World of Warships: Legends ship guide

Ibuki

Also called: 伊吹 Beta
Japan · Tier VIII · CA Cruiser · Tech Tree
Improved-AP cruiserBuilt around an AP fuse that punishes cruiser sides; skip HE and fish citadels.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Long, heavy torpedoes (10 km)SonarSharp rudderFragile
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Community Data

Ibuki Community Stats

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Playstyle

Overview

Ibuki is a Tier VIII Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Lean on AP into broadsides and short-angled cruisers - HE-spamming this hull leaves the cohort's best damage tool on the rack. Sonar (4.4 km on ships and 3.1 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best torpedo alpha in T8 CAs (19,567) and top-decile sharp rudder in T8 CAs (7.3 s).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 39,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, unique in T8 CAs.

Heavy torpedoes

19567.0 damage per torpedo, best of T8 CAs.

ELITE MOBILITY
  • Sharp rudder · 7.3 s
  • Nimble for the tonnage · 10.27 hp
  • Fast for the class · 35.0 kt
Visible torps

1.7 km torpedo detect, worst of T8 CAs. Easy to dodge if targets are looking.

Soft superstructure

6.0 mm superstructure, bottom decile of T8 CAs. HE farms harder.

Acquisition

How to get Ibuki

Ibuki is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

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Cohort position

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Where Ibuki sits among Tier VIII CAs (33 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.

BestTorpedo damage≈19,567 (1 of 2 tied) Top 10%Max speed35 kt (4/33) Top 10%Rudder shift7.3 s (2/33) Top 10%Displacement14,800 t (4/33) Top 10%Power-to-weight10.27 hp/t (3/33) Top 25%Main dispersion130.4 m (6/33) Top 25%Acceleration25.1 s (7/33) Top 25%Turn-speed retention197.4 hp/m (9/33) Top 25%Torpedo speed67 kt (3/19) Bottom 25%Hit points39,000 HP (30/33) Bottom 25%Secondary HE pen17 mm (23/26) Bottom 25%AA DPS365 (30/33) Bottom 25%AA threat1,361 (30/33)
See 39 mid-pack stats

Not standouts for Ibuki -- 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.

Concealment12.56 km(14/33) Air detection7.54 km(13/33) Traverse-to-turn ratio5.23 ×(21/33) Main battery caliber203 mm(19/33) Main battery range15.52 km(18/33) Main battery reload10.8 s(17/33) Sigma2.05(15/33) HE shell damage3,650(9/29) HE fire chance17%(13/29) Fires per minute9.44(10/29) HE DPM202,778(10/29) AP shell damage5,150(18/33) AP DPM286,111(18/33) Secondary DPM (per side)142,657(15/27) HE alpha1,700(13/26) Secondary fire chance6%(15/26) AP velocity840 m/s(20/33) HE velocity840 m/s(19/29) AP arming threshold34 mm(15/33) Engine power152,000 hp(11/33) AP pen at 10 km196 mm(24/33) Effective HE DPM (incl. fire)280,160(10/29) AA range5 km(23/33) Flak per wave (expected)1,863(17/33) Torpedo range9.99 km(8/19) Torpedo reload105 s(12/19) Repair heal rate0.6 %/s(13/33) Max armor140 mm(25/33) Citadel belt140 mm(19/33) Bow armor25 mm(19/33) Stern armor25 mm(21/33) Deck armor50 mm(19/32) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP fuse timer0.03 s(23 of 33 tied at this value) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value) NormTurn speed retained81%(30 of 33 tied at this value) NormSecondary range5 km(21 of 27 tied at this value) NormRepair charges2(31 of 33 tied at this value)
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%
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
AP pen max range140 mm
HE fire DPM vs T8 BB64316
Effective HE DPM vs T8 BB232778
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1410930·81.11000+1.1)·30=130.4m
130.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.4·0.6=78.2m
78.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =130.4·0.314(σ=2.05)=40.9m
40.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.2·0.313(σ=2.05)=24.5m
24.5 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 13 s base reload = 46.2. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 11.7 s all-upgrades reload = 51.3.
Initial: 46.2 → 51.3
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
HE DPM
ƒZero upgrades: 36,500 HE full-salvo alpha x 60 / 13 s base reload = 168,462. All upgrades (Main Battery Mod. 3 = -10% reload): 36,500 HE full-salvo alpha x 60 / 11.7 s all-upgrades reload = 187,179.
Initial: 168,462 → 187,179
Fires/min
ƒZero upgrades: 46.2 shells/min x 17% fire chance = 7.85. All upgrades (Main Battery Mod. 3 = -10% reload): 51.3 shells/min x 17% fire chance = 8.72.
Initial: 7.85 → 8.72
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: P=107·K·m0.69·d1.07·v01.38 =107·2468·125.850.69·0.2031.07·8401.38=414.7mm. 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: P=107·2468·125.850.69·0.2031.07·3601.38=128.8mm.
128.8 mm
AP full-salvo alpha
ƒ5,150 AP damage x 10 broadside guns = 51,500.
51,500
AP DPM
ƒZero upgrades: 51,500 AP full-salvo alpha x 60 / 13 s base reload = 237,692. All upgrades (Main Battery Mod. 3 = -10% reload): 51,500 AP full-salvo alpha x 60 / 11.7 s all-upgrades reload = 264,103.
Initial: 237,692 → 264,103
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 time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 95 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 105×0.85=89.2 s.
105 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 67 kt); the stock torpedo module runs 62 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
67 kt
Range9.99 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=58,700·0.333=19,567.
≈ 19,567
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.
20,967
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km67 kt×2.6=9.8 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
9.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. 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.
355%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming207 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 100mm
Far aura
Guns100 mm Type98 (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 98 from dual-purpose secondaries firing as AA in this range band.
98
Range5 km
Medium aura
Guns40 mm/60 Type 5
Continuous DPS
ƒEffective DPS: 34 raw aura damage × 3.5 × 0.9 hit probability = 107 - the same in-game units as the Close-range AA DPS headline.
107
Range3.5 km
Total DPS in Aura
ƒFar 98 + Medium 107 = 205
205
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 54 raw aura damage × 3.5 × 0.85 hit probability = 161 - the same in-game units as the Close-range AA DPS headline.
Initial: 232 → 161
Range3.1 km
Total DPS in Aura
ƒFar 98 + Medium 107 + Near 161 = 366
366
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 230 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 × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
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.
90%
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.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
100 mm Type98 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 100mm
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 power152,000 hp
Maximum speed35 kt
Turning circle radius770 m
Rudder shift time7.3 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
25.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
40.5 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·35.0·0.5144770=1.34°/s, so ratio=ωturretωhull=71.34=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea12.56 km
Detectability by air7.54 km
Smoke firing penalty7.51 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.56 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 · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 6,552 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 13,104 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 234 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (39,000 HP) per second = 234 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullUpgrade
  • Hit points35,100 → 39,000
  • Rudder shift12.4 → 9.5 s
  • Close-range AA DPS78 → 88
  • Maximum AA range3.1 → 3.5 km
Fire controlUpgrade
  • Main battery range14,109 → 15519.9 m
TorpedoesTrade-off
  • Reload95 → 105 s
  • Alpha damage47,800 → 58,700
  • Display damage15,933 → 19,567
  • Speed62 → 67 kt

