Ignis Purgatio
Beta- Hold the lane the team needs held and let the health pool do the arguing
- She wins by still being there when the other battleship is not
- Avoid: Playing her as a sniper
On this page
Ignis Purgatio Community Stats
Across 1,300+ Standard battles from 71 players, Ignis Purgatio averages a 60% win rate, 60,200 damage and 0.9 kills per battle, and survives 38% of them.
Ignis Purgatio Community Stats
Log in to GamingDiver and upload your data to see Community Data for Ignis Purgatio: community win rate, damage, survival, spotting, and your own comparison.
Ignis Purgatio Community Stats
Record History
Playstyle
Overview
Ignis Purgatio is a Tier VI tank battleship on the Nagato hull: 410mm mains and a deep health pool let her hold trades that drain peer battleships faster than the shells coming back. Twenty-two secondary mounts reach 5 km, and her third slot chooses between Main Battery Reload Booster and Enhanced Secondary Targeting, so she is a line-holder first and a striker second.
Positioning
Hold the lane the team needs held and let the health pool do the arguing. She wins by still being there when the other battleship is not.
Potato Avoidance
Playing her as a sniper
The hit points are the weapon, and they do nothing from the back line.
Signature Traits
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 9/32 T6 BBs.
- Heavy HE shells · 7200 damage
- Big-caliber AP overmatch · 28.6 mm
- Long gun range · 16.6 km
- HE DPM machine · 132923 HE
- Close-range AP brick · 803.7 mm
32 s Repair Party duration, best of T6 BBs. Restores HP for longer per activation.
14.8 km surface detect, bottom decile of T6 BBs. Visible before you can react; position early.
68 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Ignis Purgatio
Ignis Purgatio 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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Warhammer 40,000 - Imperium
5%
VI Ignis Purgatio
Collaboration · Warhammer 40,000 - Imperium
Official WG availability sources
-
Holiday Freebies and Special Activities!
Store / event post
Start: 2020-12-18
- This means that our shop will once again feature Warhammer 40,000 themed ships, commanders, camouflages, and containers!
- Tier VI Battleship Ignis Purgatio, Commander Justinian Lyons
-
Fury, WAAAGH! and Legends: Warhammer 40,000 collaboration in detail
Store / event post
Start: 2021-11-05
- The first wave of the Warhammer 40,000 collaboration is also going to be available.
- Among the included items, you’ll find bundles with valiant Justinian Lyons XIII and his Tier VI ship Ignis Purgatio, fierce Arthas the Cold at the helm of Tier VI Ragnarok, crates, patches, and more!
Show direct source rows
- Warhammer 40,000 - Imperium 5% · VI Ignis Purgatio
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Start with the standard battleship priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Ignis Purgatio sits among Tier VI BBs (31 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 20 mid-pack stats
Not standouts for Ignis Purgatio -- 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.
Peers in this cohort
Compare Tier VI BattleshipsShow all 31 peers
Stats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard battleship -- at max range (16.6 km) shells land in an ellipse about 226 m wide and 136 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4.5 deg/s traverse speed = 40 s.ƒ
8 broadside guns x 60 / 26 s base reload = 18.5.HE shells
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95 mm = 410 mm caliber / 4.32 (non-standard HE penetration ratio).ƒ
7,200 HE damage x 8 broadside guns = 57,600.ƒ
57,600 HE full-salvo alpha x 60 / 26 s base reload = 132,923.ƒ
18.5 shells/min × 0.45 (45% fire chance) = 8.31.AP shells
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floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (16.6 km), where the shell has slowed to 585.3 m/s: .ƒ
11,000 AP damage x 8 broadside guns = 88,000.ƒ
88,000 AP full-salvo alpha x 60 / 26 s base reload = 203,077.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 39 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 100 raw aura damage × 3.5 × 0.75 hit probability = 262 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 39 + Medium 262 = 301ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum of each gun family's fires/min (per side): 3.8 + 6.8 = 10.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 127 mm (4/side) × 60/5 s × 2100 = 100,800 + 18×1 140 mm (9/side) × 60/8 s × 2400 = 162,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 10.6 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 79,193. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 262,800 + secondary fire DPM 79,193 = 341,993: shell damage plus fire damage against one T6 battleship, every shell hitting.ƒ
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
4×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 3.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.Show 1 more gun family
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18×1 barrels / 2 sides × 60 / 8 s × 0.1 (10% fire chance) = 6.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
top speed / 4 + 4.9 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (24.3 kt of 27.0 kt).ƒ
Time to reach 99% of top speed (26.7 kt of 27.0 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.ƒ
With the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4.5 − 3.9 = +0.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.84 km x 0.955 = 14.17 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.84 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.17 km.ƒ
Larger of 16.65 km range and 14.45 km smoke firing penalty = 16.65 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.ƒ
Air detectability 11.87 km + gun-firing bloom 8.2 km = 20.07 km. The bloom tracks main-battery caliber 410 mm × 0.020 = 8.2 km.ƒ
