World of Warships: Legends ship guide

Iowa

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • 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
Key characteristics
18 km gun rangeStrong AASpotter planeSluggish rudder
Community Data

Iowa Community Stats

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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

Long DCP window

20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.

Hardened superstructure

439.0 mm superstructure, best of T7 BBs. HE farms less.

Heavy armor

439.0 mm max plate, top decile of T7 BBs.

Long gun range

17.7 km main battery reach, top decile of T7 BBs.

Sluggish rudder

25.4 s rudder shift, bottom decile of T7 BBs. Hard to dodge incoming AP; lean on island cover.

Low fire chance secondaries

5.0% best HE fire chance per secondary shell, bottom quartile of T7 BBs. Lights fewer fires in a brawl than peers.

Acquisition

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
U.S. Tech Tree

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

Builds Beta

Build for main-battery accuracy, reload/range, survivability, concealment, and fire resistance.

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Cohort position

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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.

Top 10%Main battery range17.7 km (3/39) Top 10%Engine power212,000 hp (3/39) Top 10%AA DPS674 (3/39) Top 10%Max armor439 mm (4/39) Top 25%Hit points70,000 HP (8/39) Top 25%Max speed33 kt (5/39) Top 25%AP shell damage13,100 (9/39) Top 25%Turn-speed retention230.4 hp/m (5/39) Top 25%Power-to-weight4.24 hp/t (7/39) Top 25%AA threat2,158 (5/39) Bottom 25%Traverse-to-turn ratio3.78 × (36/39) Bottom 25%AP velocity762 m/s (31/39) Bottom 25%Displacement50,000 t (31/39) Bottom 10%Rudder shift25.4 s (38/39) WorstSecondary fire chance5% (1 of 8 tied) WorstSecondary HE pen21 mm (1 of 8 tied) WorstNo torpedoes (27 of 39 in cohort)
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.

Concealment15.36 km(23/39) Air detection12.29 km(23/39) Main battery caliber406 mm(15/39) Main battery reload27 s(25/39) Sigma1.8(23/39) HE shell damage5,700(20/38) HE fire chance36%(17/38) Fires per minute7.2(19/38) HE DPM114,000(15/38) AP DPM262,000(16/39) Main dispersion220.9 m(21/39) Secondary DPM (per side)180,000(27/39) HE alpha1,800(27/37) HE velocity820 m/s(20/38) Acceleration8.8 s(17/39) AP arming threshold68 mm(27/39) Secondary range5 km(27/39) AA range5 km(15/39) Repair charges3(19/39) Citadel belt297 mm(23/37) Stern armor32 mm(15/37) Deck armor127 mm(14/36) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

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

Repair 3Fighter
Survivability
Hit PointsInitial: 63,900 → 70,000
Displacement50,000 t
Armor range6–439 mm
Plate armor thicknesses6, 16, 19, 25, 32, 38, 50, 51, 58, 76, 127, 142, 152, 157, 163, 181, 184, 216, 287, 297, 307, 343, 439 mm
Armor material/layer entries61
Fire resistanceInitial: 33.3% → 36.6%
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.
35,000
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.
21,000
Main Battery
ModuleArtillery: 406 mm/50 Mk7
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range (base)16.1 km
Firing range (top fire control)17.7 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16089/30·(12−2)/1000 + 2)·30 = 220.9 m
220.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.9 × 0.6 = 132.5 m
132.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.9 × 0.344 (σ=1.8) = 76 m
76 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.5 × 0.344 (σ=1.8) = 45.6 m
45.6 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 30 s base reload = 18.
18
HE shells
HE Damage5,700
HE Velocity820 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 9 broadside guns = 51,300.
51,300
Base HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 30 s base reload = 102,600.
102,600
Installed HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 114,000.
114,000
Base fires/min
ƒ9 HE shells x 60 / 30 s reload x 36% fire chance = 6.48.
6.48
AP shells
AP Damage13,100
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 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: 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.
847.6 mm
AP Pen Far
ƒSame 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.
468.9 mm
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
Base AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 30 s base reload = 235,800.
235,800
Installed AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 262,000.
262,000
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.
250
AA Defense
AA mount pointsInitial: 35 → 51
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (21×1) → 20 mm Oerlikon Mk20 (32×2)
40 mm Bofors Mk2Initial: 14×4 → 19×4 40mm
127 mm Mk32 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
50
Range5 km
Medium aura
DPSInitial: 106 → 139
Range3.5 km
Total DPS in Aura
ƒFar 50 + Medium 139 = 189
189
Near aura
DPSInitial: 43 → 108
Range2 km
Total DPS in Aura
ƒFar 50 + Medium 139 + Near 108 = 297
297
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 212,000 hp
Engine power212,000 hp
Maximum speed33 kt
Turning circle radius920 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea15.36 km
Detectability by air12.29 km
Smoke firing penalty14.81 km
Detect after firing main guns15.36 km
Detect Fire Sea17.36 km
Detect Fire Air15.29 km
Guaranteed Detect2 km
Consumables
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
Choose one
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
Module options (2)

