World of Warships: Legends ship guide

Ise

Also called: 伊势 Beta
Japan · Tier VI · Battleship · Tech Tree
Airstrike battleshipAirstrike pressure that needs no line of sight; force broadsides, then punish with the main guns.
Playstyle
  • Park 14-17 km from a contested cap with island cover within one rotation of your bow
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
2 sigma accuracyLobs over islandsThick stern plateHigh-arc HE shellsStrong torpedo beltSlow
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Community Data

Ise Community Stats

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Playstyle

Overview

Ise is the Tier VI Japanese airstrike battleship. Her right-trigger fires a torpedo-bomber airstrike in place of shipborne torpedoes: the planes drop a spread of aerial torpedoes on the marked lane, a damage source that does not need line of sight on top of her main battery. Standout traits: best stern plate in T6 BBs (224 mm) and best high-arc HE shells in T6 BBs (22°).

Positioning

Park 14-17 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside.

Potato Avoidance

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Thick stern plate

224.0 mm stern, best of T6 BBs.

LOBBING BATTERY
  • High-arc HE shells · 21.99°
  • Tight grouping
  • High-arc AP shells · 14.88°
ELITE TORPEDOES
  • Strong torpedo belt · 26.0%
  • Torpedo belt specialist
Thin armor

299.0 mm max plate, bottom decile of T6 BBs. Citadel windows open against peer-tier guns.

Acquisition

How to get Ise

Ise is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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 Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Jisaburō OzawaCommander WorfJonathan Hawke

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Ise 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.

BestStern armor224 mm (1/32) Top 25%Hit points62,500 HP (7/32) Top 25%Main battery range16.42 km (8/32) Top 25%Sigma2 (5/32) Top 25%Main dispersion191.5 m (6/32) Top 25%AP arming threshold59 mm (7/32) Top 25%AA DPS481 (9/32) Top 25%AA threat1,707 (6/32) Bottom 25%Max speed24.5 kt (28/32) Bottom 25%Main battery caliber356 mm (25/32) Bottom 25%AP DPM163,200 (26/32) Bottom 25%Secondary DPM (per side)168,000 (25/32) Bottom 25%Secondary HE pen21 mm (26/31) Bottom 25%Engine power80,000 hp (27/32) Bottom 25%Turn-speed retention106.7 hp/m (25/32) Bottom 25%Effective HE DPM (incl. fire)121,112 (25/31) Bottom 25%Citadel belt299 mm (25/32) Bottom 25%Deck armor26 mm (29/32) Bottom 10%Fires per minute4 (30/31) Bottom 10%Max armor299 mm (31/32) WorstNo torpedoes (26 of 32 in cohort)
See 26 mid-pack stats

Not standouts for Ise -- 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.

Concealment14.66 km(24/32) Air detection11.73 km(23/32) Rudder shift14.8 s(17/32) Traverse-to-turn ratio4.15 ×(15/32) Main battery reload30 s(19/32) HE shell damage5,700(13/31) HE DPM91,200(21/31) HE alpha2,100(11/31) Secondary fire chance8%(19/31) AP velocity775 m/s(21/32) HE velocity805 m/s(18/31) Acceleration34.9 s(11/32) Displacement40,444 t(11/32) Power-to-weight1.98 hp/t(23/32) AP pen at 10 km456 mm(21/32) Secondary range5 km(16/32) AA range5 km(13/32) Flak per wave (expected)750(19/32) Repair charges3(15/32) Bow armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) 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) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
Survivability
Hit PointsInitial: 58,700 → 62,500
Displacement40,444 t
Armor range16–299 mm
Plate armor thicknesses16, 21, 25, 26, 32, 35, 38, 40, 44, 50, 51, 56, 57, 76, 97, 100, 122, 137, 140, 149, 152, 158, 162, 167, 199, 200, 203, 212, 215, 224, 230, 265, 299 mm
Armor material/layer entries100
Fire resistanceInitial: 26.6% → 30%
Fire duration60 s
Torp Reduction26%
Main Battery
ModuleArtillery: 356 mm 41st Year Type
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range (base)14.9 km
Firing range (top fire control)16.4 km
Turret traverse4 °/s
AP pen max range360 mm
HE fire DPM vs T6 BB29912
Effective HE DPM vs T6 BB121112
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1492530·102.81000+2.8)·30=191.5m
191.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =191.5·0.8=153.2m
153.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =191.5·0.32(σ=2)=61.2m
61.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =153.2·0.319(σ=2)=48.9m
48.9 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage5,700
HE Velocity805 m/s
Fire Chance25%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,700 HE damage x 8 broadside guns = 45,600.
45,600
HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 30 s base reload = 91,200.
91,200
Fires/min
ƒ16 shells/min x 25% fire chance = 4.
4
AP shells
AP Damage10,200
AP Velocity775 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2657·673.50.69·0.3561.07·7751.38=696.8mm. Matches the in-game spec card.
696.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.5 km), where the shell has slowed to 457.3 m/s: P=107·2657·673.50.69·0.3561.07·457.31.38=336.5mm.
336.5 mm
AP full-salvo alpha
ƒ10,200 AP damage x 8 broadside guns = 81,600.
81,600
AP DPM
ƒ81,600 AP full-salvo alpha x 60 / 30 s base reload = 163,200.
163,200
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.
60
Squadrons
Airstrike 1
Plane HP2,200
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 3,667 dmg
Flooding chance17%
Charges1
Range10 km
ReloadInitial: 95 s → 90 s
Launch arc-75° to 75°
Airstrike 2
Plane HP2,500
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 4,000 dmg
Flooding chance17%
Charges1
Range11 km
Reload90 s
Launch arc-75° to 75°
AA Defense
AA mount pointsInitial: 37 → 48
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (17×3.5×0.75) + (110×3.5×0.85) + (12×3.5×0.85) + (28×3.5×0.75) = 481. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
481
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
120 mm AA rocket6×30 120mm
25 mm/60 Type96 mod. 1Initial: 4×1 → 11×1 25mm
25 mm Type96 mod. 1Initial: 27×3 → 31×3 25mm
127 mm Type89 mod. 3 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 127mm
Outer Far aura
Guns127 mm Type89 mod. 3 (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 74 from dual-purpose secondaries firing as AA in this range band.
74
Range5 km
Inner Far aura
Guns120 mm AA rocket
Continuous DPS
ƒEffective DPS: 17 raw aura damage × 3.5 × 0.75 hit probability = 45 - the same in-game units as the Close-range AA DPS headline.
45
Range4.8 km
Total DPS in Aura
ƒOuter Far 74 + Inner Far 45 = 119
119
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 122 raw aura damage × 3.5 × 0.85 hit probability = 363 - the same in-game units as the Close-range AA DPS headline.
Initial: 303 → 363
Range3.1 km
Total DPS in Aura
ƒOuter Far 74 + Inner Far 45 + Near 363 = 482
482
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 200 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 + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 200 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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 AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
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 4.8 km - once planes get inside the band, new waves stop.
2.5-4.8 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
127 mm Type89 mod. 3 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 127mm
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
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 power80,000 hp
Maximum speed24.5 kt
Turning circle radius750 m
Rudder shift time14.8 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 (22.1 kt of 24.5 kt), from our in-house acceleration model.
34.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.3 kt of 24.5 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.
56.5 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·24.5·0.5144750=0.96°/s, so ratio=ωturretωhull=40.96=4.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.2× drags
Concealment
Detectability by sea14.66 km
Detectability by air11.73 km
Smoke firing penalty12.7 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.66 km
Detect Fire Sea16.66 km
Detect Fire Air14.73 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,750 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 26,250 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 312 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (62,500 HP) per second = 312 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (2)