Sea detectability 14.84 km + 2.0 km while burning = 16.84 km.ƒ
Air detectability 11.87 km + 3.0 km while burning = 14.87 km.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 32 s active · 12,566 HP (21.1% of max HP) total heal (per charge) ƒ
0.0066 of max HP per second (0.66%) × 32 s effective active time = 0.211 of max HP × 59,500 HP = 12,566 HP: up to 21.1% of max HP restored per charge.ƒ
0.211 of max HP per charge × 3 charges = 0.633 × 59,500 HP = 37,698 HP: up to 63.3% of max HP if the whole Repair Party loadout is used.ƒ
0.0066 (0.66% of max HP) × 59,500 HP = 393 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster1 charges · 150 s reload · 15 s active · +50% reload boost
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard battleship dispersion curve.(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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.(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 16650 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 16650 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 16650 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 754.9 m/s is the shell's speed when it arrives at 5 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 672.8 m/s is the shell's speed when it arrives at 10 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 604.7 m/s is the shell's speed when it arrives at 15 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.232 in this case. Lets HE pen ~102mm armor instead of ~68mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 14x3 -> 74 DPS @ 3.1 km; 25mm Type96 single 24x1 -> 126 DPS @ 3.1 km; 25mm Type96 double 12x2 -> 63 DPS @ 3.1 km; 127mm40 Type 89 4x2 -> 39 DPS @ 5 km.@ 5 km: 39 from one family; @ 3.1 km: 74 + 126 + 63 + 39 = 302. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.74 + 126 + 63 + 39 = 302 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).74 × 3.1 + 126 × 3.1 + 63 × 3.1 + 39 × 5 = 1010. 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 for this family. Slope is set per gun model.5 km × 57 + 30 = 315 m.Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.5 km × 33 + 30 = 195 m.Secondary battery firepower
max(2100 (127 mm), 2400 (140 mm)) = 2400. Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.max(8% (127 mm), 10% (140 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.max(21 mm (127 mm), 23 mm (140 mm)) = 23 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: 23 mm from the 140 mm family.Ship Charts
Background
Originally designed for a Naval mission of the purpose now long forgotten, Ignis Purgatio was lost during the Horus Heresy. After missing for several millennia, the ship was rediscovered on one of the Frontier worlds in the Jericho Reach. Though clearly a warship, it was put to use as a transport by its new, uncouth masters who failed to recognize its true potential. After undergoing intensive repairs and cleansing its quarters of its previous inhabitants, Ignis Purgatio was eventually returned to Imperial Navy service and, since then, it has become an essential component of Battlefleet Solar. Once again, it acts as a fearsome guard dog for humanity and, by proxy, the Emperor Himself.
Armor Beta
Hull HP 59,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–76 mm) | 3,100 (5% of HP) | Overmatched by 380mm+ AP (Bayern, 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) | 25 mm primary (range 16–305 mm) | 44,600 (75% of HP) | Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 6–120 mm) | 2,200 (4% of HP) | Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 305 mm primary (range 25–305 mm) | ≈ 165,500 (effectively 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. |
| Superstructure | 16 mm primary (range 16–356 mm) | 1,900 (3% 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 | 29,800 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (140 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 (25 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. |
| Rudder (module) | separate HP pool, does not drain ship HP | 17,900 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.
Balance History
Balance updates affecting Ignis Purgatio. Cards are condensed; use each source link for full context.
Ministry of Balance: New Horizons, Greater Heights
- Ignis Purgatio was slightly underperforming as an HE spammer, so we decided to buff her main guns' DPM.
- Main battery reload time reduced from 28 to 26 seconds.
Ministry of Balance: Carriers 2.0 – First Wave
- Main battery firing range increased from 16 to 16.65 km.
- Main battery HE shell damage increased from 6,000 to 7,200.
- Main battery HE shell penetration increased from 68 to 95 mm.
- Main battery HE shell fire-setting chances increased from 26 to 45%.
- Main battery HE shell splash damage increased.
- Ship HP increased from 50,000 to 59,500:
- Engine HP increased from 50,000 to 59,500.
- Bow HP increased from 2,600 to 3,100.
- Casemate HP increased from 9,000 to 10,700.
- Stern HP increased from 1,800 to 2,200.
- Hull HP increased from 37,500 to 44,600.
- Magazine HP increased from 25,000 to 29,800.
- Steering gear HP increased from 15,000 to 17,900.
- Superstructure HP increased from 1,600 to 1,900.
- Repair Party duration increased from 28 to 32 seconds.
- Damage Control Party duration increased from 10 to 20 seconds.
- Ship traits updated:
- Removed "Sure Shot".
- "Frail" swapped to "Superior HE Damage".
- Added "Superior HE Pen.".
Two Years Strong: The April Update
- Citadel armor belt is now 126 mm instead of 76 mm, making the citadel a bit less vulnerable.
- Repair Party now restores 32% more HP per second over the same duration.
- A single charge of Main Battery Reload Booster has been added to the third consumable slot.
Skins & permanent camouflages
Every custom exterior Ignis Purgatio can equip.
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.
