World of Warships: Legends ship guide

Iwami

Beta
Bow-tank battleshipHold the line bow-in; your armor shrugs what peers can't crack.
Playstyle
  • Anchor a flank at 14-17 km where flanking ships have to cross your torpedo arcs to push
  • Avoid: Drifting broadside to set up a torpedo launch
Key characteristics
Long torps (15 km)Visible torps
Community Data

Iwami Community Stats

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Playstyle

Overview

Iwami is a Tier VIII Japanese torpedo-equipped battleship: she carries deck torpedoes reaching 15 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap.

Positioning

Anchor a flank at 14-17 km where flanking ships have to cross your torpedo arcs to push. The torpedoes are a deterrent that closes off whole lanes (under 15 km threat); use that pressure to force enemies into your main battery, then dump torps as a finisher when they commit. Bow on between salvos to keep the citadel angled.

Potato Avoidance

Drifting broadside to set up a torpedo launch

The torpedoes are a trap that closes a lane, not a primary weapon; turn out of a launch if the angle exposes the citadel, and use the threat alone to force lane choices. A dead torpedo BB never drops a torp.

Signature Traits

Punchy HE secondaries

2600.0 max HE alpha per secondary shell, best of T8 BBs. Bigger per-shell damage than peers.

Long-range torps

15.0 km torpedo range, best of T8 BBs.

Thick citadel floor

50.0 mm citadel bottom, best of T8 BBs. Deep-water torps and underwater pen do less.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

Visible torps

2.2 km torpedo detect, worst of T8 BBs. Easy to dodge if targets are looking.

Slow torp reload

150.0 s torpedo reload, worst of T8 BBs. Long wait between drops.

Acquisition

How to get Iwami

Iwami is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Campaign. 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

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Santa Level 5 1.25% Tier VIII Premium ship Event containers · Santa Level 5 · 1 of 10 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
Show all 13 containers (10 more)
  • Santa Level 4 0.425% Tier VIII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 10 ships
    Show 2 paths
    • Santa Level 40.3%
    • Santa Level 4 → Santa Level 50.125%
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
  • Santa Level 3 0.13625% Tier VIII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.0625%
    • Santa Level 3 → Santa Level 40.045%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.01875%
    • Santa Level 30.01%
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Santa Level 2 0.041688% Tier VIII Premium ship Event containers · Santa Level 2 · 6 paths combined · 1 of 10 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.015%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.009375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00675%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002812%
    • Santa Level 2 → Santa Level 30.0015%
  • Champion's Box 0.02725% Tier VIII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.0125%
    • Champion's Box → Santa Level 3 → Santa Level 40.009%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.00375%
    • Champion's Box → Santa Level 30.002%
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Santa Level 1 0.009878% Tier VIII Premium ship Event containers · Santa Level 1 · 8 paths combined · 1 of 10 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.003125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00225%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001406%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.001012%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000938%
    • Santa Level 1 → Santa Level 30.0005%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000422%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000225%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • Silver Tsurugi Campaign Breakdown Campaign Start: 2023-04-10 · End: 2023-05-14 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Iwami Ship feature / release Start: 2023-04-12 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Anniversary Update: Operation Piñata 17,500 Doubloons 2025-07-31 Tier VIII default; exact price not in source
Show direct source rows

Builds Beta

Build to improve main-battery performance while preserving the torpedo threat. Official guidance emphasizes Flammable Cannonier for range/grouping and Gyrating Drillbits for traverse/AP damage, with survivability choices to offset the fire and speed tradeoffs.

Open in Build Tool →

Official examples Flammable CannonierGyrating Drillbits

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Iwami sits among Tier VIII BBs (25 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.

BestHE alpha2,600 (1 of 5 tied) BestTorpedo range15 km (1/7) Top 10%Main battery reload22.5 s (3/25) Top 25%Hit points80,700 HP (5/25) Top 25%Main battery caliber410 mm (7/25) Top 25%HE shell damage6,500 (7/25) Top 25%AP DPM290,133 (7/25) Top 25%Main dispersion207.7 m (7/25) Top 25%Secondary DPM (per side)330,500 (4/25) Top 25%Secondary HE pen26 mm (6/23) Top 25%Max armor410 mm (7/25) Bottom 25%Power-to-weight2.46 hp/t (21/25) WorstTorpedo reload150 s (1 of 2 tied)
See 34 mid-pack stats

Not standouts for Iwami -- 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.

