Iowa
Beta- Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to…
- Avoid: Using the 33-kn speed to push rather than to rotate
Iowa Community Stats
Log in to GamingDiver and upload your data to see Community Data for Iowa: community win rate, damage, survival, spotting, and your own comparison.
Iowa Community Stats
Playstyle
Overview
Iowa is a Tier VII American fast battleship at 33 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. AA (674 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best turret traverse rate in T7 BBs (12) and best DCP duration in T7 BBs (20 s).
Positioning
Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.
Potato Avoidance
Using the 33-kn speed to push rather than to rotate
The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.
Signature Traits
20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.
439.0 mm superstructure, best of T7 BBs. HE farms less.
439.0 mm max plate, top decile of T7 BBs.
17.7 km main battery reach, top decile of T7 BBs.
25.4 s rudder shift, bottom decile of T7 BBs. Hard to dodge incoming AP; lean on island cover.
5.0% best HE fire chance per secondary shell, bottom quartile of T7 BBs. Lights fewer fires in a brawl than peers.
How to get Iowa
Iowa is available in the Fast Battleships branch of the U.S. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 3,600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.
Show U.S.A. tech-tree branch diagram
Iowa sits in the Fast Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.
U.S. fast battleships trade some of their deep citadel protection for speed, but they remain fully-fledged battleships. Their long-range main battery and adaptability make them suitable for almost any situation.
- Advantages
- Adaptable, Long-range main battery guns
- Disadvantages
- Low-velocity shells, Poor maneuverability
Official WG availability sources
- Strike From the Skies: U.S. Hybrids in Early Access and Our July 4th Event Early Access Start: 2024-06-30 · End: 2024-07-31 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
Builds Beta
Build for main-battery accuracy, reload/range, survivability, concealment, and fire resistance.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Iowa sits among Tier VII BBs (39 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.
See 28 mid-pack stats
Not standouts for Iowa -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16089/30·(12−2)/1000 + 2)·30 = 220.9 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.9 × 0.6 = 132.5 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.9 × 0.344 (σ=1.8) = 76 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.5 × 0.344 (σ=1.8) = 45.6 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
9 broadside guns x 60 / 30 s base reload = 18.HE shells
ƒ
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 9 broadside guns = 51,300.ƒ
51,300 HE full-salvo alpha x 60 / 30 s base reload = 102,600.ƒ
51,300 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 114,000.ƒ
9 HE shells x 60 / 30 s reload x 36% fire chance = 6.48.AP shells
ƒ
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 762^1.38 = 847.6 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 496.2 m/s: 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 496.2^1.38 = 468.9 mm.ƒ
13,100 AP damage x 9 broadside guns = 117,900.ƒ
117,900 AP full-salvo alpha x 60 / 30 s base reload = 235,800.ƒ
117,900 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 262,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Includes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 50 + Medium 139 = 189ƒ
Far 50 + Medium 139 + Near 108 = 297ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
Show
▾
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16089/30·(12−2)/1000 + 2)·30 = 220.9 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.9 × 0.6 = 132.5 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.9 × 0.344 (σ=1.8) = 76 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.5 × 0.344 (σ=1.8) = 45.6 m2.5% overall improvement compared to EU BB Disp.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 × 2520 × 1225^0.69 × 0.406^-1.07 × 762^1.38 = 847.6 mm. Matches the in-game spec card.Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 496.2 m/s: 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 496.2^1.38 = 468.9 mm.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 9 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.5,700 HE damage x 9 broadside guns = 51,300.13,100 AP damage x 9 broadside guns = 117,900.51,300 HE full-salvo alpha x 60 / 30 s base reload = 102,600.117,900 AP full-salvo alpha x 60 / 30 s base reload = 235,800.51,300 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 114,000.117,900 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 262,000.9 broadside guns x 60 / 30 s base reload = 18.9 broadside guns x 60 / 27 s installed Artillery reload = 20.9 HE shells x 60 / 30 s reload x 36% fire chance = 6.48.9 HE shells x 60 / 27 s installed reload x 36% fire chance = 7.2.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 127mm 10x2 -> 131 DPS @ 5 km; 40mm ?x? -> 278 DPS @ 3.5 km; 20mm ?x? -> 265 DPS @ 2 km.Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 21 mm from the 127 mm family.Armor
Hull HP 63,900 → 70,000 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.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–50 mm) | 4,500 (6% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 19 mm primary (range 16–439 mm) | 52,500 (75% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 6–343 mm) | 5,300 (8% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 297 mm primary (range 25–297 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 439 mm | 5,600 (8% 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 HP | 35,000 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (127 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.128 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder. |
| Rudder (module) | separate HP pool, does not drain ship HP | 21,000 module HP | Incapacitated at 0 HP | When 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Iowa. Cards are condensed; use each source link for full context.
Ministry of Balance: Declaration of Changes
- Stock and upgraded hull maximum speed increased from 30 to 33 knots.
- Stock and upgraded hull side plating of the torpedo protection increased from 25 to 38 mm.
Historical context
The real USS Iowa (BB-61) that gave this ship her name. Facts cross-checked against the linked Wikipedia article.
Notable engagements
- Tehran Conference transit (November 1943) — Carried President Franklin D. Roosevelt across the Atlantic en route to the Tehran Conference.
- Pacific shore bombardment (1944–1945) — Saipan, Philippines, Iwo Jima, Okinawa, and mainland Japan.
- Korean War deployments (1952–1953) — Shore bombardment of North Korean targets.
Fate
Decommissioned 1990 following the 1989 Turret 2 explosion that killed 47 sailors. Now a museum ship at the Port of Los Angeles in San Pedro, California.
Skins & permanent camouflages
Every custom exterior Iowa can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAzur IowaAzur Lane
Iowa IndependenceDecorative
Iowa OptimusTransformers
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.
