Iwaki A
Beta- Play off flanks and island edges where you can disengage
- Avoid: Do not open-water broadside trade with battleships
Iwaki A Community Stats
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Iwaki A Community Stats
Record History
Playstyle
Overview
Iwaki A is a fragile Japanese premium cruiser that wants to farm from angles, punish exposed destroyers and cruisers, and use torpedoes as area denial rather than as a reason to yolo.
Positioning
Play off flanks and island edges where you can disengage. Keep enough sea room to dodge, avoid being the first ship spotted, and use torpedo lanes to discourage pushes.
Potato Avoidance
Open-water broadside trade with battleships
Iwaki A lacks the durability to survive greedy damage farming when focused.
Signature Traits
5.4 s reload, top decile of T4 CAs. Top-tier salvo cycle.
14.18 hp per ton, top decile of T4 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.
3.8 s rudder shift, top decile of T4 CAs. Snappy weave.
9.99 km torpedo range, top decile of T4 CAs.
18600.0 HP, bottom decile of T4 CAs. Trade hits sparingly.
10.0% fire resistance, bottom decile of T4 CAs. HE pressure compounds; manage DCP carefully.
How to get Iwaki A
Iwaki A is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Use a Japanese cruiser commander that improves concealment, fire chance, and rudder/propulsion handling; inspirations for concealment, range, or agility fit the ship's fragile-kiter plan.
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 Iwaki A sits among Tier IV CAs (23 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 Iwaki A -- 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, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8.5 deg/s traverse speed = 21.2 s.ƒ
4 broadside guns x 60 / 6 s base reload = 40.HE shells
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23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).ƒ
2,400 HE damage x 4 broadside guns = 9,600.ƒ
9,600 HE full-salvo alpha x 60 / 6 s base reload = 96,000.ƒ
4 HE shells x 60 / 6 s reload x 10% fire chance = 4.AP shells
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floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (15.2 km), where the shell has slowed to 274.3 m/s: .ƒ
2,700 AP damage x 4 broadside guns = 10,800.ƒ
10,800 AP full-salvo alpha x 60 / 6 s base reload = 108,000.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
Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,967 = 44,901.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) = 88. 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 80 s cloud active
Sonar2 charges · 180 s reload · 90 s active · 3.87 km ship detect · 2.8 km torpedo detect
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, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12153}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 116.9\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 116.9 \cdot 0.6 = 70.1\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 116.9 \cdot 0.319\;(\sigma = 2) = 37.3\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 70.1 \cdot 0.32\;(\sigma = 2) = 22.4\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1794 \cdot 38^{0.69} \cdot 0.14^{-1.07} \cdot 850^{1.38} = 199.6\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (15.2 km), where the shell has slowed to 274.3 m/s: $P = 10^{-7}\cdot 1794 \cdot 38^{0.69} \cdot 0.14^{-1.07} \cdot 274.3^{1.38} = 41.9\,\text{mm}$.23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).floor(140 mm caliber / 14.3) = 9 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.Barrels that can bear on one beam (4 of 5); casemate/wing mounts only fire one side.180 degrees / 8.5 deg/s traverse speed = 21.2 s.2,400 HE damage x 4 broadside guns = 9,600.2,700 AP damage x 4 broadside guns = 10,800.9,600 HE full-salvo alpha x 60 / 6 s base reload = 96,000.10,800 AP full-salvo alpha x 60 / 6 s base reload = 108,000.4 broadside guns x 60 / 6 s base reload = 40.4 HE shells x 60 / 6 s reload x 10% fire chance = 4.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,967 = 89,802.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,967 = 44,901.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) = 88. 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.Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Iwaki A 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.
