Ibuki B
Beta- Work wide angles, keep HE pressure constant, and use torpedoes to discourage pursuit
- Avoid: Do not trade stationary or force close-range torpedo plays
Variant of Ibuki
Cosmetic-only variant of Ibuki. Identical hull, modules, and consumables; differs in appearance and acquisition only.
Ibuki B Community Stats
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Ibuki B Community Stats
Playstyle
Overview
Ibuki B is a Tier VIII Japanese premium cruiser with official reload changes matching standard Ibuki and improved accuracy identity. Play her as a kiting HE cruiser with premium consistency.
Positioning
Work wide angles, keep HE pressure constant, and use torpedoes to discourage pursuit.
Potato Avoidance
Trade stationary or force close-range torpedo plays
Do not trade stationary or force close-range torpedo plays.
How to get Ibuki B
Ibuki B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
Best listed chance for this ship
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Black Friday '22 Crate
0.5%
VIII Ibuki B
Event containers · Black Friday '22 Crate
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Piñata Chest
0.333333%
Tier VIII Premium ship or Legendary Tier ship
Event containers · Piñata Chest · 1 of 3 ships
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Champion's Box
0.1%
VIII Ibuki B
Event containers · Champion's Box → Black Friday '22 Crate
Show all 5 containers (2 more)
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Black Friday Ultimate Crate
0.0833%
VIII Ibuki B
Event containers · Black Friday Ultimate Crate → Black Friday '22 Crate
-
Ultimate Crate
0.05%
VIII Ibuki B
Event containers · Ultimate Crate → Black Friday '22 Crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Black Friday '22 Crate 0.5% · VIII Ibuki B
- Piñata Chest 0.333333% · Tier VIII Premium ship or Legendary Tier ship
Builds Beta
Build for reload, fire chance, range, concealment, rudder, and survivability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
The stats below come from the base ship, Ibuki. This ship is built on the same hull; in-game data for the variant itself is not available.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
patched
- baseline12In-game data
- 2022-11-0313November Update: Under the Black Flag Main battery reload time decreased from 13.7 to 13 s.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14109/30·(8−1.1)/1000 + 1.1)·30 = 130.4 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.4 × 0.6 = 78.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.4 × 0.314 (σ=2.05) = 40.9 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.2 × 0.313 (σ=2.05) = 24.5 mƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
10 broadside guns x 60 / 13 s base reload = 46.2.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
3,650 HE damage x 10 broadside guns = 36,500.ƒ
36,500 HE full-salvo alpha x 60 / 13 s base reload = 168,462.ƒ
36,500 HE full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 202,778.ƒ
10 HE shells x 60 / 13 s reload x 17% fire chance = 7.85.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2468 × 125.85^0.69 × 0.203^-1.07 × 840^1.38 = 414.7 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 360 m/s: 1e-7 × 2468 × 125.85^0.69 × 0.203^-1.07 × 360^1.38 = 128.8 mm.ƒ
5,150 AP damage x 10 broadside guns = 51,500.ƒ
51,500 AP full-salvo alpha x 60 / 13 s base reload = 237,692.ƒ
51,500 AP full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 286,111.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×0.9) + (54×3.5×0.85) + (31×3.5×0.9) = 365. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 31 + Medium 34 = 65ƒ
Far 31 + Medium 34 + Near 54 = 119ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14109/30·(8−1.1)/1000 + 1.1)·30 = 130.4 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.4 × 0.6 = 78.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.4 × 0.314 (σ=2.05) = 40.9 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.2 × 0.313 (σ=2.05) = 24.5 mStandard cruiser dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2468 × 125.85^0.69 × 0.203^-1.07 × 840^1.38 = 414.7 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 360 m/s: 1e-7 × 2468 × 125.85^0.69 × 0.203^-1.07 × 360^1.38 = 128.8 mm.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).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.All 10 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.3,650 HE damage x 10 broadside guns = 36,500.5,150 AP damage x 10 broadside guns = 51,500.36,500 HE full-salvo alpha x 60 / 13 s base reload = 168,462.51,500 AP full-salvo alpha x 60 / 13 s base reload = 237,692.36,500 HE full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 202,778.51,500 AP full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 286,111.10 broadside guns x 60 / 13 s base reload = 46.2.10 broadside guns x 60 / 10.8 s installed Artillery reload = 55.6.10 HE shells x 60 / 13 s reload x 17% fire chance = 7.85.10 HE shells x 60 / 10.8 s installed reload x 17% fire chance = 9.44.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×0.9) + (54×3.5×0.85) + (31×3.5×0.9) = 365. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 100 mm (4/side) × 60/2.86 × 1700 = 142,657. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.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: 17 mm from the 100 mm family.Balance History
Balance updates affecting Ibuki B. Cards are condensed; use each source link for full context.
Ministry of Balance: Breaking the Ice
- The Ibuki twins are receiving a slight reload boost to help them comparatively against their peers.
- Main battery gun reload time reduced from 13 to 12 s.
Ministry of Balance Reports: Buffs, Nerfs, and Commanders
- The Ibuki duo has been performing poorly, though they saw great improvement thanks to the fix to their turret traverse last update. We're improving their shells and the reload on Ibuki B to make them even more competitive.
- Maximum HE shell damage increased from 3,300 to 3,650.
- Maximum AP shell damage increased from 4,700 to 5,150.
- The main battery reload time for Ibuki B was also decreased from 13.7 to 13 s to match the standard Ibuki.
November Update: Under the Black Flag
- Ibuki is somewhat lacking direct damage, so we're boosting it.
- Main battery reload time decreased from 13.7 to 13 s.
- Main battery 180° turn time decreased from 30 to 25.7 s.
- Torpedo launcher reload time decreased from 101 to 95 s from 112 to 105 s.
Skins & permanent camouflages
Every custom exterior Ibuki B can equip, from in-game data.
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.
