World of Warships: Legends ship guide

Isokaze

Also called: 矶风 Beta
Torpedo destroyerLives on its torpedoes; deal damage from concealment rather than the gun duel.
Playstyle
  • Contest space with 5.4 km detection
  • Avoid: Burning the 5.4 km concealment advantage on guns
Key characteristics
Torpedoes (7 km)Stealthy (5.4 km)SmokeEngine BoostHigh-arc AP shellsSlow reload
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Community Data

Isokaze Community Stats

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Playstyle

Overview

Isokaze is a Tier III Japanese stealth destroyer with cohort-best surface detection (5.4 km), allowing players to push forward without being spotted, giving control over when to begin the engagement. Her torpedoes have mediocre range but good damage, acting as her primary source of damage. Standout traits: best surface detection in T3 DDs (5.4 km), 2nd best torpedo reload in T3 DDs (42.0 s).

Positioning

Contest space with 5.4 km detection. Rely on allied ships to deal damage on enemy ships, transitioning onto torpedo attacks once a team has a hold on their lane of the map. Move towards the flanks to get the best angle for torpedo attacks, letting your concealment keep you safe.

Potato Avoidance

Burning the 5.4 km concealment advantage on guns

Isokaze's guns have awful performance for a T3 DD, and getting spotted by using them risks losing HP and the element of surprise. Pushing too far in is a symptom of overconfidence and you lack speed to effectively escape.

Signature Traits

Engine Boost

+8% speed (about +2.7 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

LOBBING BATTERY
  • High-arc shells · 25.49°
Best-in-class stealth

5.4 km surface detect, top decile of T3 DDs. Stays dark longer.

ELITE ARMOR
  • Heavy citadel belt · 14 mm
  • Thick deck · 14 mm
Slow reload

9 s reload, worst of T3 DDs. Salvos punish more, but cycle is slower than peers.

Visible torps

1.2 km torpedo detect, bottom decile of T3 DDs. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get Isokaze

Isokaze is available in the Torpedo Destroyers 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

Isokaze sits in the Torpedo Destroyers branch. The highlighted path shows the local branch context inside the full Japan tree.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL AsashioAL Yukikaze

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

Cohort position

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Where Isokaze sits among Tier III DDs (10 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.

BestStealth profile5.44 km / 2.72 km (1/11 / 1/11) Top 25%Traverse-to-turn ratio5.29 × (3/11) Top 25%Torpedo reload42 s (3/11) Top 25%Max armor14 mm (3/11) Top 25%Citadel belt14 mm (3/11) Top 25%Deck armor14 mm (3/11) Bottom 25%Fires per minute1.87 (9/10) Bottom 25%Torpedo reaction time7.8 s (10/11) WorstMain battery reload9 s (11/11) WorstHE DPM45,333 (10/10) WorstAP DPM48,000 (9/9) WorstAP velocity660 m/s (9/9) WorstHE velocity660 m/s (10/10) WorstTurn-speed retention50.9 hp/m (11/11) WorstEffective HE DPM (incl. fire)57,602 (10/10)
See 24 mid-pack stats

