World of Warships: Legends ship guide

Ise

Also called: 伊势 Beta
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
  • The airstrike line wants to cross the cap and the predictable retreat lane
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
2 sigma accuracyStrong torpedo beltHigh-arc HE shellsSlow
On this page
Community Data

Ise Community Stats

Across 1,400+ Standard battles from 170+ players, Ise averages a 59% win rate, 50,900 damage and 0.8 kills per battle, and survives 36% of them.

Community Data

Ise Community Stats

Log in to GamingDiver and upload your data to see Community Data for Ise: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Ise is the Tier VI Japanese airstrike battleship. Her alt-armament 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: sigma in T6 BBs (2, 5th of 32) and torpedo belt percent in T6 BBs (26, 5th of 32). The trade is thin armor in T6 BBs (299 mm, 31st of 32).

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. Once the rudder is over she turns tightly for her cohort (750 m), so a committed turn costs less water than most of what she is fighting.

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

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

LOBBING BATTERY ↗
  • Tight grouping
  • High-arc HE shells · 21.99°
ELITE ARMOR ↗
  • Strong torpedo belt · 26%
  • Torpedo belt specialist
Thin armor ↗

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

Acquisition

How to get Ise

Ise is available in the Aviation Battleships branch of the Japan Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. 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.

History: Early Access Dec 2025 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Japan tech-tree branch diagram

Best listed chance for this ship

Official WG availability sources
  • Japanese Hybrid Battleships Are Arriving! Early Access Start: 2025-12-11
    • It comprises Tier VI–VIII Tech Tree ships Ise, Suwo, and Dewa, as well as Legendary Tier Aki.
    • During this update and until January 19, Tier VI–VIII battleships will be available in Early Access.
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 GD Supporters, pack math personalized to your port.

Builds

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

Jisaburō Ozawa

Airstrike specialist

Ozawa's Hidden Hand adds +1 airstrike squadron AND reduces cooldown by 50%, so he roughly doubles strike output across a match. Worf's Sky Attack trait raises damage of all dropped projectiles; Hawke's Big Game Hunter focuses the squadron damage specifically on BB / CA / CV targets. Main battery still anchors the fight; airstrikes punish island-huggers and capping destroyers.

Jisaburō Ozawa

Big Game Hunter

Same Ozawa spine (+1 squadron, -50% cooldown). Hawke's Big Game Hunter trait pushes airstrike damage hardest against BB / CA / CV; Worf's Sky Attack adds universal damage to every dropped projectile so the kit still pulls weight when you can only line up a DD. Tighter big-target focus than the universal pairing, with Worf as the safety net.

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Ise 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.

