World of Warships: Legends ship guide

Ignis Purgatio

Beta
U.S.A. · Tier VI · Battleship · Premium
Long-range battleshipMax-range AP sniper: trade from open water and bow-tank between salvos.
Playstyle
  • Take an angle that threatens broadsides while leaving room to turn out before the flank collapses
  • Avoid: Do not sit stationary bow-in for the whole match
Key characteristics
410 mm overmatch17 km gun rangeHigh HE / fire outputImproved HE penEasily spotted
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Community Data

Ignis Purgatio Community Stats

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Playstyle

Overview

Ignis Purgatio is best treated as crossfire creation and heavy salvo punishment. Take an angle that threatens broadsides while leaving room to turn out before the flank collapses.

Positioning

Take an angle that threatens broadsides while leaving room to turn out before the flank collapses.

Potato Avoidance

Sit stationary bow-in for the whole match

Reposition early when the enemy stops giving you useful shots.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 9/32 T6 BBs.

Heavy HE shells

7200.0 damage per HE shell, best of T6 BBs. Punishes superstructure and modules harder than peers.

Punchy HE secondaries

2400.0 max HE alpha per secondary shell, best of T6 BBs. Bigger per-shell damage than peers.

Long heal window

32.0 s Repair Party duration, best of T6 BBs. Restores HP for longer per activation.

Long DCP window

20.0 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.

Stiff AP fuse

68.0 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Ignis Purgatio

Ignis Purgatio 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

Official WG availability sources
Show direct source rows

Builds Beta

Start with the standard battleship priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.

Open in Build Tool →

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Cohort position

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Where Ignis Purgatio sits among Tier VI BBs (32 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.

BestSecondary dispersion bracket33 (1 of 7 tied) BestHE alpha2,400 (1 of 4 tied) Top 10%Rudder shift12.2 s (3/32) Top 10%Main battery caliber410 mm (3/32) Top 10%Main battery range16.65 km (3/32) Top 10%HE DPM147,692 (4/31) Top 10%Secondary fire chance10% (4/31) Top 25%Main battery reload23.4 s (7/32) Top 25%Fires per minute9.23 (5/31) Top 25%Secondary DPM (per side)262,800 (7/32) Top 25%AP velocity850 m/s (5/32) Top 25%Repair heal rate0.66 %/s (9/32) Bottom 25%Stealth profile14.84 km / 11.87 km (29/32 / 29/32) Bottom 25%Main dispersion226.5 m (28/32) Bottom 25%Acceleration38.4 s (27/32) Bottom 25%AP arming threshold68 mm (25/32) Bottom 25%Displacement45,816 t (26/32) Bottom 25%Power-to-weight1.8 hp/t (25/32) WorstNo torpedoes (26 of 32 in cohort)
See 19 mid-pack stats

Not standouts for Ignis Purgatio -- 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 points59,500 HP(12/32) Max speed27 kt(21/32) Traverse-to-turn ratio4.35 ×(11/32) Sigma1.9(11/32) AP shell damage11,000(21/32) AP DPM225,641(16/32) Secondary HE pen23 mm(13/31) HE velocity850 m/s(9/31) Engine power82,300 hp(24/32) Turn-speed retention106.9 hp/m(23/32) Secondary range5 km(16/32) AA DPS302(24/32) AA range5 km(13/32) AA threat1,011(24/32) Repair charges3(15/32) Max armor356 mm(15/32) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value)
Survivability
Hit Points59,500
Displacement45,816 t
Armor range6–356 mm
Plate armor thicknesses6, 16, 19, 25, 38, 40, 44, 50, 70, 76, 120, 126, 152, 197, 203, 207, 229, 276, 289, 305, 356 mm
Armor material/layer entries60
Fire resistance30%
Fire duration60 s
Torp Reduction25%
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.
29,800
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.
17,900
Main Battery
ModuleArtillery: 410 mm 3rd Year Type
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range16.6 km
Turret traverse4.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1665030·1221000+2)·30=226.5m
226.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =226.5·0.6=135.9m
135.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =226.5·0.332(σ=1.9)=75.1m
75.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =135.9·0.332(σ=1.9)=45.1m
45.1 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ8 broadside guns x 60 / 26 s base reload = 18.5.
18.5
HE shells
HE Damage7,200
HE Velocity850 m/s
Fire Chance45%
HE penetration
ƒIn-game data: 95 mm = 410 mm caliber / 4.32 (non-standard HE penetration ratio).
95 mm
HE full-salvo alpha
ƒ7,200 HE damage x 8 broadside guns = 57,600.
57,600
Base HE DPM
ƒ57,600 HE full-salvo alpha x 60 / 26 s base reload = 132,923.
132,923
Base fires/min
ƒ8 HE shells x 60 / 26 s reload x 45% fire chance = 8.31.
8.31
AP shells
AP Damage11,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2475·10200.69·0.411.07·8501.38=844.2mm. Matches the in-game spec card.
844.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.8 km), where the shell has slowed to 544.5 m/s: P=107·2475·10200.69·0.411.07·544.51.38=456.6mm.
456.6 mm
AP full-salvo alpha
ƒ11,000 AP damage x 8 broadside guns = 88,000.
88,000
Base AP DPM
ƒ88,000 AP full-salvo alpha x 60 / 26 s base reload = 203,077.
203,077
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.
150
AA Defense
AA mount points50
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (100×3.5×0.75) + (15×3.5×0.75) = 302. 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.
302
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 114×3 25mm
25 mm/60 Type96 mod. 124×1 25mm
25 mm Type96 mod. 112×2 25mm
127 mm Type89 A1 (DP)4×2 127mm
Far aura
DPS
ƒIncludes 15 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
15
Range5 km
Medium aura
DPS100
Range3.1 km
Total DPS in Aura
ƒFar 15 + Medium 100 = 115
115
S
Secondary Battery
Mounts22
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
127 mm Type89 A1 (×4)
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
140 mm 3rd Year Type (×18)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 82,300 hp
Engine power82,300 hp
Maximum speed27 kt
Turning circle radius770 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (24.3 kt of 27). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(82,30045,816)0.42=1.2789; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=38.4s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
38.4 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (26.7 kt of 27). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=63.2s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
63.2 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·27.0·0.5144770=1.03°/s, so ratio=ωturretωhull=4.51.03=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea14.84 km
Detectability by air11.87 km
Smoke firing penalty14.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.84 km
Detect Fire Sea16.84 km
Detect Fire Air14.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 32 s active · 0.66% heal per second · 21.1% of max HP total heal
ƒHeal per second (0.66%) x active time (32 s) = up to 21.1% of max HP restored per charge if the consumable runs its full duration.
Choose one
Catapult Fighter3 charges · 60 s reload · 55 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
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Main Battery Reload Booster1 charges · 150 s reload · 15 s active · +50% reload boost

