World of Warships: Legends ship guide

Izmail

Also called: 伊兹梅尔 · Измаил Beta
Super-heal battleshipOutlast the line on heals, not armor; commit to fights peers cannot sustain.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
High HE / fire outputHigh fire chanceFlat AP shellsSharp rudderThin deck
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Community Data

Izmail Community Stats

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Playstyle

Overview

Izmail is a Tier V Soviet battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. 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 where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

ELITE MAIN BATTERY
  • High fire chance · 38.0%
  • High fire pressure · 8.29 fires
  • Flat AP shells · 823.0 m
Sharp rudder

12.1 s rudder shift, top decile of T5 BBs. Snappy weave.

Thin deck

12.0 mm armor deck, bottom decile of T5 BBs. Plunging fire and HE eat through.

Slow reload

33.0 s reload, bottom decile of T5 BBs. Salvos punish more, but cycle is slower than peers.

Acquisition

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
U.S.S.R. Tech Tree

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

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

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Cohort position

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Where Izmail sits among Tier V 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.

BestFires per minute8.29 (1/25) Top 10%Rudder shift12.1 s (2/25) Top 25%Max speed28.5 kt (5/25) Top 25%HE DPM113,455 (7/25) Top 25%AP velocity823 m/s (5/25) Top 25%AA DPS321 (6/25) Top 25%AA threat995 (4/25) Bottom 25%Traverse-to-turn ratio2.96 × (21/25) Bottom 25%Main battery reload33 s (23/25) Bottom 25%Secondary DPM (per side)148,300 (21/25) Bottom 25%Acceleration39 s (22/25) Bottom 25%AA range4 km (20/25) Bottom 25%Max armor300 mm (21/25) WorstHE velocity731.5 m/s (1 of 4 tied) WorstRepair charges2 (1 of 2 tied) WorstDeck armor12 mm (22/22)
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.

Hit points55,900 HP(10/25) Concealment14.36 km(15/25) Air detection11.49 km(15/25) Main battery caliber356 mm(14/25) Main battery range15.81 km(12/25) Sigma1.6(19/25) HE shell damage5,200(13/25) AP shell damage10,500(12/25) AP DPM229,091(9/25) Main dispersion204.1 m(13/25) HE alpha1,900(10/24) Secondary fire chance9%(12/24) Secondary HE pen22 mm(13/24) AP arming threshold59 mm(11/25) Engine power75,000 hp(14/25) Turn-speed retention90.4 hp/m(18/25) Displacement38,215 t(15/25) Power-to-weight1.96 hp/t(13/25) Citadel belt300 mm(17/25) Bow armor25 mm(16/25) Stern armor25 mm(15/25) NormSecondary dispersion bracket57(20 of 25 tied at this value) NormAP fuse timer0.03 s(20 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormSecondary range4 km(17 of 25 tied at this value) NormRepair heal rate0.5 %/s(23 of 25 tied at this value)
Survivability
Hit PointsInitial: 51,700 → 55,900
Displacement38,215 t
Armor range9–300 mm
Plate armor thicknesses9, 12, 16, 20, 25, 32, 36, 40, 50, 70, 75, 100, 113, 125, 181, 250, 300 mm
Armor material/layer entries66
Fire resistanceInitial: 20% → 23.3%
Fire duration60 s
Torp Reduction16%
Main Battery
ModuleArtillery: 356 mm/52 Model 1913
Mounts / barrels4 mounts / 12 barrels
Reload time33 s
Firing range (base)14.4 km
Firing range (top fire control)15.8 km
Turret traverse3 °/s
Shell Grouping (σ)1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1437630·131.11000+1.1)·30=204.1m
204.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =204.1·0.75=153.1m
153.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =204.1·0.369(σ=1.6)=75.3m
75.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =153.1·0.369(σ=1.6)=56.5m
56.5 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ12 broadside guns x 60 / 33 s base reload = 21.8.
21.8
HE shells
HE Damage5,200
HE Velocity731.5 m/s
Fire Chance38%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,200 HE damage x 12 broadside guns = 62,400.
62,400
Base HE DPM
ƒ62,400 HE full-salvo alpha x 60 / 33 s base reload = 113,455.
113,455
Base fires/min
ƒ21.8 shells/min x 38% fire chance = 8.29.
8.29
AP shells
AP Damage10,500
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2350·747.80.69·0.3561.07·8231.38=719.7mm. Matches the in-game spec card.
719.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 483.9 m/s: P=107·2350·747.80.69·0.3561.07·483.91.38=345.9mm.
345.9 mm
AP full-salvo alpha
ƒ10,500 AP damage x 12 broadside guns = 126,000.
126,000
Base AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 33 s base reload = 229,091.
229,091
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.
90
AA Defense
AA mount pointsInitial: 30 → 32
Close-range AA DPS
ƒSum 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.
321
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm 70-K (upgraded hull only)8×1 37mm
37 mm 66-K (upgraded hull only)12×2 37mm
37 mm 46-K (upgraded hull only)2×4 37mm
12.7 mm DShK10×1 13mm
45 mm 21-K (stock hull only)20×1 45mm
100 mm/50 Minisini gun (DP)6×2 100mm
Far aura
DPS
ƒIncludes 14 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
14
Range4 km
Outer Medium aura
DPS63
Range3.5 km
Total DPS in Aura
ƒFar 14 + Outer Medium 63 = 77
77
Inner Medium aura
DPS24
Range3.2 km
Total DPS in Aura
ƒFar 14 + Outer Medium 63 + Inner Medium 24 = 101
101
Near aura
DPSInitial: 31 → 23
Range1.2 km
Total DPS in Aura
ƒFar 14 + Outer Medium 63 + Inner Medium 24 + Near 23 = 124
124
S
Secondary Battery
Mounts16 → 14
Firing range4.0 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
100 mm/50 Minisini gun (×6)
Caliber100 mm
Reload time5 s
HE Damage1,400
Muzzle Velocity800 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
130 mm/55 Model 1913 (×10)
Caliber130 mm
Reload time12 s
HE Damage1,900
Muzzle Velocity823 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed28.5 kt
Turning circle radius830 m
Rudder shift time12.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.7 kt of 28.5 kt), from our in-house acceleration model.
39 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.2 kt of 28.5 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.
64.2 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·28.5·0.5144830=1.01°/s, so ratio=ωturretωhull=31.01=3.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.0× drags
Concealment
Detectability by sea14.36 km
Detectability by air11.49 km
Smoke firing penalty11.51 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.36 km
Detect Fire Sea16.36 km
Detect Fire Air14.49 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 7,826 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 15,652 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 280 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (55,900 HP) per second = 280 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (2)

