World of Warships: Legends ship guide

Ignis Purgatio

Beta
U.S.A. · Tier VI · Battleship · Premium
Fire-starter battleshipImproved HE means fires and chip damage on anything angled; heal back the trade.
Playstyle
  • Hold the lane the team needs held and let the health pool do the arguing
  • She wins by still being there when the other battleship is not
  • Avoid: Playing her as a sniper
Key characteristics
410 mm overmatch17 km gun rangeHeavy HE shellsHigh HE DPMImproved HE penEasily spotted
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Community Data

Ignis Purgatio Community Stats

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Playstyle

Overview

Ignis Purgatio is a Tier VI tank battleship on the Nagato hull: 410mm mains and a deep health pool let her hold trades that drain peer battleships faster than the shells coming back. Twenty-two secondary mounts reach 5 km, and her third slot chooses between Main Battery Reload Booster and Secondary Battery Booster, so she is a line-holder first and a striker second.

Positioning

Hold the lane the team needs held and let the health pool do the arguing. She wins by still being there when the other battleship is not.

Potato Avoidance

Playing her as a sniper

The hit points are the weapon, and they do nothing from the back line.

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, shared by 9/32 T6 BBs.

ELITE MAIN BATTERY
  • Heavy HE shells · 7200 damage
  • Big-caliber overmatch · 28.6 mm
  • Close-range AP brick · 803.7 mm
Punchy HE secondaries

2400 max HE alpha per secondary shell, best of T6 BBs. Bigger per-shell damage than peers.

Long heal window

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

Long DCP window

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

Stiff AP fuse

68 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

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds

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 (31 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) BestSecondary HE alpha2,400 (1 of 4 tied) BestAP pen at 10 km610 mm (1 of 2 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 DPM132,923 (4/31) Top 10%Secondary fire chance10% (4/31) Top 10%Effective HE DPM (incl. fire)195,066 (4/31) Top 25%Main battery reload26 s (8/32) Top 25%Fires per minute8.31 (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) Top 25%Deck armor76 mm (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) Bottom 25%AA threat1,010 (25/32) Bottom 25%Flak per wave (expected)630 (25/32) Bottom 25%End plates25 mm (27/32 / 27/32) WorstNo torpedoes (26 of 32 in cohort)
See 20 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 DPM203,077(17/32) 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(14/32) Repair charges3(15/32) Max armor356 mm(15/32) Citadel belt305 mm(17/32) 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) NormTurn speed retained81%(31 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
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.
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
Effective HP
ƒBase 59,500 HP plus everything Repair Party can restore: 0.66%/s x 32 s = 12,566 HP per charge, x3 charges = 37,699 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
97,199
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 410 mm 3rd Year Type
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range16.6 km
Turret traverse4.5 °/s
Turret armor457 mm
AP pen max range496 mm
HE fire DPM vs T6 BB62126
Effective HE DPM vs T6 BB195049
Shell Grouping (σ)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·0.6σ =226.5·0.61.9=71.5m
71.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =135.9·0.61.9=42.9m
42.9 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
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
HE DPM
ƒ57,600 HE full-salvo alpha x 60 / 26 s base reload = 132,923.
132,923
Fires/min
ƒ18.5 shells/min 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
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
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)
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 127mm
Far aura
Guns127 mm Type89 A1 (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 39 from dual-purpose secondaries firing as AA in this range band.
39
Range5 km
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 100 raw aura damage × 3.5 × 0.75 hit probability = 262 - the same in-game units as the Close-range AA DPS headline.
262
Range3.1 km
Total DPS in Aura
ƒFar 39 + Medium 262 = 301
301
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 210 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 × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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.
75%
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
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) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
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
Maneuverability
Engine power82,300 hp
Maximum speed27 kt
Turning circle radius770 m
Rudder shift time12.2 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27 kt), from our in-house acceleration model.
38.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27 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.
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 · 12,566 HP (21.1% of max HP) total heal (per charge)
ƒHeal per second (0.66%) x effective active time (32 s) = up to 21.1% of max HP restored per charge.
· 37,698 HP (63.3% of max HP) total heal (all charges)
ƒ21.1% per charge x 3 charges = up to 63.3% of max HP if the whole Repair Party loadout is used.
· 393 HP/s (0.66% of max HP) heal per second
ƒ0.66% of max HP (59,500 HP) per second = 393 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
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
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% grouping · -50% dispersion
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
Max Horiz Disp226.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1665030·1221000+2)·30=226.5m
Shell scatter width @ 5 km110 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 km160 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.
Shell scatter width @ 15 km210 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp135.9 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =226.5·0.6=135.9m
Shell scatter height @ 10 km83.2 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16650=8325 m, and radiusOnMax=0.6 at 16650 m. Above the kink: k=0.5+(0.60.5)·100008325166508325=0.5201, so σV=σH·k=160·0.5201=83.2m.
Med Horiz Disp71.5 m
50%-hit horizontal radius: σH,50=σH·0.6σ =226.5·0.61.9=71.5m
Med Vert Disp42.9 m
50%-hit vertical radius: σV,50=σV·0.6σ =135.9·0.61.9=42.9m
AP Pen Close844.2 mm
Canonical 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.
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=107·2475·10200.69·0.411.07·544.51.38=456.6mm.
AP pen 5 km723 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 km610 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 km521 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 flight time @ 10 km4.85 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3·0.4128·938.5=2.11×105. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.8 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3·0.4128·1020=1.94×105. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
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.
HE DPM132,923
57,600 HE full-salvo alpha x 60 / 26 s base reload = 132,923.
AP DPM203,077
88,000 AP full-salvo alpha x 60 / 26 s base reload = 203,077.
Shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Fires/min8.31
18.5 shells/min x 45% fire chance = 8.31.

AA defense

AA DPS at max range39
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 14x3 -> 74 DPS @ 3.1 km; 25mm Type96 single 24x1 -> 126 DPS @ 3.1 km; 25mm Type96 double 12x2 -> 63 DPS @ 3.1 km; 127mm40 Type 89 4x2 -> 39 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
AA DPS layered by range39 DPS @ 5 km, 302 DPS @ 3.1 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-blank302
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1010
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.

Armor Beta

Hull HP 59,500, 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 80+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–76 mm)3,100 (5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle 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)25 mm primary (range 16–305 mm)44,600 (75% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–120 mm)2,200 (4% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 25–305 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.
Superstructure16 mm primary (range 16–356 mm)1,900 (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 HP29,800 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.
Secondary mount (140 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 (25 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 HP17,900 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 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
  • Warhammer 40K
    Wh Nagato ImperialWarhammer 40K

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.