World of Warships: Legends ship guide

Ibuki B

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • 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.

Community Data

Ibuki B Community Stats

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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.

Acquisition

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

  • Black Friday '22 Crate 0.5% VIII Ibuki B Event containers · Black Friday '22 Crate
  • Piñata Chest 0.333333% Tier VIII Premium ship or Legendary Tier ship Event containers · Piñata Chest · 1 of 3 ships
  • Champion's Box 0.1% VIII Ibuki B Event containers · Champion's Box → Black Friday '22 Crate
Show all 5 containers (2 more)
  • 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
Show direct source rows

Builds Beta

Build for reload, fire chance, range, concealment, rudder, and survivability.

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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.

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

Sonar 4.93 kmRepair 2Def-AAFighter
Survivability
Hit PointsInitial: 35,100 → 39,000
Displacement14,800 t
Armor range6–140 mm
Plate armor thicknesses6, 16, 25, 27, 30, 32, 35, 40, 50, 51, 55, 65, 95, 100, 140 mm
Armor material/layer entries52
Fire resistance40%
Fire duration30 s
Torp Reduction19%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
19,500
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.
11,700
Main Battery
ModuleArtillery: 203 mm Type3
Mounts / barrels5 mounts / 10 barrels
Reload time
patched
  1. baseline12
    In-game data
  2. 2022-11-0313
    November Update: Under the Black Flag Main battery reload time decreased from 13.7 to 13 s.
13 s
Firing range (base)14.1 km
Firing range (top fire control)15.5 km
Turret traverse7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14109/30·(8−1.1)/1000 + 1.1)·30 = 130.4 m
130.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.4 × 0.6 = 78.2 m
78.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.4 × 0.314 (σ=2.05) = 40.9 m
40.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.2 × 0.313 (σ=2.05) = 24.5 m
24.5 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ10 broadside guns x 60 / 13 s base reload = 46.2.
46.2
HE shells
HE Damage3,650
HE Velocity840 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,650 HE damage x 10 broadside guns = 36,500.
36,500
Base HE DPM
ƒ36,500 HE full-salvo alpha x 60 / 13 s base reload = 168,462.
168,462
Installed HE DPM
ƒ36,500 HE full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 202,778.
202,778
Base fires/min
ƒ10 HE shells x 60 / 13 s reload x 17% fire chance = 7.85.
7.85
AP shells
AP Damage5,150
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
Improved AP FuseYes
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical 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.
414.7 mm
AP Pen Far
ƒSame 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.
128.8 mm
AP full-salvo alpha
ƒ5,150 AP damage x 10 broadside guns = 51,500.
51,500
Base AP DPM
ƒ51,500 AP full-salvo alpha x 60 / 13 s base reload = 237,692.
237,692
Installed AP DPM
ƒ51,500 AP full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 286,111.
286,111
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.
24
Torpedoes
ModuleType93 mod. 2
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time105 s
Projectile speed67 kt
Range9.99 km
Maximum simulated damage19,567 (est.)
Alpha damage58,700
Torpedo detectability1.7 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming207 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
156,536
AA Defense
AA mount points40
Close-range AA DPS
ƒSum 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.
365
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 5 (upgraded hull only)6×2 40mm
25 mm Type96 mod. 1Initial: 12×3 → 6×3 25mm
25 mm/60 Type96 mod. 128×1 25mm
100 mm Type98 (DP)4×2 100mm
Far aura
DPS
ƒIncludes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
31
Range5 km
Medium aura
DPS34
Range3.5 km
Total DPS in Aura
ƒFar 31 + Medium 34 = 65
65
Near aura
DPSInitial: 78 → 54
Range3.1 km
Total DPS in Aura
ƒFar 31 + Medium 34 + Near 54 = 119
119
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time2.86 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 152,000 hp
Engine power152,000 hp
Maximum speed35 kt
Turning circle radius770 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.2× slow
Concealment
Detectability by sea12.56 km
Detectability by air7.54 km
Smoke firing penalty7.51 km
Detect after firing main guns12.56 km
Detect Fire Sea14.56 km
Detect Fire Air10.54 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
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

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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 (σ)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp130.4 m
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 m
Max Vert Disp78.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.4 × 0.6 = 78.2 m
Med Horiz Disp40.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.4 × 0.314 (σ=2.05) = 40.9 m
Med Vert Disp24.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.2 × 0.313 (σ=2.05) = 24.5 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close414.7 mm
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.
AP Pen Far128.8 mm
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.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius24
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 time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha36,500
3,650 HE damage x 10 broadside guns = 36,500.
AP full-salvo alpha51,500
5,150 AP damage x 10 broadside guns = 51,500.
Base HE DPM168,462
36,500 HE full-salvo alpha x 60 / 13 s base reload = 168,462.
Base AP DPM237,692
51,500 AP full-salvo alpha x 60 / 13 s base reload = 237,692.
Installed HE DPM202,778
36,500 HE full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 202,778.
Installed AP DPM286,111
51,500 AP full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 286,111.
Base shells/min46.2
10 broadside guns x 60 / 13 s base reload = 46.2.
Installed shells/min55.6
10 broadside guns x 60 / 10.8 s installed Artillery reload = 55.6.
Base fires/min7.85
10 HE shells x 60 / 13 s reload x 17% fire chance = 7.85.
Installed fires/min9.44
10 HE shells x 60 / 10.8 s installed reload x 17% fire chance = 9.44.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range57.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage313,072
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage156,536
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS365
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1361
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)142,657
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).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
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.
Max HE pen17 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: 17 mm from the 100 mm family.

Balance History

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

Buff ×7Main Battery ×8
2024-12-12

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.
Read the full official post
2023-03-02

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.
Read the full official post
2022-11-03

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Ibuki B 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.