World of Warships: Legends ship guide

Ibuki B

Beta
Japan · Tier VIII · CA Cruiser · Premium
Improved-AP cruiserAn improved AP fuse citadels cruisers a normal CA round over-pens; lean on AP, not HE.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (10 km)2.1 sigma accuracySonarSpotter planeFragileWeak AA

Variant of Ibuki

Ibuki B is a variant of Ibuki with artillery tweaks and different consumables.

Show all differences

Artillery

  • shell grouping (σ)2.1+0.05Better
  • base firing range14,700 m+591 mBetter
  • artillery module: Artillery: 203 mm 3rd Year Type mod. E vs Artillery: 203 mm Type3
  • turret traverse6 °/s-1 °/sWorse

Consumables

  • adds Observation Seaplane (slot 2)

Torpedoes

  • torpedoes module: Torpedoes: 610 mm quadruple vs Type93 mod. 2
On this page
Community Data

Ibuki B Community Stats

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Playstyle

Overview

Ibuki B is a Tier VIII Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Lean on AP into broadsides and short-angled cruisers - HE-spamming this hull leaves the cohort's best damage tool on the rack. Sonar (4.4 km on ships and 3.1 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best nimble for the tonnage in T8 CAs (12.3 HP) and top-decile sigma in T8 CAs (2.1).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 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

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 39,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, unique in T8 CAs.

ELITE MOBILITY
  • Nimble for the tonnage · 12.26 hp
  • Sharp rudder · 7.3 s
  • Fast for the class · 35.0 kt
  • Quick acceleration
Tight grouping

Sigma 2.1, top decile of T8 CAs. More shells land near aim.

Short gun range

14.7 km main battery reach, worst of T8 CAs. Outranged by peers; close distance or lean on terrain.

Weak AA

330.0 AA DPS, bottom decile of T8 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Ibuki B

Ibuki B 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

  • Black Friday '22 Crate 0.5% VIII Ibuki B Event containers · Black Friday '22 Crate
  • Piñata Chest 0.333333% Tier VIII Premium ship or Legendary Tier ship Event containers · Piñata Chest · 1 of 3 ships
  • Champion's Box 0.1% VIII Ibuki B Event containers · Champion's Box → Black Friday '22 Crate
Show all 5 containers (2 more)
  • Black Friday Ultimate Crate 0.0833% VIII Ibuki B Event containers · Black Friday Ultimate Crate → Black Friday '22 Crate
  • Ultimate Crate 0.05% VIII Ibuki B Event containers · Ultimate Crate → Black Friday '22 Crate
Official WG availability sources
Show direct source rows

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Ibuki B sits among Tier VIII CAs (33 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.

Top 10%Max speed35 kt (4/33) Top 10%Rudder shift7.3 s (2/33) Top 10%Sigma2.1 (3/33) Top 25%Fires per minute9.44 (8/29) Top 25%HE DPM202,778 (7/29) Top 25%Turn-speed retention197.4 hp/m (9/33) Bottom 25%Hit points39,000 HP (30/33) Bottom 25%Secondary HE pen17 mm (23/26) WorstTraverse-to-turn ratio4.48 × (33/33) WorstMain battery range14.7 km (33/33) WorstAcceleration23.9 s (33/33) WorstDisplacement12,400 t (33/33) WorstPower-to-weight12.26 hp/t (33/33) WorstAA DPS330 (33/33) WorstAA threat1,208 (33/33) WorstTorpedo damage≈15,933 (19/19) WorstTorpedo reload112 s (19/19)
See 31 mid-pack stats

Not standouts for Ibuki B -- 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.

