World of Warships: Legends ship guide

Isokaze

Beta
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • 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
Key characteristics
Torpedoes (7 km)Stealthy (5.4 km)SmokeEngine BoostSlow reload
Community Data

Isokaze Community Stats

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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

Thick stern plate

14.0 mm stern, best of T3 DDs.

High-arc AP shells

42.4° impact angle at max range, best of T3 DDs. Lobs over island cover.

High-arc HE shells

42.4° HE impact angle at max range, best of T3 DDs. Lobs over cover.

Best-in-class stealth

5.44 km surface detect, top decile of T3 DDs. Stays dark longer.

Slow reload

8.1 s reload, worst of T3 DDs. Salvos punish more, but cycle is slower than peers.

Visible torps

1.2 km torpedo detect, bottom decile of T3 DDs. Easy to dodge if targets are looking.

Acquisition

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
Japan Tech Tree

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.

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Commanders frequently paired with this ship AL AsashioAL YukikazeAbraham V. Hellsinger

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Cohort position

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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.

BestStealth profile5.44 km / 2.72 km (1/11 / 1/11) BestEnd plates14 mm (3/11 / 1 of 3 tied) Top 10%Acceleration9.5 s (2/11) Top 25%Traverse-to-turn ratio5.29 × (3/11) Top 25%Torpedo reload42 s (3/11) Top 25%Max armor14 mm (3/11) Top 25%Citadel belt14 mm (3/11) Top 25%Deck armor14 mm (3/11) Bottom 25%Fires per minute1.56 (9/10) Bottom 25%HE DPM37,778 (9/10) Bottom 25%AP DPM40,000 (8/9) WorstMain battery reload8.1 s (11/11) WorstAP velocity660 m/s (9/9) WorstHE velocity660 m/s (10/10) WorstTurn-speed retention50.9 hp/m (11/11)
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.

Hit points10,300 HP(8/11) Max speed34 kt(8/11) Rudder shift3.5 s(5/11) Main battery caliber120 mm(5/11) Main battery range9.3 km(5/11) AP shell damage1,800(7/9) Main dispersion78.4 m(5/11) AP arming threshold20 mm(7/9) Engine power27,000 hp(9/11) Displacement1,570 t(5/11) Power-to-weight17.2 hp/t(8/11) AA DPS24(5/11) AA range2 km(9/11) AA threat49(5/11) Torpedo range6.99 km(6/11) Torpedo damage10,833(5/11) Torpedo speed57 kt(5/11) NormAP fuse timer0.01 s(8 of 9 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 9,000 → 10,300
Displacement1,570 t
Armor range6–14 mm
Plate armor thicknesses6, 10, 12, 14 mm
Armor material/layer entries23
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
5,200
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.
3,100
Main Battery
ModuleArtillery: 120 mm/40 Type41
Mounts / barrels3 mounts / 3 barrels
Reload time9 s
Firing range (base)8.5 km
Firing range (top fire control)9.3 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8459/30·(8−0.5)/1000 + 0.5)·30 = 78.4 m
78.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 78.4 × 0.6 = 47.1 m
47.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 78.4 × 0.32 (σ=2) = 25.1 m
25.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 47.1 × 0.318 (σ=2) = 15 m
15 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ3 broadside guns x 60 / 9 s base reload = 20.
20
HE shells
HE Damage1,700
HE Velocity660 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 3 broadside guns = 5,100.
5,100
Base HE DPM
ƒ5,100 HE full-salvo alpha x 60 / 9 s base reload = 34,000.
34,000
Base fires/min
ƒ3 HE shells x 60 / 9 s reload x 7% fire chance = 1.4.
1.4
AP shells
AP Damage1,800
AP Velocity660 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1750 × 20.3^0.69 × 0.12^-1.07 × 660^1.38 = 105.1 mm. Matches the in-game spec card.
105.1 mm
AP Pen Far
ƒSame 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.
25.4 mm
AP full-salvo alpha
ƒ1,800 AP damage x 3 broadside guns = 5,400.
5,400
Base AP DPM
ƒ5,400 AP full-salvo alpha x 60 / 9 s base reload = 36,000.
36,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
7
Torpedoes
ModuleTorpedoes: Type6
Launchers / tubes3 launchers × 2 tubes = 6 tubes
Reload time42 s
Projectile speed57 kt
Range6.99 km
Maximum simulated damage9,933 (est.)
Alpha damage29,800
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming176 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
59,598
AA Defense
AA mount points2
Close-range AA DPS
ƒSum 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.
24
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm Type91 (upgraded hull only)2×1 40mm
12.7 mm Vickers MkI (stock hull only)2×1 13mm
Medium aura
DPS7
Range2 km
Maneuverability
Engine moduleEngine: 27,000 hp
Engine power27,000 hp
Maximum speed34 kt
Turning circle radius530 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.3× slow
Concealment
Detectability by sea5.44 km
Detectability by air2.72 km
Smoke firing penalty2 km
Detect after firing main guns5.44 km
Detect Fire Sea7.44 km
Detect Fire Air5.72 km
Guaranteed Detect2 km
Consumables
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
Module options (3)

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

HullUpgrade
  • Hit points9,000 → 10,300
  • Rudder shift5.2 → 3.5 s
  • Close-range AA DPS2 → 7
  • Maximum AA range1.2 → 2 km
  • Turret traverse10 → 12 °/s
Fire controlUpgrade
  • Main battery range8,459 → 9304.9 m
TorpedoesTrade-off
  • Reload39 → 42 s
  • Alpha damage24,800 → 29,800
  • Display damage8,267 → 9,933

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp78.4 m
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 m
Max Vert Disp47.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 78.4 × 0.6 = 47.1 m
Med Horiz Disp25.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 78.4 × 0.32 (σ=2) = 25.1 m
Med Vert Disp15 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 47.1 × 0.318 (σ=2) = 15 m
AP Pen Close105.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1750 × 20.3^0.69 × 0.12^-1.07 × 660^1.38 = 105.1 mm. Matches the in-game spec card.
AP Pen Far25.4 mm
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.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha5,100
1,700 HE damage x 3 broadside guns = 5,100.
AP full-salvo alpha5,400
1,800 AP damage x 3 broadside guns = 5,400.
Base HE DPM34,000
5,100 HE full-salvo alpha x 60 / 9 s base reload = 34,000.
Base AP DPM36,000
5,400 AP full-salvo alpha x 60 / 9 s base reload = 36,000.
Base shells/min20
3 broadside guns x 60 / 9 s base reload = 20.
Base fires/min1.4
3 HE shells x 60 / 9 s reload x 7% fire chance = 1.4.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range47.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
3 launchers x 2 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage59,598
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage59,598
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS24
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.
Maximum AA range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index49
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 9,00010,300 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
Bow14 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.
Stern14 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.
Citadel14 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).
Superstructure6 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 HP5,200 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.
AA mount (40 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 HP3,100 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Isokaze default exterior
    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.

Source status No high-context source card yet Filtered for precision