World of Warships: Legends ship guide

Irian

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (14 km)2.05 sigma accuracyStrong secondaries (5 km)High HE / fire outputSlow torp reload
Community Data

Irian Community Stats

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Playstyle

Overview

Irian is a Tier VII Pan-Asian light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5.6 km on ships, 3.9 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

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/46 T7 CAs.

Best-in-class stealth

10.78 km surface detect, top decile of T7 CAs. Stays dark longer.

Long-range torps

13.5 km torpedo range, top decile of T7 CAs.

Tight grouping

Sigma 2.05, top decile of T7 CAs. More shells land near aim.

Slow torp reload

133.0 s torpedo reload, worst of T7 CAs. Long wait between drops.

Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Acquisition

How to get Irian

Irian 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

  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for fire chance, reload/range, torpedo reload/damage, concealment, and survivability.

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Cohort position

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Where Irian sits among Tier VII CAs (46 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.

BestStealth profile10.78 km / 6.47 km (1/46 / 1/46) Top 10%Sigma2.05 (5/46) Top 10%Fires per minute12 (5/41) Top 10%HE velocity950 m/s (5/41) Top 10%Torpedo range13.5 km (2/33) Top 10%Torpedo speed69 kt (4/33) Top 25%HE DPM220,000 (10/41) Top 25%AP DPM330,000 (11/46) Top 25%AP velocity950 m/s (6/46) Top 25%Acceleration9.3 s (11/46) Top 25%Torpedo damage17,900 (5/33) Top 25%Deck armor130 mm (11/44) Bottom 25%Secondary HE pen17 mm (33/40) Bottom 25%Stern armor25 mm (37/45) WorstTorpedo reload133 s (33/33) WorstRepair heal rate0.5 %/s (1 of 14 tied)
See 30 mid-pack stats

Not standouts for Irian -- 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 points41,200 HP(20/46) Max speed32.7 kt(28/46) Rudder shift13.4 s(33/46) Traverse-to-turn ratio5.68 ×(25/46) Main battery caliber152 mm(33/46) Main battery range15.33 km(34/46) Main battery reload7.2 s(17/46) HE fire chance12%(27/41) AP shell damage3,300(33/46) Main dispersion138.8 m(22/46) Secondary DPM (per side)126,000(20/40) HE alpha1,400(29/40) Secondary fire chance6%(15/40) AP fuse timer0.03 s(27/46) AP arming threshold25 mm(14/46) Engine power121,000 hp(21/45) Turn-speed retention159.2 hp/m(24/45) Displacement16,640 t(27/46) Power-to-weight7.27 hp/t(20/45) AA DPS369(26/46) AA range5 km(23/46) AA threat1,488(17/46) Max armor130 mm(31/46) Citadel belt120 mm(28/45) Bow armor25 mm(31/45) NormSecondary dispersion bracket57(37 of 40 tied at this value) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormSecondary range5 km(36 of 40 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Sonar 5.56 kmRepair 2TRBDef-AA
Survivability
Hit Points41,200
Displacement16,640 t
Armor range13–130 mm
Plate armor thicknesses13, 20, 25, 26, 27, 30, 40, 50, 70, 100, 120, 130 mm
Armor material/layer entries49
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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.
20,600
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.
12,400
Main Battery
ModuleArtillery: 152 mm/57 B-38
Mounts / barrels4 mounts / 12 barrels
Reload time8 s
Firing range15.3 km
Turret traverse7.2 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15330/30·(8−1.1)/1000 + 1.1)·30 = 138.8 m
138.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 138.8 × 0.6 = 83.3 m
83.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 138.8 × 0.313 (σ=2.05) = 43.5 m
43.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.3 × 0.313 (σ=2.05) = 26.1 m
26.1 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Base shells/min
ƒ12 broadside guns x 60 / 8 s base reload = 90.
90
HE shells
HE Damage2,200
HE Velocity950 m/s
Fire Chance12%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,200 HE damage x 12 broadside guns = 26,400.
26,400
Base HE DPM
ƒ26,400 HE full-salvo alpha x 60 / 8 s base reload = 198,000.
198,000
Installed HE DPM
ƒ26,400 HE full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 220,000.
220,000
Base fires/min
ƒ12 HE shells x 60 / 8 s reload x 12% fire chance = 10.8.
10.8
AP shells
AP Damage3,300
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.
339.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.2 km), where the shell has slowed to 338.3 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 338.3^1.38 = 81.7 mm.
81.7 mm
AP full-salvo alpha
ƒ3,300 AP damage x 12 broadside guns = 39,600.
39,600
Base AP DPM
ƒ39,600 AP full-salvo alpha x 60 / 8 s base reload = 297,000.
297,000
Installed AP DPM
ƒ39,600 AP full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 330,000.
330,000
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.
15
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time133 s
Projectile speed69 kt
Range13.5 km
Maximum simulated damage16,700 (est.)
Alpha damage50,100
Torpedo detectability0.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming213 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
83,500
AA Defense
AA mount points16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (75×3.5×0.9) + (42×3.5×0.9) = 369. 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.
369
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm 61 shì16×2 37mm
100 mm/70 SM-5-1s (DP)6×2 100mm
Far aura
DPS
ƒIncludes 42 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
42
Range5 km
Medium aura
DPS75
Range3.5 km
Total DPS in Aura
ƒFar 42 + Medium 75 = 117
117
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
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 moduleEngine: 121,000 hp
Engine power121,000 hp
Maximum speed32.7 kt
Turning circle radius760 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.7× slow
Concealment
Detectability by sea10.78 km
Detectability by air6.47 km
Smoke firing penalty4.92 km
Detect after firing main guns10.78 km
Detect Fire Sea12.78 km
Detect Fire Air9.47 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 5.56 km ship detect · 3.89 km torpedo detect
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Torpedo Reload Booster2 charges · 360 s reload · 8 s active · Rapid torpedo reload
Module options (1)