Top 25%Hit points62,500 HP (7/32) Top 25%Turning circle750 m (9/32) Top 25%Main battery range16.42 km (8/32) Top 25%Sigma2 (5/32) Top 25%Main dispersion202.2 m (6/32) Top 25%AP arming threshold59 mm (7/32) Top 25%AA DPS482 (9/32) Top 25%AA threat1,711 (6/32) Bottom 25%Max speed24.5 kt (28/32) Bottom 25%Main battery caliber356 mm (25/32) Bottom 25%AP DPM174,857 (26/32) Bottom 25%Secondary HE pen21 mm (26/31) Bottom 25%Acceleration (0-12 kt)15.6 s (27/32) Bottom 25%Engine power80,000 hp (27/32) Bottom 25%Power / turn radius106.7 hp/m (25/32) Bottom 25%Citadel belt299 mm (25/32) Bottom 10%Fires per minute4.29 (29/31) Bottom 10%Max armor299 mm (31/32) WorstNo torpedoes (26 of 32 in cohort)
See 29 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(23/32) Smoke fire bloom12.7 km(13/32) Air detection11.73 km(22/32) Rudder shift14.8 s(17/32) Main battery reload28 s(13/32) HE shell damage5,700(13/31) HE DPM97,714(13/31) Secondary DPM (per side)168,000(24/32) Secondary HE alpha2,100(11/31) Secondary fire chance8%(18/31) AP velocity800 m/s(15/32) HE velocity805 m/s(18/31) Time to 90% speed33.1 s(11/32) Displacement40,444 t(11/32) Power-to-weight1.98 hp/t(23/32) AP pen at 10 km486 mm(20/32) Effective HE DPM (incl. fire)129,795(24/31) Secondary range5 km(16/32) AA range5 km(14/32) Flak damage per salvo (expected)750(21/32) Repair charges3(15/32) Stern armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.033 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(18 of 32 tied at this value) NormBow armor26 mm(21 of 32 tied at this value)
Survivability
Hit PointsInitial: 58,700 → 62,500
Displacement40,444 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
215.5 x 32.27 m
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 resistance
ƒstock hull: 1 − 0.7336 fire coefficient = 26.6%; top hull: 1 − 0.7003 fire coefficient = 30%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 26.6% → 30%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 62,500 HP = 11,250 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 62,500 HP = 12,500 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.246 hull torpedo-damage coefficient / 0.333 unprotected baseline = 26%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
26%
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.
29,400
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.
18,800
Effective HP
ƒBase 62,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 62,500 HP = 8,750 HP per charge, × 3 charges = 26,250 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
69,444–88,750
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,400 = 4,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,400
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,900 = 15,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,900
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,800 = 5,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,800
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 46,900 = 93,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
46,900
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,800
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,800 = 7,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,800
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 356 mm 41st Year Type
Mounts / barrels4 mounts / 8 barrels
Reload time28 s
Firing range (base)14.9 km
Firing range (top fire control)16.4 km
Turret traverse4 °/s
Turret armor305 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
4x ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 117° (the most restricted forward-facing mount's arc) = 63° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
35° off bow / 63° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 10% tighter (better) horizontal dispersion and 20% more vertical spread at max range (16.4 km) than a standard battleship: about 202 m wide × 162 m tall, against 224 m × 135 m. Also on this curve (19): ARP Haruna, ARP Kirishima, ARP Musashi, Ashitaka, Daisen, Hizen, Hyūga, Hyūga W, Inamura, Ishizuchi, Iwami, Iwami B and 7 more.
Japanese battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(16417.530·10−2.81000+2.8)·30=202.2m
202.2 m at 16.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =202.2·0.8=161.8m
161.8 m at 16.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =202.2·0.62=60.7m
60.7 m at 16.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =161.8·0.62=48.5m
48.5 m at 16.4 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE alpha5,700
HE Velocity805 m/s
Fire Chance25%
HE fire DPM vs T6 BB32049
Effective HE DPM vs T6 BB129763
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 / 28 s base reload = 97,714.
97,714
Fires/min
ƒ17.1 shells/min × 0.25 (25% fire chance) = 4.29.
4.29
AP shells
AP alpha10,200
AP Velocity800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP pen max range389 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2657·673.50.69·0.356−1.07·8001.38=728mm.
728 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.4 km), where the shell has slowed to 507.2 m/s: P=10−7·2657·673.50.69·0.356−1.07·507.21.38=388.2mm.
388.2 mm at 16.4 km
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 / 28 s base reload = 174,857.
174,857
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, 3,833 alpha
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, 4,200 alpha
Flooding chance17%
Charges1
Range11 km
Reload90 s
Launch arc-75° to 75°
AA Defense
AA mount pointsInitial: 37 → 48
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.8 km; dual-purpose mount auras extend it.
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
ƒInitial: 102 × 3.5 × 0.85 = 303 → 110 × 3.5 × 0.85 + 12 × 3.5 × 0.85 = 363. Raw aura damage × 3.5 × hit probability, 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
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each + 1 outer cloud
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 salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
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 salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4.8 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.8 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 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).
168,000
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 6.4 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 47,860. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
47,860
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 168,000 + secondary fire DPM 47,860 = 215,860: shell damage plus fire damage against one T6 battleship, every shell hitting.
215,860
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 alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 6.4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
6.4
HE Pen21 mm
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 timeInitial: 18.7 s → 14.8 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 24.5 / 4 + 4.9 = 11.0 kt. Base value; speed modifiers scale it.
11.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
36.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.1 kt of 24.5 kt).
33.1 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.
52.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.5 = +0.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.66 km x 0.955 = 14 km. Camouflage does not change detectability by air.
14.66 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.66 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14 km.
14 km
Detectability by air11.73 km
Smoke firing penalty12.7 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.66 km) = 16.42 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.42 km
Detect when firing (air)
ƒAir detectability 11.73 km + gun-firing bloom 7.12 km = 18.85 km. The bloom tracks main-battery caliber 356 mm × 0.020 = 7.12 km.
18.85 km
Detect when on fire (sea)
ƒSea detectability 14.66 km + 2.0 km while burning = 16.66 km.
16.66 km
Detect when on fire (air)
ƒAir detectability 11.73 km + 3.0 km while burning = 14.73 km.
14.73 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)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 62,500 HP = 8,750 HP: up to 14% of max HP restored per charge.
· 26,250 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 62,500 HP = 26,250 HP: 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
ƒ0.005 (0.5% of max HP) × 62,500 HP = 312 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 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 shift18.7 → 14.8 s
  • AA mounts37 → 48
  • Close-range AA DPS119 → 139
Fire controlUpgrade
  • Main battery range14,925 → 16417.5 m

