World of Warships: Legends ship guide

Izumo

Beta
Long-range battleshipMax-range AP sniper: trade from open water and bow-tank between salvos.
Playstyle
  • Sit 14-17 km from the brawl line and bow toward the closest threat
  • Avoid: Pushing the brawl line to chase a kill
Key characteristics
2 sigma accuracy17 km gun rangeHigh HE / fire outputHigh AP DPMSluggish rudder
Community Data

Izumo Community Stats

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Playstyle

Overview

Izumo is a Tier VIII Japanese sniper battleship (17.5 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. Standout traits: best AP shell velocity in T8 BBs (870).

Positioning

Sit 14-17 km from the brawl line and bow toward the closest threat. The heavy bow plate holds an angle indefinitely against same-tier guns, which is what protects the citadel; the citadel sides do not survive a broadside trade even at long range. Rotate one map cell back if a flank starts to collapse rather than holding the angle, and keep bow on between salvos.

Potato Avoidance

Pushing the brawl line to chase a kill

The kit pays out at range; every map cell you push forward is one your sniper advantage shrinks, and you stop trading better than the peer BBs you out-range.

Signature Traits

Flat AP shells

870.0 m/s AP muzzle velocity, best of T8 BBs. Flatter trajectory, less lead, harder to dodge.

Punchy HE secondaries

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

Heavy citadel belt

410.0 mm citadel belt, top decile of T8 BBs. Citadels through angle are rare.

Tight grouping

Sigma 2.0, top decile of T8 BBs. More shells land near aim.

Flat HE shells

869.0 m/s HE muzzle velocity, top decile of T8 BBs. Flatter trajectory, easier to land at range.

Sluggish rudder

25.8 s rudder shift, bottom decile of T8 BBs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Izumo

Izumo is available in the Outranging Battleships branch of the Japan Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Izumo sits in the Outranging Battleships branch. The highlighted path shows the local branch context inside the full Japan tree.

Builds Beta

Build for main-battery accuracy, reload, range, concealment, and survivability. The buffs support steadier gun pressure, not reckless brawling.

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Cohort position

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Where Izumo 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) BestAP velocity870 m/s (1 of 3 tied) Top 10%Citadel belt410 mm (3/25) Top 25%Hit points78,900 HP (6/25) Top 25%Main battery caliber410 mm (7/25) Top 25%Main battery range17.48 km (4/25) Top 25%Main battery reload23.4 s (6/25) Top 25%Sigma2 (5/25) Top 25%HE DPM150,000 (4/25) Top 25%AP DPM297,692 (4/25) Top 25%Main dispersion198.4 m (5/25) Top 25%Secondary HE pen26 mm (6/23) Top 25%HE velocity869 m/s (4/25) Top 25%Acceleration8.4 s (5/25) Top 25%Max armor410 mm (7/25) Bottom 25%Max speed28 kt (21/25) Bottom 25%Concealment15.87 km (20/25) Bottom 25%Engine power135,000 hp (21/25) Bottom 25%Turn-speed retention151.7 hp/m (23/25) Bottom 25%Power-to-weight2.35 hp/t (22/25) Bottom 10%Rudder shift25.8 s (24/25) WorstSecondary range5 km (1 of 12 tied) WorstNo torpedoes (18 of 25 in cohort)
See 21 mid-pack stats

Not standouts for Izumo -- 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.

