Ishizuchi
Beta- Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
- Avoid: Treating the super-heal as a license to push
Ishizuchi Community Stats
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Ishizuchi Community Stats
Playstyle
Overview
Ishizuchi is a Tier III Japanese battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: best sigma in T3 BBs (2) and best HE alpha in T3 BBs (5,200).
Positioning
Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.
Potato Avoidance
Treating the super-heal as a license to push
The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.
Signature Traits
Sigma 2.0, best of T3 BBs. More shells land near aim.
5200.0 damage per HE shell, best of T3 BBs. Punishes superstructure and modules harder than peers.
138667 HE DPM, best of T3 BBs. Sustained fire pressure.
2500.0 max HE alpha per secondary shell, best of T3 BBs. Bigger per-shell damage than peers.
12.87 km surface detect, worst of T3 BBs. Visible before you can react; position early.
4.0% torpedo damage reduction, bottom decile of T3 BBs. Torps hit for closer to their printed damage.
How to get Ishizuchi
Ishizuchi is available in the Outranging Battleships branch of the Japan Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.
Show Japan tech-tree branch diagram
Ishizuchi sits in the Outranging Battleships branch. The highlighted path shows the local branch context inside the full Japan tree.
Builds Beta
AL Fusou, Arpeggio Haruna, and Arpeggio Kirishima are useful Japanese battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.
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 Ishizuchi sits among Tier III BBs (17 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 15 mid-pack stats
Not standouts for Ishizuchi -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12967/30·(10−2.8)/1000 + 2.8)·30 = 177.4 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177.4 × 0.8 = 141.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177.4 × 0.32 (σ=2) = 56.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 141.9 × 0.319 (σ=2) = 45.3 mƒ
180 degrees / 4.3 deg/s traverse speed = 41.9 s.ƒ
10 broadside guns x 60 / 25 s base reload = 24.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
5,200 HE damage x 10 broadside guns = 52,000.ƒ
52,000 HE full-salvo alpha x 60 / 25 s base reload = 124,800.ƒ
10 HE shells x 60 / 25 s reload x 32% fire chance = 7.68.AP shells
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floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2327 × 386^0.69 × 0.305^-1.07 × 831^1.38 = 540 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 317.3 m/s: 1e-7 × 2327 × 386^0.69 × 0.305^-1.07 × 317.3^1.38 = 143 mm.ƒ
8,000 AP damage x 10 broadside guns = 80,000.ƒ
80,000 AP full-salvo alpha x 60 / 25 s base reload = 192,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.75) + (60×3.5×0.75) = 173. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Far 6 + Medium 60 = 66ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3.5 km × 57 + 30 = 229.5 m.
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12967/30·(10−2.8)/1000 + 2.8)·30 = 177.4 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177.4 × 0.8 = 141.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177.4 × 0.32 (σ=2) = 56.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 141.9 × 0.319 (σ=2) = 45.3 mCanonical 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 × 2327 × 386^0.69 × 0.305^-1.07 × 831^1.38 = 540 mm. Matches the in-game spec card.Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 317.3 m/s: 1e-7 × 2327 × 386^0.69 × 0.305^-1.07 × 317.3^1.38 = 143 mm.51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 10 barrels bear on the broadside.180 degrees / 4.3 deg/s traverse speed = 41.9 s.5,200 HE damage x 10 broadside guns = 52,000.8,000 AP damage x 10 broadside guns = 80,000.52,000 HE full-salvo alpha x 60 / 25 s base reload = 124,800.80,000 AP full-salvo alpha x 60 / 25 s base reload = 192,000.10 broadside guns x 60 / 25 s base reload = 24.10 HE shells x 60 / 25 s reload x 32% fire chance = 7.68.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.75) + (60×3.5×0.75) = 173. 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.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.3.5 km × 57 + 30 = 229.5 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 16×1 152 mm (8/side) × 60/10 × 2500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 2500 from the 152 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 25 mm from the 152 mm family.Armor
Hull HP 43,200 → 45,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm primary (range 19–76 mm) | 2,600 (6% of HP) | Overmatch not possible at T IVAngle bounces 410mm30 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) | 152 mm primary (range 19–203 mm) | 34,300 (75% of HP) | No common caliber overmatches152 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 30 mm primary (range 19–76 mm) | 1,200 (3% of HP) | Overmatch not possible at T IVAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 203 mm primary (range 19–203 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 13 mm primary (range 13–254 mm) | 900 (2% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 22,900 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (152 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (76 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.100 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder. |
| Rudder (module) | separate HP pool, does not drain ship HP | 13,700 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Skins & permanent camouflages
Every custom exterior Ishizuchi can equip, from in-game data.
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.