Concealment12.56 km(14/33) Air detection7.54 km(13/33) Main battery caliber203 mm(19/33) Main battery reload10.8 s(16/33) HE shell damage3,650(9/29) HE fire chance17%(13/29) AP shell damage5,150(18/33) AP DPM286,111(16/33) Main dispersion134.4 m(15/33) Secondary DPM (per side)142,657(15/27) HE alpha1,700(13/26) Secondary fire chance6%(15/26) AP velocity840 m/s(20/33) HE velocity840 m/s(19/29) AP arming threshold34 mm(15/33) Engine power152,000 hp(11/33) AA range5 km(23/33) Torpedo range9.99 km(8/19) Torpedo speed62 kt(11/19) Repair heal rate0.6 %/s(13/33) Max armor140 mm(25/33) Citadel belt140 mm(19/33) Bow armor25 mm(19/33) Stern armor25 mm(21/33) Deck armor50 mm(19/32) NormSecondary dispersion bracket57(22 of 27 tied at this value) NormAP fuse timer0.03 s(23 of 33 tied at this value) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value) NormSecondary range5 km(21 of 27 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit Points39,000
Displacement12,400 t
Armor range6–140 mm
Plate armor thicknesses6, 16, 25, 27, 30, 32, 35, 40, 50, 51, 55, 65, 95, 100, 140 mm
Armor material/layer entries52
Fire resistance40%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 203 mm 3rd Year Type mod. E
Mounts / barrels5 mounts / 10 barrels
Reload time
patched
  1. baseline12
    In-game data
  2. 2022-11-0313
    November Update: Under the Black Flag Main battery reload time decreased from 13.7 to 13 s.
13 s
Firing range14.7 km
Turret traverse6 °/s
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1470030·81.11000+1.1)·30=134.4m
134.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =134.4·0.6=80.7m
80.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =134.4·0.308(σ=2.1)=41.4m
41.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =80.7·0.307(σ=2.1)=24.8m
24.8 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ10 broadside guns x 60 / 13 s base reload = 46.2.
46.2
HE shells
HE Damage3,650
HE Velocity840 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,650 HE damage x 10 broadside guns = 36,500.
36,500
Base HE DPM
ƒ36,500 HE full-salvo alpha x 60 / 13 s base reload = 168,462.
168,462
Installed HE DPM
ƒ36,500 HE full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 202,778.
202,778
Base fires/min
ƒ46.2 shells/min x 17% fire chance = 7.85.
7.85
AP shells
AP Damage5,150
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
Improved AP FuseYes
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2468·125.850.69·0.2031.07·8401.38=414.7mm. Matches the in-game spec card.
414.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.4 km), where the shell has slowed to 367 m/s: P=107·2468·125.850.69·0.2031.07·3671.38=132.3mm.
132.3 mm
AP full-salvo alpha
ƒ5,150 AP damage x 10 broadside guns = 51,500.
51,500
Base AP DPM
ƒ51,500 AP full-salvo alpha x 60 / 13 s base reload = 237,692.
237,692
Installed AP DPM
ƒ51,500 AP full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 286,111.
286,111
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.
24
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time112 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=47,800·0.333=15,933.
≈ 15,933
Torpedo detectability1.6 km
Flooding chance287%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,933 = 127,464.
127,464
AA Defense
AA mount points40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.85) + (31×3.5×0.9) = 330. 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.
330
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 112×3 25mm
25 mm/60 Type96 mod. 128×1 25mm
100 mm Type98 (DP)4×2 100mm
Far aura
DPS
ƒIncludes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
31
Range5 km
Near aura
DPS78
Range3.1 km
Total DPS in Aura
ƒFar 31 + Near 78 = 109
109
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time2.86 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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
Maneuverability
Engine moduleEngine: 152,000 hp
Engine power152,000 hp
Maximum speed35 kt
Turning circle radius770 m
Rudder shift time7.3 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
23.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
38.3 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.0·0.5144770=1.34°/s, so ratio=ωturretωhull=61.34=4.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.5× drags
Concealment
Detectability by sea12.56 km
Detectability by air7.54 km
Smoke firing penalty7.51 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.56 km
Detect Fire Sea14.56 km
Detect Fire Air10.54 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Repair Party2 charges · 60 s reload · 28 s active · 6,552 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 13,104 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 234 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (39,000 HP) per second = 234 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