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

HullUpgrade
  • Hit points51,700 → 55,900
  • Rudder shift22 → 15.7 s
  • AA mounts30 → 32
  • Close-range AA DPS60 → 110
  • Maximum AA range2.5 → 3.5 km
Fire controlUpgrade
  • Main battery range14,376 → 15813.6 m

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)1.6
Max Horiz Disp204.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14376}{30}\cdot\dfrac{13-1.1}{1000} + 1.1\right)\cdot 30 = 204.1\,\text{m}$
Shell scatter width @ 10 km152 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 Disp153.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 204.1 \cdot 0.75 = 153.1\,\text{m}$
Shell scatter height @ 10 km73.5 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 Disp75.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 204.1 \cdot 0.369\;(\sigma = 1.6) = 75.3\,\text{m}$
Med Vert Disp56.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 153.1 \cdot 0.369\;(\sigma = 1.6) = 56.5\,\text{m}$
AP Pen Close719.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2350 \cdot 747.8^{0.69} \cdot 0.356^{-1.07} \cdot 823^{1.38} = 719.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far345.9 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 483.9 m/s: $P = 10^{-7}\cdot 2350 \cdot 747.8^{0.69} \cdot 0.356^{-1.07} \cdot 483.9^{1.38} = 345.9\,\text{mm}$.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha62,400
5,200 HE damage x 12 broadside guns = 62,400.
AP full-salvo alpha126,000
10,500 AP damage x 12 broadside guns = 126,000.
Base HE DPM113,455
62,400 HE full-salvo alpha x 60 / 33 s base reload = 113,455.
Base AP DPM229,091
126,000 AP full-salvo alpha x 60 / 33 s base reload = 229,091.
Base shells/min21.8
12 broadside guns x 60 / 33 s base reload = 21.8.
Base fires/min8.29
21.8 shells/min x 38% fire chance = 8.29.

AA defense

Close-range AA DPS321
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.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index995
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 range1.2 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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)148,300
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).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance9%
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.
Max HE pen22 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: 22 mm from the 130 mm family.

Armor Beta

Hull HP 51,70055,900 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.

Bow & stern25 mm

Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel300 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming12 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 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.
Stern25 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.
Citadel300 mm primary (range 12–300 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.
Superstructure12 mm1,000 (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 HP28,000 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 (130 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 (37 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)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. 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 deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP16,800 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Izmail 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