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

HullUpgrade
  • Turret traverse7.2 → 13.4 °/s

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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp138.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15330/30·(8−1.1)/1000 + 1.1)·30 = 138.8 m
Max Vert Disp83.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 138.8 × 0.6 = 83.3 m
Med Horiz Disp43.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 138.8 × 0.313 (σ=2.05) = 43.5 m
Med Vert Disp26.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.3 × 0.313 (σ=2.05) = 26.1 m
AP Pen Close339.7 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 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.
AP Pen Far81.7 mm
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 338.3 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 338.3^1.38 = 81.7 mm.
HE penetration30 mm
In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time25 s
180 degrees / 7.2 deg/s traverse speed = 25 s.
HE full-salvo alpha26,400
2,200 HE damage x 12 broadside guns = 26,400.
AP full-salvo alpha39,600
3,300 AP damage x 12 broadside guns = 39,600.
Base HE DPM198,000
26,400 HE full-salvo alpha x 60 / 8 s base reload = 198,000.
Base AP DPM297,000
39,600 AP full-salvo alpha x 60 / 8 s base reload = 297,000.
Installed HE DPM220,000
26,400 HE full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 220,000.
Installed AP DPM330,000
39,600 AP full-salvo alpha x 60 / 7.2 s installed reload (Main Battery Mod. 3 = -10%) = 330,000.
Base shells/min90
12 broadside guns x 60 / 8 s base reload = 90.
Installed shells/min100
12 broadside guns x 60 / 7.2 s installed Artillery reload = 100.
Base fires/min10.8
12 HE shells x 60 / 8 s reload x 12% fire chance = 10.8.
Installed fires/min12
12 HE shells x 60 / 7.2 s installed reload x 12% fire chance = 12.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time4.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed69 kt
Travel time to max range75.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo5 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage167,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage83,500
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS369
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (75×3.5×0.9) + (42×3.5×0.9) = 369. 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 index1488
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 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)126,000
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: 6×2 100 mm (6/side) × 60/4 × 1400 = 126,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 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

Hull HP 41,200, 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
Bow25 mm primary (range 20–40 mm)1,800 (4% of HP)
Overmatched by 380mm+ (Gneisenau, 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)130 mm primary (range 26–130 mm)30,900 (75% of HP)
No common caliber overmatches130 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)1,500 (4% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel120 mm primary (range 13–120 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).
Superstructure13 mm primary (range 13–130 mm)2,400 (6% 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 HP20,600 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 (37 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 HP12,400 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.
Exteriors

Skins & permanent camouflages

Every custom exterior Irian 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.