World of Warships: Legends ship guide

Izyaslav

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit in open water at the edge of 10.4 km where peer DDs cannot return fire and most cruisers have to pu…
  • Avoid: Overstaying detection after a torpedo drop
Key characteristics
2 sigma accuracy10 km gun rangeHigh HE / fire outputHigh fire chanceWide dispersion
Community Data

Izyaslav Community Stats

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Playstyle

Overview

Izyaslav is a Tier III Soviet long-range gunboat destroyer reaching 10.4 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is HE spam from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. Standout traits: best HE DPM in T3 DDs (100,000).

Positioning

Sit in open water at the edge of 10.4 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it.

Potato Avoidance

Overstaying detection after a torpedo drop

The detection window is a hard timer; if you are still firing guns when concealment closes again, you have already taken more damage than the drop earned.

Signature Traits

Long gun range

10.35 km main battery reach, best of T3 DDs.

HE DPM machine

100000 HE DPM, best of T3 DDs. Sustained fire pressure.

High fire pressure

4.67 fires/min, best of T3 DDs. Keeps DCP on cooldown.

Long DCP window

10.0 s Damage Control duration, best of T3 DDs. Stays fire / flood immune longer per activation.

Wide dispersion

85.6 m max horizontal dispersion, worst of T3 DDs. Long-range salvos are noticeably wider than peers'.

Easily spotted

6.15 km surface detect, worst of T3 DDs. Visible before you can react; position early.

Acquisition

How to get Izyaslav

Izyaslav is available in the Fiery Destroyers branch of the U.S.S.R. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Izyaslav sits in the Fiery Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

Anton Gurin, Rumble, and Sergio Splendento are useful Soviet destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

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Commanders frequently paired with this ship Anton GurinSergio Splendento

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Cohort position

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Where Izyaslav sits among Tier III DDs (11 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.

BestMain battery range10.35 km (1/11) BestFires per minute4.67 (1/10) BestHE DPM100,000 (1/10) BestAP arming threshold17 mm (1 of 3 tied) BestTorpedo reload39 s (1/11) BestCitadel belt15 mm (1/11) BestEnd plates14 mm (3/11 / 1 of 3 tied) Top 10%Rudder shift3.2 s (2/11) Top 10%Max armor15 mm (2/11) Top 25%Main battery reload4.5 s (3/11) Top 25%AP DPM120,000 (3/9) Top 25%AP velocity823 m/s (3/9) Top 25%Displacement1,560 t (3/11) Top 25%AA range3 km (3/11) Top 25%Deck armor14 mm (3/11) Bottom 25%Traverse-to-turn ratio4.5 × (10/11) Bottom 25%Torpedo damage7,233 (10/11) WorstStealth profile6.15 km / 3.08 km (11/11 / 11/11) WorstMain battery caliber102 mm (1 of 3 tied) WorstMain dispersion85.6 m (11/11) WorstTorpedo range5.01 km (11/11)
See 13 mid-pack stats

Not standouts for Izyaslav -- 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.