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

HullUpgrade
  • Hit points58,700 → 62,500
  • Rudder shift24.3 → 19.3 s
  • AA mounts37 → 48
  • Close-range AA DPS119 → 139
Fire controlUpgrade
  • Main battery range14,925 → 16417.5 m

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)2
Max Horiz Disp191.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1492530·102.81000+2.8)·30=191.5m
Shell scatter width @ 5 km120 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 km156 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.
Max Vert Disp153.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =191.5·0.8=153.2m
Shell scatter height @ 10 km104.2 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.
Med Horiz Disp61.2 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =191.5·0.32(σ=2)=61.2m
Med Vert Disp48.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =153.2·0.319(σ=2)=48.9m
Dispersion familyJP BB Disp.
Superior to EU BB, US/UK BB, and Warspite Dispersion past 50% of the ship's maximum firing range. Worst accuracy in the game below that.
AP Pen Close696.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2657·673.50.69·0.3561.07·7751.38=696.8mm. Matches the in-game spec card.
AP Pen Far336.5 mm
Same formula at the ship's max firing range (20.5 km), where the shell has slowed to 457.3 m/s: P=107·2657·673.50.69·0.3561.07·457.31.38=336.5mm.
AP pen 5 km564 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 km456 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 km378 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 penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha45,600
5,700 HE damage x 8 broadside guns = 45,600.
AP full-salvo alpha81,600
10,200 AP damage x 8 broadside guns = 81,600.
HE DPM91,200
45,600 HE full-salvo alpha x 60 / 30 s base reload = 91,200.
AP DPM163,200
81,600 AP full-salvo alpha x 60 / 30 s base reload = 163,200.
Shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Fires/min4
16 shells/min x 25% fire chance = 4.

AA defense

Close-range AA DPS481
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (17×3.5×0.75) + (110×3.5×0.85) + (12×3.5×0.85) + (28×3.5×0.75) = 481. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1707
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 range3.1 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)168,000
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: 8×2 127 mm (8/side) × 60/6 × 2100 = 168,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% 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 Beta

Hull HP 58,70062,500 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.

Bow & stern26 mm

Overmatched by 80+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel299 mm

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

Farming21 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
Bow26 mm primary (range 26–212 mm)2,400 (4% of HP)
Overmatch not possible in its bracketAngle bounces 356mm26 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)26 mm primary (range 26–299 mm)46,900 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm26 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern224 mm primary (range 40–224 mm)3,800 (6% of HP)
No common caliber overmatches224 mm: no common HE pens
Mirror of bow. Same fast saturation.
Citadel299 mm primary (range 16–299 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.
Superstructure21 mm primary (range 21–265 mm)1,800 (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 HP29,400 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 (120 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 HP18,800 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

Exteriors

Skins & permanent camouflages

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

  • Ise 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.