Not standouts for Isokaze -- 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 points10,300 HP(8/11) Max speed34 kt(8/11) Smoke fire bloom2 km(5/11) Rudder shift2.7 s(5/11) Turning circle530 m(8/11) Main battery caliber120 mm(5/11) Main battery range9.3 km(5/11) HE shell damage1,700(4/10) HE fire chance7%(4/10) AP shell damage1,800(7/9) Main dispersion84.8 m(7/11) Acceleration17.1 s(7/11) AP arming threshold20 mm(6/9) Engine power27,000 hp(9/11) Displacement1,570 t(5/11) Power-to-weight17.2 hp/t(8/11) AA DPS25(5/11) AA range2 km(9/11) AA threat50(5/11) Torpedo range6.99 km(6/11) Torpedo damage≈9,933(5/11) Torpedo speed57 kt(5/11) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormTurn speed retained81%(10 of 11 tied at this value)
Survivability
Hit PointsInitial: 9,000 → 10,300
Displacement1,570 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.
97 x 8.5 m, draft 2.8 m
Armor range6–14 mm
Plate armor thicknesses6, 10, 12, 14 mm
Armor material/layer entries23
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 duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (927 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 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (1,030 HP on this ship). Verified against measured flood ticks in replay data.
0.25% 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.
0%
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.
5,200
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.
3,100
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 120 mm/40 Type41
Mounts / barrels3 mounts / 3 barrels
Reload time9 s
Firing range (base)8.5 km
Firing range (top fire control)9.3 km
Turret traverse10 °/s
Turret armor12 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.
±143°, ±138°, ±147°
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.
42° off bow / 42° off stern
HE fire DPM vs T3 BB9185
Effective HE DPM vs T3 BB43185
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 =(9304.930·80.51000+0.5)·30=84.8m
84.8 m at 9.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =84.8·0.6=50.9m
50.9 m at 9.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =84.8·0.62=25.4m
25.4 m at 9.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =50.9·0.62=15.3m
15.3 m at 9.3 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 9 s base reload = 20. All upgrades (top gun, 4-gun broadside): 4 broadside guns x 60 / 9 s all-upgrades reload = 26.7.
Initial: 20 → 26.7
HE shells
HE Damage1,700
HE Velocity660 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒZero upgrades: 1,700 HE damage x 3 broadside guns = 5,100. All upgrades (top gun, 4-gun broadside): 1,700 HE damage x 4 broadside guns = 6,800.
Initial: 5,100 → 6,800
HE DPM
ƒZero upgrades: 5,100 HE full-salvo alpha x 60 / 9 s base reload = 34,000. All upgrades (top gun, 4-gun broadside): 6,800 HE full-salvo alpha x 60 / 9 s all-upgrades reload = 45,333.
Initial: 34,000 → 45,333
Fires/min
ƒZero upgrades: 20 shells/min x 7% fire chance = 1.4. All upgrades (top gun, 4-gun broadside): 26.7 shells/min x 7% fire chance = 1.87.
Initial: 1.4 → 1.87
AP shells
AP Damage1,800
AP Velocity660 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1750·20.30.69·0.121.07·6601.38=105.1mm. Matches the in-game spec card.
105.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.3 km), where the shell has slowed to 255.9 m/s: P=107·1750·20.30.69·0.121.07·255.91.38=28.4mm.
28.4 mm at 9.3 km
AP full-salvo alpha
ƒZero upgrades: 1,800 AP damage x 3 broadside guns = 5,400. All upgrades (top gun, 4-gun broadside): 1,800 AP damage x 4 broadside guns = 7,200.
Initial: 5,400 → 7,200
AP DPM
ƒZero upgrades: 5,400 AP full-salvo alpha x 60 / 9 s base reload = 36,000. All upgrades (top gun, 4-gun broadside): 7,200 AP full-salvo alpha x 60 / 9 s all-upgrades reload = 48,000.
Initial: 36,000 → 48,000
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.
7
Torpedoes
ModuleTorpedoes: Type6
Launchers / tubes3 launchers × 2 tubes = 6 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 39 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 42×0.85=35.7 s.
42 s
Projectile speed57 kt
Range6.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=29,800·0.333=9,933.
≈ 9,933
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
10,833
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km57 kt×2.6855=7.8 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.75 per hit, shown as 1.75×100=175%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
175%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming183 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,933 = 59,598.
59,598
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
2 km
40 mm Type91 (upgraded hull only)2×1 40mm
12.7 mm Vickers MkI (stock hull only)2×1 13mm
Medium aura
Guns40 mm Type91
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 1 hit probability = 24 - the same in-game units as the Close-range AA DPS headline.
24
Range2 km
Maneuverability
Engine power27,000 hp
Maximum speed34 kt
Turning circle radius530 m
Rudder shift time2.7 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
14.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
17.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
29.2 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·34.0·0.5144530=1.89°/s, so ratio=ωturretωhull=101.89=5.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.3× slow
Concealment
Detectability by sea5.44 km
Detectability by air2.72 km
Smoke firing penalty2 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.
9.3 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.12 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.
7.44 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.
5.72 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 73 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points9,000 → 10,300
  • Rudder shift5.2 → 3.5 s
  • Close-range AA DPS2 → 7
  • Maximum AA range1.2 → 2 km
Fire controlUpgrade
  • Main battery range8,459 → 9304.9 m
TorpedoesTrade-off
  • Reload39 → 42 s
  • Alpha damage24,800 → 29,800
  • Display damage8,267 → 9,933