Max speed28.2 kt(19/25) Concealment15.84 km(19/25) Air detection12.67 km(17/25) Rudder shift22.4 s(19/25) Traverse-to-turn ratio5.44 ×(8/25) Main battery range17.18 km(13/25) Sigma1.9(9/25) HE fire chance30%(19/25) Fires per minute6.4(18/25) HE DPM138,667(8/25) Secondary fire chance10%(7/23) AP velocity834 m/s(11/25) HE velocity834 m/s(9/25) Acceleration9 s(11/25) AP arming threshold68 mm(15/25) Engine power145,000 hp(19/25) Turn-speed retention164.8 hp/m(19/25) Displacement58,962 t(17/25) Secondary range6 km(8/25) AA DPS531(14/25) AA range5 km(13/25) AA threat1,925(13/25) Torpedo damage20,967(3/7) Torpedo speed70 kt(3/7) Repair charges3(11/25) Citadel belt360 mm(9/25) Bow armor32 mm(13/25) Deck armor140 mm(11/25) NormSecondary dispersion bracket57(21 of 25 tied at this value) NormAP fuse timer0.03 s(22 of 25 tied at this value) NormAP ricochet start45°(23 of 25 tied at this value) NormAP auto-bounce angle60°(23 of 25 tied at this value) NormRepair heal rate0.5 %/s(18 of 25 tied at this value) NormStern armor32 mm(23 of 25 tied at this value)

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

Repair 3
Survivability
Hit Points80,700
Displacement58,962 t
Armor range19–410 mm
Plate armor thicknesses19, 25, 32, 38, 45, 50, 51, 55, 75, 76, 93, 102, 108, 115, 127, 140, 152, 191, 203, 229, 254, 305, 356, 360, 380, 410 mm
Armor material/layer entries81
Fire resistance40%
Fire duration60 s
Torp Reduction37%
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.
40,400
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.
24,200
Main Battery
ModuleArtillery: 410 mm/50 10th Year Type mod. A
Mounts / barrels4 mounts / 8 barrels
Reload time25 s
Firing range17.2 km
Turret traverse5.14 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17177/30·(10−2.8)/1000 + 2.8)·30 = 207.7 m
207.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.7 × 0.8 = 166.1 m
166.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.7 × 0.332 (σ=1.9) = 68.9 m
68.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 166.1 × 0.332 (σ=1.9) = 55.1 m
55.1 m
Turret turn time
ƒ180 degrees / 5.14 deg/s traverse speed = 35 s.
35 s
Base shells/min
ƒ8 broadside guns x 60 / 25 s base reload = 19.2.
19.2
HE shells
HE Damage6,500
HE Velocity834 m/s
Fire Chance30%
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,500 HE damage x 8 broadside guns = 52,000.
52,000
Base HE DPM
ƒ52,000 HE full-salvo alpha x 60 / 25 s base reload = 124,800.
124,800
Installed HE DPM
ƒ52,000 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 138,667.
138,667
Base fires/min
ƒ8 HE shells x 60 / 25 s reload x 30% fire chance = 5.76.
5.76
AP shells
AP Damage13,600
AP Velocity834 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 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 × 2650 × 1020^0.69 × 0.41^-1.07 × 834^1.38 = 880.5 mm. Matches the in-game spec card.
880.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.5 km), where the shell has slowed to 502.1 m/s: 1e-7 × 2650 × 1020^0.69 × 0.41^-1.07 × 502.1^1.38 = 437.1 mm.
437.1 mm
AP full-salvo alpha
ƒ13,600 AP damage x 8 broadside guns = 108,800.
108,800
Base AP DPM
ƒ108,800 AP full-salvo alpha x 60 / 25 s base reload = 261,120.
261,120
Installed AP DPM
ƒ108,800 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 290,133.
290,133
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.
250
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time150 s
Projectile speed70 kt
Range15 km
Maximum simulated damage19,567 (est.)
Alpha damage58,700
Torpedo detectability2.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming540 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
78,268
AA Defense
AA mount points54
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (129×3.5×0.85) + (56×3.5×0.75) = 531. 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.
531
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm/60 Type96 mod. 118×1 25mm
25 mm Type96 mod. 124×2 25mm
25 mm Type96 mod. 212×3 25mm
100 mm Type98 (DP)8×2 100mm
Far aura
DPS
ƒIncludes 56 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
56
Range5 km
Near aura
DPS129
Range3.1 km
Total DPS in Aura
ƒFar 56 + Near 129 = 185
185
S
Secondary Battery
Mounts11
Firing range6.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 6 km
ƒ6 km × 57 + 30 = 372 m.
372 m
100 mm Type98 (×8)
Caliber100 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
155 mm 3rd Year Type (×3)
Caliber155 mm
Reload time12 s
HE Damage2,600
Muzzle Velocity925 m/s
Fire Chance10%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 145,000 hp
Engine power145,000 hp
Maximum speed28.2 kt
Turning circle radius880 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.4× slow
Concealment
Detectability by sea15.84 km
Detectability by air12.67 km
Smoke firing penalty15.4 km
Detect after firing main guns15.84 km
Detect Fire Sea17.84 km
Detect Fire Air15.67 km
Guaranteed Detect2 km
Consumables
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
Module options (1)

