6% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)152 mm primary (range 19–203 mm)34,300 (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.
Stern19 mm primary (range 19–76 mm)1,200 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel203 mm primary (range 19–203 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.
Superstructure13 mm primary (range 13–254 mm)900 (2% 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 HP22,900 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 (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 (76 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP13,700 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

Exteriors

Skins & permanent camouflages

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

  • Ishizuchi 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.