Isokaze
Beta- Push deep into caps with 5.4 km detection - closer than peer DDs can match
- Avoid: Burning the 5.4 km concealment advantage on guns
Isokaze Community Stats
Log in to GamingDiver and upload your data to see Community Data for Isokaze: community win rate, damage, survival, spotting, and your own comparison.
Isokaze Community Stats
Playstyle
Overview
Isokaze is a Tier III Japanese stealth destroyer with cohort-best surface detection (5.4 km). The kit opens detection windows other DDs cannot, so her value is contesting caps her peer DDs cannot reach unspotted. Standout traits: best turret traverse rate in T3 DDs (12).
Positioning
Push deep into caps with 5.4 km detection - closer than peer DDs can match. The advantage opens windows for free torpedo drops and unspotted reposition; treat the cap as yours to take rather than yours to contest.
Potato Avoidance
Burning the 5.4 km concealment advantage on guns
Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.
Signature Traits
14.0 mm stern, best of T3 DDs.
42.4° impact angle at max range, best of T3 DDs. Lobs over island cover.
42.4° HE impact angle at max range, best of T3 DDs. Lobs over cover.
5.44 km surface detect, top decile of T3 DDs. Stays dark longer.
8.1 s reload, worst of T3 DDs. Salvos punish more, but cycle is slower than peers.
1.2 km torpedo detect, bottom decile of T3 DDs. Easy to dodge if targets are looking.
How to get Isokaze
Isokaze is available in the Torpedo Destroyers 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
Isokaze sits in the Torpedo Destroyers branch. The highlighted path shows the local branch context inside the full Japan tree.
Builds Beta
AL Asashio, AL Yukikaze, and Abraham V. Hellsinger are useful Japanese destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Isokaze sits among Tier III DDs (11 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 18 mid-pack stats
Not standouts for Isokaze -- 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.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8459/30·(8−0.5)/1000 + 0.5)·30 = 78.4 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 78.4 × 0.6 = 47.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 78.4 × 0.32 (σ=2) = 25.1 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 47.1 × 0.318 (σ=2) = 15 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
3 broadside guns x 60 / 9 s base reload = 20.HE shells
ƒ
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).ƒ
1,700 HE damage x 3 broadside guns = 5,100.ƒ
5,100 HE full-salvo alpha x 60 / 9 s base reload = 34,000.ƒ
3 HE shells x 60 / 9 s reload x 7% fire chance = 1.4.AP shells
ƒ
floor(120 mm caliber / 14.3) = 8 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 × 1750 × 20.3^0.69 × 0.12^-1.07 × 660^1.38 = 105.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (11.6 km), where the shell has slowed to 235.7 m/s: 1e-7 × 1750 × 20.3^0.69 × 0.12^-1.07 × 235.7^1.38 = 25.4 mm.ƒ
1,800 AP damage x 3 broadside guns = 5,400.ƒ
5,400 AP full-salvo alpha x 60 / 9 s base reload = 36,000.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
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×1) = 24. 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.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 73 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8459/30·(8−0.5)/1000 + 0.5)·30 = 78.4 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 78.4 × 0.6 = 47.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 78.4 × 0.32 (σ=2) = 25.1 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 47.1 × 0.318 (σ=2) = 15 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 × 1750 × 20.3^0.69 × 0.12^-1.07 × 660^1.38 = 105.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (11.6 km), where the shell has slowed to 235.7 m/s: 1e-7 × 1750 × 20.3^0.69 × 0.12^-1.07 × 235.7^1.38 = 25.4 mm.20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).floor(120 mm caliber / 14.3) = 8 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 3 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,700 HE damage x 3 broadside guns = 5,100.1,800 AP damage x 3 broadside guns = 5,400.5,100 HE full-salvo alpha x 60 / 9 s base reload = 34,000.5,400 AP full-salvo alpha x 60 / 9 s base reload = 36,000.3 broadside guns x 60 / 9 s base reload = 20.3 HE shells x 60 / 9 s reload x 7% fire chance = 1.4.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).3 launchers x 2 tubes.6 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×1) = 24. 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.Armor
Hull HP 9,000 → 10,300 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 | 14 mm primary (range 10–14 mm) | 1,500 (15% of HP) | Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm14 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Stern | 14 mm primary (range 6–14 mm) | 1,200 (12% of HP) | Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm14 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 14 mm primary (range 10–14 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–10 mm) | 300 (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 HP | 5,200 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. |
| AA mount (40 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. |
| Rudder (module) | separate HP pool, does not drain ship HP | 3,100 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 Isokaze can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.