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

HullUpgrade
  • Turret traverse5.14 → 5 °/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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp207.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17177/30·(10−2.8)/1000 + 2.8)·30 = 207.7 m
Max Vert Disp166.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.7 × 0.8 = 166.1 m
Med Horiz Disp68.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.7 × 0.332 (σ=1.9) = 68.9 m
Med Vert Disp55.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 166.1 × 0.332 (σ=1.9) = 55.1 m
AP Pen Close880.5 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 × 2650 × 1020^0.69 × 0.41^-1.07 × 834^1.38 = 880.5 mm. Matches the in-game spec card.
AP Pen Far437.1 mm
Same formula at the ship's max firing range (21.5 km), where the shell has slowed to 502.1 m/s: 1e-7 × 2650 × 1020^0.69 × 0.41^-1.07 × 502.1^1.38 = 437.1 mm.
HE penetration68 mm
68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time35 s
180 degrees / 5.14 deg/s traverse speed = 35 s.
HE full-salvo alpha52,000
6,500 HE damage x 8 broadside guns = 52,000.
AP full-salvo alpha108,800
13,600 AP damage x 8 broadside guns = 108,800.
Base HE DPM124,800
52,000 HE full-salvo alpha x 60 / 25 s base reload = 124,800.
Base AP DPM261,120
108,800 AP full-salvo alpha x 60 / 25 s base reload = 261,120.
Installed HE DPM138,667
52,000 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 138,667.
Installed AP DPM290,133
108,800 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 290,133.
Base shells/min19.2
8 broadside guns x 60 / 25 s base reload = 19.2.
Installed shells/min21.3
8 broadside guns x 60 / 22.5 s installed Artillery reload = 21.3.
Base fires/min5.76
8 HE shells x 60 / 25 s reload x 30% fire chance = 5.76.
Installed fires/min6.4
8 HE shells x 60 / 22.5 s installed reload x 30% fire chance = 6.4.

Torpedoes

Torpedo detectability2.2 km
Estimated torpedo reaction time12.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range82.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage156,536
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage78,268
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS531
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (129×3.5×0.85) + (56×3.5×0.75) = 531. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1925
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.
Near aura range3.1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km372 m
6 km × 57 + 30 = 372 m.

Secondary battery firepower

Secondary DPM (per side)330,500
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: 8×2 100 mm (8/side) × 60/3 × 1700 = 272,000 + 3×3 155 mm (4.5/side) × 60/12 × 2600 = 58,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2600
Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 155 mm family.
Max HE pen26 mm
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: 26 mm from the 155 mm family.

Armor

Hull HP 80,700, 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
Bow32 mm primary (range 32–360 mm)3,800 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 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)360 mm primary (range 45–380 mm)60,500 (75% of HP)
No common caliber overmatches360 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–356 mm)3,700 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel360 mm primary (range 38–360 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).
Superstructure19 mm primary (range 19–410 mm)3,500 (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 HP40,400 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.
Secondary mount (155 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 (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 HP24,200 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.

Balance History

Balance updates affecting Iwami. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×1Torpedo ×1
2024-12-12

Ministry of Balance: Breaking the Ice

  • We're aiming to boost the performance of the Iwami duo with extra damage output and better torpedoes.
  • Main battery AP shell maximum damage increased from 12,750 to 13,600.
  • Torpedo speed increased from 67 to 70 knots.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Iwami 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.