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BB10% tighter H · 20% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.4 km) with the same model as Max Horiz/Vert Disp: horizontal 202 / 224 m − 1 = -10%, vertical 162 / 135 m − 1 = +20%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km120 m
(166.7 × (10 − 2.8) / 1000 + 2.8) × 30 = 120 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km156 m
(333.3 × (10 − 2.8) / 1000 + 2.8) × 30 = 156 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 km192 m
(500 × (10 − 2.8) / 1000 + 2.8) × 30 = 192 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km53.2 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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=0.6 at delim·Rmax=0.5·16417.5=8209 m, and radiusOnMax=0.8 at 16417.5 m. Below the kink: k=0.2+(0.6−0.2)·50008209=0.4436, so σV=σH·k=120·0.4436=53.2m.
Shell scatter height @ 10 km100.4 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=0.6 at delim·Rmax=0.5·16417.5=8209 m, and radiusOnMax=0.8 at 16417.5 m. Above the kink: k=0.6+(0.8−0.6)·10000−820916417.5−8209=0.6436, so σV=σH·k=156·0.6436=100.4m.
Shell scatter height @ 15 km147 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.6 at delim·Rmax=0.5·16417.5=8209 m, and radiusOnMax=0.8 at 16417.5 m. Above the kink: k=0.6+(0.8−0.6)·15000−820916417.5−8209=0.7655, so σV=σH·k=192·0.7655=147m.
AP pen 5 km593 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2657·673.50.69·0.356−1.07·689.11.38=593mm, where 689.1 m/s is the shell's speed when it arrives at 5 km (from 800 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km486 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2657·673.50.69·0.356−1.07·596.81.38=486mm, where 596.8 m/s is the shell's speed when it arrives at 10 km (from 800 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km406 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2657·673.50.69·0.356−1.07·524.31.38=406mm, where 524.3 m/s is the shell's speed when it arrives at 15 km (from 800 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.88 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·0.531·0.35628·625=4.23×10−5. That runs from a 805 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.27 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·0.331·0.35628·673.5=2.45×10−5. That runs from a 800 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,657
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass673.5 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.331
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity800 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity805 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.8
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.6
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.8
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range74
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 120mm launcher 6x30 -> 45 DPS @ 4.8 km; 25mm Type96 light 31x3 -> 327 DPS @ 3.1 km; 25mm Type96 single 11x1 -> 36 DPS @ 3.1 km; 127mm40 Type 89 8x2 -> 74 DPS @ 5 km.
AA DPS layered by range74 DPS @ 5 km, 119 DPS @ 4.8 km, 482 DPS @ 3.1 km
@ 5 km: 74 from one family; @ 4.8 km: 45 + 74 = 119; @ 3.1 km: 45 + 327 + 36 + 74 = 482. 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-blank482
45 + 327 + 36 + 74 = 482 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1711
45 × 4.8 + 327 × 3.1 + 36 × 3.1 + 74 × 5 = 1711. 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 firepower

Max HE alpha2100
The only family (127 mm): 2100. Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
The only family (127 mm): 8%. 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
The only family (127 mm): 21 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.
Open in Charting Tool

Ship Charts

Background

During the development of the Fusō class, combat experience and new fleet needs were considered, including artillery changes that simplified fire control. By the beginning of World War II, Ise had become obsolete. After Japan's carrier losses at Midway, she was rebuilt as a hybrid battleship-aircraft carrier with her rear turrets replaced by a flight deck. She fought at Cape Engaño in 1944 and was sunk by American bombers near Ondo Seto in July 1945.

Armor Beta

Hull HP 58,700 → 62,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern26 mm

Overmatched by 81+ AP 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)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle 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)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 40–224 mm)3,800 (6% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
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 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 (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.

Balance History

Balance updates affecting Ise. Cards are condensed; use each source link for full context.

Buff ×6Airstrike ×4Main Battery ×2
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Main battery reload time reduced from 30 to 28 seconds.
  • AP shell speed increased from 775 to 800 m/s.
  • Stock Airstrike torpedo damage increased from 4,267 to 4,533.
  • Stock Airstrike torpedo AoE damage increased from 600 to 700.
  • Upgraded Airstrike torpedo damage increased from 4,700 to 5,000.
  • Upgraded Airstrike torpedo AoE damage increased from 700 to 800.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Ise can equip.

  • 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.