World of Warships: Legends ship guide

Iwaki

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (10 km)2 sigma accuracySmoke + SonarFragile
Community Data

Iwaki Community Stats

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Playstyle

Overview

Iwaki is a Tier III Japanese light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best HE alpha in T3 CAs (2,400) and best torpedo alpha in T3 CAs (16,267).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.9 km on ships, 2.8 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Heavy HE shells

2400.0 damage per HE shell, best of T3 CAs. Punishes superstructure and modules harder than peers.

Heavy torpedoes

16267.0 damage per torpedo, best of T3 CAs.

Long-range torps

9.99 km torpedo range, best of T3 CAs.

Nimble for the tonnage

14.18 hp per ton, best of T3 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Wide dispersion

116.9 m max horizontal dispersion, bottom decile of T3 CAs. Long-range salvos are noticeably wider than peers'.

Fragile HP pool

18600.0 HP, bottom decile of T3 CAs. Trade hits sparingly.

Acquisition

How to get Iwaki

Iwaki is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

Best listed chance for this ship

Show all 8 containers (5 more)
Official WG availability sources
Show direct source rows

Builds Beta

AL Atago, AL Azuma, and Arpeggio Haguro are useful Japanese cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL AtagoAL AzumaArpeggio Haguro

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 sits among Tier III CAs (12 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.

BestRudder shift5 s (1 of 2 tied) BestHE shell damage2,400 (1 of 3 tied) BestDisplacement4,812 t (1/12) BestPower-to-weight14.18 hp/t (1/12) BestTorpedo range9.99 km (1/11) BestTorpedo damage16,267 (1/11) Top 25%Max speed35 kt (3/12) Top 25%Main battery reload5.4 s (3/12) Top 25%AP arming threshold23 mm (4/12) Top 25%Torpedo speed59 kt (3/11) Bottom 25%Main battery caliber140 mm (10/12) Bottom 25%Main dispersion116.9 m (11/12) Bottom 25%Stern armor15 mm (10/12) WorstHit points18,600 HP (12/12) WorstMain battery range12.15 km (12/12) WorstNo secondaries (8 of 12 in cohort) WorstDeck armor10 mm (1 of 3 tied)
See 24 mid-pack stats

Not standouts for Iwaki -- 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.

Concealment9.8 km(6/12) Air detection5.88 km(6/12) Traverse-to-turn ratio4.78 ×(9/12) HE fire chance10%(7/11) Fires per minute4.44(8/11) HE DPM106,667(5/11) AP shell damage2,700(8/12) AP DPM120,000(9/12) AP velocity850 m/s(9/12) HE velocity850 m/s(8/11) Acceleration9.7 s(8/12) Engine power68,250 hp(7/12) Turn-speed retention117.7 hp/m(5/12) AA DPS88(9/12) AA range3.1 km(6/12) AA threat273(7/12) Torpedo reload76 s(9/11) Max armor63 mm(8/12) Citadel belt63 mm(7/12) Bow armor25 mm(5/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.03 s(9 of 12 tied at this value) NormAP ricochet start45°(11 of 12 tied at this value) NormAP auto-bounce angle60°(11 of 12 tied at this value)