Air detection12.7 km(19/25) Traverse-to-turn ratio4.31 ×(19/25) HE fire chance30%(19/25) Fires per minute6.92(17/25) AP shell damage12,900(11/25) Secondary DPM (per side)271,500(10/25) Secondary fire chance10%(7/23) AP arming threshold68 mm(15/25) Displacement57,479 t(16/25) AA DPS487(17/25) AA range5 km(13/25) AA threat1,730(16/25) Repair charges3(11/25) Bow armor32 mm(13/25) Deck armor102 mm(19/25) 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 3Fighter
Survivability
Hit PointsInitial: 76,500 → 78,900
Displacement57,479 t
Armor range19–410 mm
Plate armor thicknesses19, 22, 32, 38, 48, 50, 51, 57, 76, 100, 102, 127, 152, 203, 229, 305, 356, 410 mm
Armor material/layer entries67
Fire resistance40%
Fire duration60 s
Torp Reduction25%
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.
39,500
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.
23,700
Main Battery
ModuleArtillery: 410 mm 10th Year Type
Mounts / barrels3 mounts / 9 barrels
Reload time
patched
  1. baseline26
    In-game data
  2. 2025-04-0327
    April Update: The Bonds of Loyalty Main battery reload time reduced from 30 to 27 s.
27 s
Firing range (base)15.9 km
Firing range (top fire control)17.5 km
Turret traverse4 °/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 = (15889/30·(10−2.8)/1000 + 2.8)·30 = 198.4 m
198.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 198.4 × 0.8 = 158.7 m
158.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 198.4 × 0.32 (σ=2) = 63.4 m
63.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 158.7 × 0.319 (σ=2) = 50.7 m
50.7 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 27 s base reload = 20.
20
HE shells
HE Damage6,500
HE Velocity869 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 9 broadside guns = 58,500.
58,500
Base HE DPM
ƒ58,500 HE full-salvo alpha x 60 / 27 s base reload = 130,000.
130,000
Installed HE DPM
ƒ58,500 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
150,000
Base fires/min
ƒ9 HE shells x 60 / 27 s reload x 30% fire chance = 6.
6
AP shells
AP Damage12,900
AP Velocity870 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 × 2711 × 1020^0.69 × 0.41^-1.07 × 870^1.38 = 954.8 mm. Matches the in-game spec card.
954.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.8 km), where the shell has slowed to 546.9 m/s: 1e-7 × 2711 × 1020^0.69 × 0.41^-1.07 × 546.9^1.38 = 503.2 mm.
503.2 mm
AP full-salvo alpha
ƒ12,900 AP damage x 9 broadside guns = 116,100.
116,100
Base AP DPM
ƒ116,100 AP full-salvo alpha x 60 / 27 s base reload = 258,000.
258,000
Installed AP DPM
ƒ116,100 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 297,692.
297,692
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
AA Defense
AA mount pointsInitial: 36 → 52
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (125×3.5×0.85) + (44×3.5×0.75) = 487. 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.
487
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 1Initial: 12×3 → 28×3 25mm
25 mm/60 Type96 mod. 124×1 25mm
127 mm Type89 mod. 2 (DP)12×2 127mm
Far aura
DPS
ƒIncludes 44 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
44
Range5 km
Near aura
DPSInitial: 72 → 125
Range3.1 km
Total DPS in Aura
ƒFar 44 + Near 125 = 169
169
S
Secondary Battery
Mounts13
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
127 mm Type89 mod. 2 (×12)
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
155 mm 3rd Year Type (×1)
Caliber155 mm
Reload time12 s
HE Damage2,600
Muzzle Velocity925 m/s
Fire Chance10%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 135,000 hp
Engine power135,000 hp
Maximum speed28 kt
Turning circle radius890 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.3× drags
Concealment
Detectability by sea15.87 km
Detectability by air12.7 km
Smoke firing penalty15.43 km
Detect after firing main guns15.87 km
Detect Fire Sea17.87 km
Detect Fire Air15.7 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
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullUpgrade
  • Hit points76,500 → 78,900
  • Rudder shift33.9 → 25.8 s
  • AA mounts36 → 52
  • Close-range AA DPS72 → 125
  • Turret traverse4 → 5 °/s
Fire controlUpgrade
  • Main battery range15,889 → 17477.9 m

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 Disp198.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15889/30·(10−2.8)/1000 + 2.8)·30 = 198.4 m
Max Vert Disp158.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 198.4 × 0.8 = 158.7 m
Med Horiz Disp63.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 198.4 × 0.32 (σ=2) = 63.4 m
Med Vert Disp50.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 158.7 × 0.319 (σ=2) = 50.7 m
AP Pen Close954.8 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 × 2711 × 1020^0.69 × 0.41^-1.07 × 870^1.38 = 954.8 mm. Matches the in-game spec card.
AP Pen Far503.2 mm
Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 546.9 m/s: 1e-7 × 2711 × 1020^0.69 × 0.41^-1.07 × 546.9^1.38 = 503.2 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 alpha9
All 9 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha58,500
6,500 HE damage x 9 broadside guns = 58,500.
AP full-salvo alpha116,100
12,900 AP damage x 9 broadside guns = 116,100.
Base HE DPM130,000
58,500 HE full-salvo alpha x 60 / 27 s base reload = 130,000.
Base AP DPM258,000
116,100 AP full-salvo alpha x 60 / 27 s base reload = 258,000.
Installed HE DPM150,000
58,500 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
Installed AP DPM297,692
116,100 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 297,692.
Base shells/min20
9 broadside guns x 60 / 27 s base reload = 20.
Installed shells/min23.1
9 broadside guns x 60 / 23.4 s installed Artillery reload = 23.1.
Base fires/min6
9 HE shells x 60 / 27 s reload x 30% fire chance = 6.
Installed fires/min6.92
9 HE shells x 60 / 23.4 s installed reload x 30% fire chance = 6.92.

AA defense

Close-range AA DPS487
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (125×3.5×0.85) + (44×3.5×0.75) = 487. 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 index1730
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)271,500
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: 12×2 127 mm (12/side) × 60/6 × 2100 = 252,000 + 1×3 155 mm (1.5/side) × 60/12 × 2600 = 19,500. 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 76,50078,900 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
Bow32 mm primary (range 32–356 mm)4,300 (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)356 mm primary (range 32–410 mm)59,200 (75% of HP)
No common caliber overmatches356 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)2,900 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel410 mm primary (range 38–410 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)1,300 (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 HP39,500 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.
Engine (module, research)engine coefficient (unconfirmed)-0.030 research estimateLargest on BB/BC; zero on destroyersEngine 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 HP23,700 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 Izumo. Cards are condensed; use each source link for full context.

Buff ×5Rework ×1Main Battery ×1Concealment ×4
2023-05-11

Ministry of Balance Reports: Ship Trimming

  • Izumo received a concealment buff this update to fix an issue with having greater concealment than firing range in some cases.
  • Detectability Range by Sea improved from 16.2 to 15.9 km.
  • Detectability Range by Air improved from 13 to 12.7 km.
  • Detectability While Firing in Smoke i.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.