See all derived stats

Show

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

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)2.1
Max Horiz Disp134.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14700}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 134.4\,\text{m}$
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp80.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 134.4 \cdot 0.6 = 80.7\,\text{m}$
Shell scatter height @ 10 km54.7 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp41.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 134.4 \cdot 0.308\;(\sigma = 2.1) = 41.4\,\text{m}$
Med Vert Disp24.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 80.7 \cdot 0.307\;(\sigma = 2.1) = 24.8\,\text{m}$
AP Pen Close414.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2468 \cdot 125.85^{0.69} \cdot 0.203^{-1.07} \cdot 840^{1.38} = 414.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far132.3 mm
Same formula at the ship's max firing range (18.4 km), where the shell has slowed to 367 m/s: $P = 10^{-7}\cdot 2468 \cdot 125.85^{0.69} \cdot 0.203^{-1.07} \cdot 367^{1.38} = 132.3\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius24
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha36,500
3,650 HE damage x 10 broadside guns = 36,500.
AP full-salvo alpha51,500
5,150 AP damage x 10 broadside guns = 51,500.
Base HE DPM168,462
36,500 HE full-salvo alpha x 60 / 13 s base reload = 168,462.
Base AP DPM237,692
51,500 AP full-salvo alpha x 60 / 13 s base reload = 237,692.
Installed HE DPM202,778
36,500 HE full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 202,778.
Installed AP DPM286,111
51,500 AP full-salvo alpha x 60 / 10.8 s installed reload (Main Battery Mod. 3 = -10%) = 286,111.
Base shells/min46.2
10 broadside guns x 60 / 13 s base reload = 46.2.
Installed shells/min55.6
10 broadside guns x 60 / 10.8 s installed Artillery reload = 55.6.
Base fires/min7.85
46.2 shells/min x 17% fire chance = 7.85.
Installed fires/min9.44
55.6 shells/min x 17% fire chance = 9.44.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time9.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage254,928
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 15,933 = 254,928.
Per-side salvo damage127,464
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,933 = 127,464.

AA defense

Close-range AA DPS330
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.85) + (31×3.5×0.9) = 330. 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 index1208
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)142,657
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: 4×2 100 mm (4/side) × 60/2.86 × 1700 = 142,657. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor Beta

Hull HP 39,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern25 mm

Overmatched by 98+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel140 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)≈ 1,950 (~5% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)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 16–100 mm)≈ 29,250 (~75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–100 mm)≈ 1,950 (~5% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel140 mm primary (range 27–140 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–100 mm)no cap
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).

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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Buff ×7Main Battery ×8
2024-12-12

Ministry of Balance: Breaking the Ice

  • The Ibuki twins are receiving a slight reload boost to help them comparatively against their peers.
  • Main battery gun reload time reduced from 13 to 12 s.
Read the full official post
2023-03-02

Ministry of Balance Reports: Buffs, Nerfs, and Commanders

  • The Ibuki duo has been performing poorly, though they saw great improvement thanks to the fix to their turret traverse last update. We're improving their shells and the reload on Ibuki B to make them even more competitive.
  • Maximum HE shell damage increased from 3,300 to 3,650.
  • Maximum AP shell damage increased from 4,700 to 5,150.
  • The main battery reload time for Ibuki B was also decreased from 13.7 to 13 s to match the standard Ibuki.
Read the full official post
2022-11-03

November Update: Under the Black Flag

  • Ibuki is somewhat lacking direct damage, so we're boosting it.
  • Main battery reload time decreased from 13.7 to 13 s.
  • Main battery 180° turn time decreased from 30 to 25.7 s.
  • Torpedo launcher reload time decreased from 101 to 95 s from 112 to 105 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Ibuki B 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.