Hit points10,300 HP(8/11) Max speed35 kt(5/11) HE shell damage1,500(7/10) AP shell damage1,800(7/9) HE velocity823 m/s(4/10) Acceleration9.7 s(5/11) Engine power32,700 hp(5/11) Turn-speed retention56.4 hp/m(5/11) Power-to-weight20.96 hp/t(5/11) AA DPS18(9/11) AA threat46(6/11) Torpedo speed57 kt(5/11) NormAP fuse timer0.01 s(8 of 9 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 9,400 → 10,300
Displacement1,560 t
Armor range4–15 mm
Plate armor thicknesses4, 6, 10, 12, 14, 15 mm
Armor material/layer entries26
Fire resistanceInitial: 6.7% → 10%
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.
5,200
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.
3,100
Main Battery
ModuleArtillery: 102 mm/60 Model 1911
Mounts / barrels5 mounts / 5 barrels
Reload time5 s
Firing range (base)9.4 km
Firing range (top fire control)10.4 km
Turret traverse8 °/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 = (9410/30·(8−0.5)/1000 + 0.5)·30 = 85.6 m
85.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 85.6 × 0.6 = 51.3 m
51.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 85.6 × 0.319 (σ=2) = 27.3 m
27.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.3 × 0.32 (σ=2) = 16.4 m
16.4 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ5 broadside guns x 60 / 5 s base reload = 60.
60
HE shells
HE Damage1,500
HE Velocity823 m/s
Fire Chance7%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 5 broadside guns = 7,500.
7,500
Base HE DPM
ƒ7,500 HE full-salvo alpha x 60 / 5 s base reload = 90,000.
90,000
Base fires/min
ƒ5 HE shells x 60 / 5 s reload x 7% fire chance = 4.2.
4.2
AP shells
AP Damage1,800
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 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 × 1488 × 17.5^0.69 × 0.102^-1.07 × 823^1.38 = 130.1 mm. Matches the in-game spec card.
130.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.9 km), where the shell has slowed to 255.7 m/s: 1e-7 × 1488 × 17.5^0.69 × 0.102^-1.07 × 255.7^1.38 = 25.9 mm.
25.9 mm
AP full-salvo alpha
ƒ1,800 AP damage x 5 broadside guns = 9,000.
9,000
Base AP DPM
ƒ9,000 AP full-salvo alpha x 60 / 5 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.
3
Torpedoes
ModuleTorpedo Model 1912
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time39 s
Projectile speed57 kt
Range5.01 km
Maximum simulated damage6,633 (est.)
Alpha damage19,900
Torpedo detectability0.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming176 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
59,697
AA Defense
AA mount pointsInitial: 3 → 5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (4×3.5×1) = 18. 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.
18
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm Lender gun (upgraded hull only)1×1 76mm
45 mm 21-K (upgraded hull only)4×1 45mm
63.3 mm Model 1916 (stock hull only)1×1 63mm
7.62 mm Maxim machine gun (stock hull only)2×1 8mm
Far aura
DPS1
Range3 km
Medium aura
DPS4
Range2.5 km
Total DPS in Aura
ƒFar 1 + Medium 4 = 5
5
Maneuverability
Engine moduleEngine: 32,700 hp
Engine power32,700 hp
Maximum speed35 kt
Turning circle radius580 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.5× drags
Concealment
Detectability by sea6.15 km
Detectability by air3.08 km
Smoke firing penalty1.92 km
Detect after firing main guns6.15 km
Detect Fire Sea8.15 km
Detect Fire Air6.08 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 73 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points9,400 → 10,300
  • Rudder shift4.5 → 3.2 s
  • AA mounts3 → 5
  • Close-range AA DPS4 → 5
Fire controlUpgrade
  • Main battery range9,410 → 10,351 m
TorpedoesTrade-off
  • Range4.02 → 5.01 km
  • Reload33 → 39 s
  • Alpha damage16,700 → 19,900
  • Display damage5,567 → 6,633
  • Speed56 → 57 kt

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 Disp85.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9410/30·(8−0.5)/1000 + 0.5)·30 = 85.6 m
Max Vert Disp51.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 85.6 × 0.6 = 51.3 m
Med Horiz Disp27.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 85.6 × 0.319 (σ=2) = 27.3 m
Med Vert Disp16.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.3 × 0.32 (σ=2) = 16.4 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close130.1 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 × 1488 × 17.5^0.69 × 0.102^-1.07 × 823^1.38 = 130.1 mm. Matches the in-game spec card.
AP Pen Far25.9 mm
Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 255.7 m/s: 1e-7 × 1488 × 17.5^0.69 × 0.102^-1.07 × 255.7^1.38 = 25.9 mm.
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha7,500
1,500 HE damage x 5 broadside guns = 7,500.
AP full-salvo alpha9,000
1,800 AP damage x 5 broadside guns = 9,000.
Base HE DPM90,000
7,500 HE full-salvo alpha x 60 / 5 s base reload = 90,000.
Base AP DPM108,000
9,000 AP full-salvo alpha x 60 / 5 s base reload = 108,000.
Base shells/min60
5 broadside guns x 60 / 5 s base reload = 60.
Base fires/min4.2
5 HE shells x 60 / 5 s reload x 7% fire chance = 4.2.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range33.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage59,697
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage59,697
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS18
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (4×3.5×1) = 18. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index46
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 9,40010,300 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
Bow14 mm primary (range 4–14 mm)1,600 (16% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm14 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)14 mm7,700 (75% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm14 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern14 mm primary (range 10–14 mm)1,000 (10% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm14 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel15 mm primary (range 10–15 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–14 mm)500 (5% 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 HP5,200 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 (76 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 HP3,100 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 Izyaslav can equip, from in-game data.

  • Izyaslav default exterior
    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.

Source status No high-context source card yet Filtered for precision