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

HullUpgrade
  • Hit points63,900 → 70,000
  • Rudder shift33.4 → 25.4 s
  • AA mounts35 → 51
  • Close-range AA DPS149 → 247
  • Turret traverse4 → 12 °/s
Fire controlUpgrade
  • Main battery range16,089 → 17697.9 m

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 (σ)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp220.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16089/30·(12−2)/1000 + 2)·30 = 220.9 m
Max Vert Disp132.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.9 × 0.6 = 132.5 m
Med Horiz Disp76 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.9 × 0.344 (σ=1.8) = 76 m
Med Vert Disp45.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.5 × 0.344 (σ=1.8) = 45.6 m
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close847.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 762^1.38 = 847.6 mm. Matches the in-game spec card.
AP Pen Far468.9 mm
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.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha51,300
5,700 HE damage x 9 broadside guns = 51,300.
AP full-salvo alpha117,900
13,100 AP damage x 9 broadside guns = 117,900.
Base HE DPM102,600
51,300 HE full-salvo alpha x 60 / 30 s base reload = 102,600.
Base AP DPM235,800
117,900 AP full-salvo alpha x 60 / 30 s base reload = 235,800.
Installed HE DPM114,000
51,300 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 114,000.
Installed AP DPM262,000
117,900 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 262,000.
Base shells/min18
9 broadside guns x 60 / 30 s base reload = 18.
Installed shells/min20
9 broadside guns x 60 / 27 s installed Artillery reload = 20.
Base fires/min6.48
9 HE shells x 60 / 30 s reload x 36% fire chance = 6.48.
Installed fires/min7.2
9 HE shells x 60 / 27 s installed reload x 36% fire chance = 7.2.

AA defense

AA DPS at max range131
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.
Maximum AA range5 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.
AA DPS layered by range131 DPS @ 5 km, 409 DPS @ 3.5 km, 674 DPS @ 2 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-blank674
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2158
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 range2 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)180,000
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).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
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.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor

Hull HP 63,90070,000 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
Bow32 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.
Stern32 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.
Citadel297 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).
Superstructure439 mm5,600 (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 HP35,000 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 (127 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.
Engine (module, research)engine coefficient (unconfirmed)-0.128 research estimateLargest on BB/BC; zero on destroyersEngine 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 HP21,000 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.

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.

Buff ×2Torpedo ×1
2025-06-26

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.
Read the full official post

Historical context

The real USS Iowa (BB-61) that gave this ship her name. Facts cross-checked against the linked Wikipedia article.

ClassIowa-class battleship (lead ship)
OperatorUnited States Navy
Era1943–1990
WarsWorld War II, Korean War, Cold War
BuilderNew York Naval Shipyard, Brooklyn
Launched27 August 1942
Commissioned22 February 1943
DeploymentsThree active eras: WWII commissioning (1943–1949), Korean War recommissioning (1951–1958), and Reagan-era 600-ship-Navy recommissioning (1984–1990) with Tomahawk and Harpoon missiles added.

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.

Read more on Wikipedia ↗

Exteriors

Skins & permanent camouflages

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

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.