See all derived stats

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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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp226.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16650}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 226.5\,\text{m}$
Max Vert Disp135.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 226.5 \cdot 0.6 = 135.9\,\text{m}$
Med Horiz Disp75.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 226.5 \cdot 0.332\;(\sigma = 1.9) = 75.1\,\text{m}$
Med Vert Disp45.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 135.9 \cdot 0.332\;(\sigma = 1.9) = 45.1\,\text{m}$
AP Pen Close844.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2475 \cdot 1020^{0.69} \cdot 0.41^{-1.07} \cdot 850^{1.38} = 844.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far456.6 mm
Same formula at the ship's max firing range (20.8 km), where the shell has slowed to 544.5 m/s: $P = 10^{-7}\cdot 2475 \cdot 1020^{0.69} \cdot 0.41^{-1.07} \cdot 544.5^{1.38} = 456.6\,\text{mm}$.
HE penetration95 mm
In-game data: 95 mm = 410 mm caliber / 4.32 (non-standard HE penetration ratio).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.232 in this case. Lets HE pen ~102mm armor instead of ~68mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha57,600
7,200 HE damage x 8 broadside guns = 57,600.
AP full-salvo alpha88,000
11,000 AP damage x 8 broadside guns = 88,000.
Base HE DPM132,923
57,600 HE full-salvo alpha x 60 / 26 s base reload = 132,923.
Base AP DPM203,077
88,000 AP full-salvo alpha x 60 / 26 s base reload = 203,077.
Base shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Base fires/min8.31
8 HE shells x 60 / 26 s reload x 45% fire chance = 8.31.

AA defense

Close-range AA DPS302
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (100×3.5×0.75) + (15×3.5×0.75) = 302. 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 index1011
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 typeImproved (40%) + Standard
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
127 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 4 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
140 mm × 18 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
140 mm × 18 max disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)262,800
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: 4×2 127 mm (4/side) × 60/5 × 2100 = 100,800 + 18×1 140 mm (9/side) × 60/8 × 2400 = 162,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 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: 23 mm from the 140 mm family.
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

Balance updates affecting Ignis Purgatio. Cards are condensed; use each source link for full context.

Buff ×17Main Battery ×7Consumable ×1
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Ignis Purgatio was slightly underperforming as an HE spammer, so we decided to buff her main guns' DPM.
  • Main battery reload time reduced from 28 to 26 seconds.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Main battery firing range increased from 16 to 16.65 km.
  • Main battery HE shell damage increased from 6,000 to 7,200.
  • Main battery HE shell penetration increased from 68 to 95 mm.
  • Main battery HE shell fire-setting chances increased from 26 to 45%.
  • Main battery HE shell splash damage increased.
  • Ship HP increased from 50,000 to 59,500.
  • Engine HP increased from 50,000 to 59,500.
  • Bow HP increased from 2,600 to 3,100.
  • Casemate HP increased from 9,000 to 10,700.
  • Stern HP increased from 1,800 to 2,200.
  • +4 more official change lines in the source post.
Read the full official post
2021-04-08

Two Years Strong: The April Update

  • Citadel armor belt is now 126 mm instead of 76 mm, making the citadel a bit less vulnerable.
  • Repair Party now restores 32% more HP per second over the same duration.
  • A single charge of Main Battery Reload Booster has been added to the third consumable slot.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Ignis Purgatio 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.