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

Sonar 3.87 kmSmoke
Survivability
Hit Points18,600
Displacement4,812 t
Armor range3–63 mm
Plate armor thicknesses3, 10, 15, 19, 25, 38, 51, 63 mm
Armor material/layer entries29
Fire resistance10%
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.
9,300
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.
5,600
Main Battery
ModuleArtillery: 140 mm 3rd Year Type
Mounts / barrels5 mounts / 5 barrels
Reload time6 s
Firing range12.2 km
Turret traverse8.5 °/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 = (12153/30·(8−1.1)/1000 + 1.1)·30 = 116.9 m
116.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 116.9 × 0.6 = 70.1 m
70.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 116.9 × 0.319 (σ=2) = 37.3 m
37.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 70.1 × 0.32 (σ=2) = 22.4 m
22.4 m
Turret turn time
ƒ180 degrees / 8.5 deg/s traverse speed = 21.2 s.
21.2 s
Base shells/min
ƒ4 broadside guns x 60 / 6 s base reload = 40.
40
HE shells
HE Damage2,400
HE Velocity850 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,400 HE damage x 4 broadside guns = 9,600.
9,600
Base HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 6 s base reload = 96,000.
96,000
Base fires/min
ƒ4 HE shells x 60 / 6 s reload x 10% fire chance = 4.
4
AP shells
AP Damage2,700
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 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 × 1794 × 38^0.69 × 0.14^-1.07 × 850^1.38 = 199.6 mm. Matches the in-game spec card.
199.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (15.2 km), where the shell has slowed to 274.3 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 274.3^1.38 = 41.9 mm.
41.9 mm
AP full-salvo alpha
ƒ2,700 AP damage x 4 broadside guns = 10,800.
10,800
Base AP DPM
ƒ10,800 AP full-salvo alpha x 60 / 6 s base reload = 108,000.
108,000
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.
8
Torpedoes
ModuleTorpedoes: Type8 mod. 2
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time76 s
Projectile speed59 kt
Range9.99 km
Maximum simulated damage14,967 (est.)
Alpha damage44,900
Torpedo detectability1.5 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming182 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
44,901
AA Defense
AA mount points5
Close-range AA DPS
ƒSum 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.
88
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.1 km
25 mm Type96 mod. 15×3 25mm
Medium aura
DPS28
Range3.1 km
Maneuverability
Engine moduleEngine: 68,250 hp
Engine power68,250 hp
Maximum speed35 kt
Turning circle radius580 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.8× drags
Concealment
Detectability by sea9.8 km
Detectability by air5.88 km
Smoke firing penalty4.12 km
Detect after firing main guns9.8 km
Detect Fire Sea11.8 km
Detect Fire Air8.88 km
Guaranteed Detect2 km
Consumables
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
Module options (1)

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

HullUpgrade
  • Turret traverse8.5 → 8 °/s

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 Disp116.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12153/30·(8−1.1)/1000 + 1.1)·30 = 116.9 m
Max Vert Disp70.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 116.9 × 0.6 = 70.1 m
Med Horiz Disp37.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 116.9 × 0.319 (σ=2) = 37.3 m
Med Vert Disp22.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 70.1 × 0.32 (σ=2) = 22.4 m
AP Pen Close199.6 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 × 1794 × 38^0.69 × 0.14^-1.07 × 850^1.38 = 199.6 mm. Matches the in-game spec card.
AP Pen Far41.9 mm
Same formula at the ship's max firing range (15.2 km), where the shell has slowed to 274.3 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 274.3^1.38 = 41.9 mm.
HE penetration23 mm
23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 alpha4
Barrels that can bear on one beam (4 of 5); casemate/wing mounts only fire one side.
Turret turn time21.2 s
180 degrees / 8.5 deg/s traverse speed = 21.2 s.
HE full-salvo alpha9,600
2,400 HE damage x 4 broadside guns = 9,600.
AP full-salvo alpha10,800
2,700 AP damage x 4 broadside guns = 10,800.
Base HE DPM96,000
9,600 HE full-salvo alpha x 60 / 6 s base reload = 96,000.
Base AP DPM108,000
10,800 AP full-salvo alpha x 60 / 6 s base reload = 108,000.
Base shells/min40
4 broadside guns x 60 / 6 s base reload = 40.
Base fires/min4
4 HE shells x 60 / 6 s reload x 10% fire chance = 4.

Torpedoes

Torpedo detectability1.5 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range65.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage89,802
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage44,901
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS88
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.
Maximum AA range3.1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index273
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 18,600, 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
Bow25 mm primary (range 3–25 mm)3,100 (17% of HP)
Overmatch not possible at T IVAngle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)15 mm14,000 (75% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern15 mm primary (range 10–15 mm)1,600 (9% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel63 mm primary (range 10–63 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).
Superstructure10 mm primary (range 10–51 mm)800 (4% 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 HP9,300 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 (25 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 HP5,600 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 Iwaki can equip, from in-game data.

  • Iwaki 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.