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 Disp84.8 m at 9.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(9304.930·80.51000+0.5)·30=84.8m
Shell scatter width @ 5 km52.5 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.
Max Vert Disp50.9 m at 9.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =84.8·0.6=50.9m
Med Horiz Disp25.4 m at 9.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =84.8·0.62=25.4m
Med Vert Disp15.3 m at 9.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =50.9·0.62=15.3m
AP Pen Close105.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1750·20.30.69·0.121.07·6601.38=105.1mm. Matches the in-game spec card.
AP Pen Far28.4 mm at 9.3 km
Same formula at the ship's max firing range (9.3 km), where the shell has slowed to 255.9 m/s: P=107·1750·20.30.69·0.121.07·255.91.38=28.4mm.
AP pen 5 km49 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.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
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 alphaInitial: 3 → 4
Stock guns: 3 of 3 barrels bear on one beam. Top guns: 4 of 4. Alpha and DPM pair each configuration's salvo with its own reload.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alphaInitial: 5,100 → 6,800
Zero upgrades: 1,700 HE damage x 3 broadside guns = 5,100. All upgrades (top gun, 4-gun broadside): 1,700 HE damage x 4 broadside guns = 6,800.
AP full-salvo alphaInitial: 5,400 → 7,200
Zero upgrades: 1,800 AP damage x 3 broadside guns = 5,400. All upgrades (top gun, 4-gun broadside): 1,800 AP damage x 4 broadside guns = 7,200.
HE DPMInitial: 34,000 → 45,333
Zero upgrades: 5,100 HE full-salvo alpha x 60 / 9 s base reload = 34,000. All upgrades (top gun, 4-gun broadside): 6,800 HE full-salvo alpha x 60 / 9 s all-upgrades reload = 45,333.
AP DPMInitial: 36,000 → 48,000
Zero upgrades: 5,400 AP full-salvo alpha x 60 / 9 s base reload = 36,000. All upgrades (top gun, 4-gun broadside): 7,200 AP full-salvo alpha x 60 / 9 s all-upgrades reload = 48,000.
Shells/minInitial: 20 → 26.7
Zero upgrades: 3 broadside guns x 60 / 9 s base reload = 20. All upgrades (top gun, 4-gun broadside): 4 broadside guns x 60 / 9 s all-upgrades reload = 26.7.
Fires/minInitial: 1.4 → 1.87
Zero upgrades: 20 shells/min x 7% fire chance = 1.4. All upgrades (top gun, 4-gun broadside): 26.7 shells/min x 7% fire chance = 1.87.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed57 kt
Travel time to max range45.7 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage900
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count6
3 launchers x 2 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage59,598
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,933 = 59,598.
Per-side salvo damage59,598
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,933 = 59,598.

AA defense

AA DPS at max range25
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers 2x1 -> 25 DPS @ 2 km.
Maximum AA range2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
AA DPS layered by range25 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-blank25
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index50
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.

Armor Beta

Hull HP 9,00010,300 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 & stern10 mm

Overmatched by 95+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–14 mm)1,500 (15% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm primary (range 6–14 mm)1,200 (12% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel14 mm primary (range 10–14 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.
Superstructure6 mm primary (range 6–10 mm)300 (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 HP5,200 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.
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 HP3,100 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 Isokaze can equip, from in-game data.

  • Isokaze default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision