Izmail
Beta- Anchor a flank at 12-15 km with bow toward the closest threat
- Avoid: Trading HP early when you cannot heal it back
Izmail Community Stats
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Izmail Community Stats
Playstyle
Overview
Izmail is a Tier V Soviet all-rounder battleship with 356mm guns at 15.8 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best HE fire chance in T5 BBs (38) and best fires per minute in T5 BBs (9.2).
Positioning
Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.
Potato Avoidance
Trading HP early when you cannot heal it back
The Repair Party throughput is below cohort, so save it for stacked fires or floods that actually threaten the ship rather than chasing every nick from a single salvo.
Signature Traits
38.0% fire chance per HE shell, best of T5 BBs.
9.21 fires/min, best of T5 BBs. Keeps DCP on cooldown.
823.0 m/s AP muzzle velocity, top decile of T5 BBs. Flatter trajectory, less lead, harder to dodge.
15.7 s rudder shift, top decile of T5 BBs. Snappy weave.
29.7 s reload, bottom decile of T5 BBs. Salvos punish more, but cycle is slower than peers.
2.0 Repair Party charges, bottom decile of T5 BBs. Less HP banked across a match.
How to get Izmail
Izmail is available in the Juggernaut Battleships branch of the U.S.S.R. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.
Show U.S.S.R. tech-tree branch diagram
Izmail sits in the Juggernaut Battleships branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.
Builds Beta
AL Sov. Rossiya, Kosaka Wakamo, and Lev Galler are useful Soviet battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.
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 Izmail sits among Tier V BBs (24 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 27 mid-pack stats
Not standouts for Izmail -- 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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14376/30·(13−1.1)/1000 + 1.1)·30 = 204.1 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.1 × 0.75 = 153.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.1 × 0.369 (σ=1.6) = 75.3 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 153.1 × 0.369 (σ=1.6) = 56.5 mƒ
180 degrees / 3 deg/s traverse speed = 60 s.ƒ
12 broadside guns x 60 / 33 s base reload = 21.8.HE shells
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59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).ƒ
5,200 HE damage x 12 broadside guns = 62,400.ƒ
62,400 HE full-salvo alpha x 60 / 33 s base reload = 113,455.ƒ
12 HE shells x 60 / 33 s reload x 38% fire chance = 8.29.AP shells
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floor(356 mm caliber / 14.3) = 24 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 × 2350 × 747.8^0.69 × 0.356^-1.07 × 823^1.38 = 719.7 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 483.9 m/s: 1e-7 × 2350 × 747.8^0.69 × 0.356^-1.07 × 483.9^1.38 = 345.9 mm.ƒ
10,500 AP damage x 12 broadside guns = 126,000.ƒ
126,000 AP full-salvo alpha x 60 / 33 s base reload = 229,091.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (24×3.5×0.75) + (63×3.5×0.75) + (23×3.5×0.7) + (14×3.5×0.75) = 321. 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
Includes 14 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 14 + Outer Medium 63 = 77ƒ
Far 14 + Outer Medium 63 + Inner Medium 24 = 101ƒ
Far 14 + Outer Medium 63 + Inner Medium 24 + Near 23 = 124ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.Show 1 more gun family
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 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
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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14376/30·(13−1.1)/1000 + 1.1)·30 = 204.1 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.1 × 0.75 = 153.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.1 × 0.369 (σ=1.6) = 75.3 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 153.1 × 0.369 (σ=1.6) = 56.5 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 × 2350 × 747.8^0.69 × 0.356^-1.07 × 823^1.38 = 719.7 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 483.9 m/s: 1e-7 × 2350 × 747.8^0.69 × 0.356^-1.07 × 483.9^1.38 = 345.9 mm.59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).floor(356 mm caliber / 14.3) = 24 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 12 barrels bear on the broadside.180 degrees / 3 deg/s traverse speed = 60 s.5,200 HE damage x 12 broadside guns = 62,400.10,500 AP damage x 12 broadside guns = 126,000.62,400 HE full-salvo alpha x 60 / 33 s base reload = 113,455.126,000 AP full-salvo alpha x 60 / 33 s base reload = 229,091.12 broadside guns x 60 / 33 s base reload = 21.8.12 HE shells x 60 / 33 s reload x 38% fire chance = 8.29.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (24×3.5×0.75) + (63×3.5×0.75) + (23×3.5×0.7) + (14×3.5×0.75) = 321. 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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
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: 6×2 100 mm (6/side) × 60/5 × 1400 = 100,800 + 10×1 130 mm (5/side) × 60/12 × 1900 = 47,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.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: 22 mm from the 130 mm family.Armor
Hull HP 51,700 → 55,900 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 | 25 mm primary (range 20–125 mm) | 2,400 (4% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle 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) | 16 mm primary (range 9–300 mm) | 41,900 (75% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 20–181 mm) | 1,000 (2% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 300 mm primary (range 12–300 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). |
| Superstructure | 12 mm | 1,000 (2% 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 | 28,000 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. |
| Secondary mount (130 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 (37 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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.100 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder. |
| Rudder (module) | separate HP pool, does not drain ship HP | 16,800 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 Izmail can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