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)2.05
Max Horiz Disp130.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1410930·81.11000+1.1)·30=130.4m
Shell scatter width @ 5 km67.5 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.
Shell scatter width @ 10 km102 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 Disp78.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.4·0.6=78.2m
Shell scatter height @ 10 km55.3 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.
Med Horiz Disp40.9 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =130.4·0.314(σ=2.05)=40.9m
Med Vert Disp24.5 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.2·0.313(σ=2.05)=24.5m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close414.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2468·125.850.69·0.2031.07·8401.38=414.7mm. 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: P=107·2468·125.850.69·0.2031.07·3601.38=128.8mm.
AP pen 5 km285 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 km196 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 km143 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 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.
HE DPMInitial: 168,462 → 187,179
Zero upgrades: 36,500 HE full-salvo alpha x 60 / 13 s base reload = 168,462. All upgrades (Main Battery Mod. 3 = -10% reload): 36,500 HE full-salvo alpha x 60 / 11.7 s all-upgrades reload = 187,179.
AP DPMInitial: 237,692 → 264,103
Zero upgrades: 51,500 AP full-salvo alpha x 60 / 13 s base reload = 237,692. All upgrades (Main Battery Mod. 3 = -10% reload): 51,500 AP full-salvo alpha x 60 / 11.7 s all-upgrades reload = 264,103.
Shells/minInitial: 46.2 → 51.3
Zero upgrades: 10 broadside guns x 60 / 13 s base reload = 46.2. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 11.7 s all-upgrades reload = 51.3.
Fires/minInitial: 7.85 → 8.72
Zero upgrades: 46.2 shells/min x 17% fire chance = 7.85. All upgrades (Main Battery Mod. 3 = -10% reload): 51.3 shells/min x 17% fire chance = 8.72.

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
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 19,567 = 313,072.
Per-side salvo damage156,536
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.

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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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.

Armor Beta

Hull HP 35,10039,000 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 & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel140 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,200 (3% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–100 mm)29,300 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–100 mm)2,200 (6% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel140 mm primary (range 27–140 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 6–100 mm)1,200 (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 HP19,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (100 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 (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 HP11,700 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

Balance History

Balance updates affecting Ibuki. 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 can equip, from in-game data.

  • Ibuki 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.