World of Warships: Legends ship guide

Lenin

Beta
U.S.S.R. · Tier VII · Battleship · Premium
Bow-tank battleshipA bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Trading HP early when you cannot heal it back
Key characteristics
406 mm overmatchHigh fire chanceSpotter planeHardened superstructureFast turret traverseSlow
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Community Data

Lenin Community Stats

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Playstyle

Overview

Lenin is a Tier VII Soviet bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. Standout traits: best superstructure armor in T7 BBs (32 mm) and top-decile turret traverse rate in T7 BBs (6).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Trading HP early when you cannot heal it back

The Repair Party throughput is below cohort, so save it for stacked fires or floods that actually threaten the ship rather than chasing every nick from a single salvo.

Signature Traits

Hardened superstructure

32.0 mm superstructure, best of T7 BBs. HE farms less.

Fast turret traverse

6.0°/s turret traverse, top decile of T7 BBs. Tracks fast-rotating targets peers can't keep up with.

ELITE MOBILITY
  • Nimble for the tonnage · 4.52 hp
  • Holds speed in turns · 239.3 hp
  • Sharp rudder · 13.5 s
Burny secondaries

12.0% best HE fire chance per secondary shell (before target resistance), top decile of T7 BBs. Stacks fires faster than peers in a brawl.

Slow reload

29.7 s reload, bottom decile of T7 BBs. Salvos punish more, but cycle is slower than peers.

Few heal charges

2.0 Repair Party charges, bottom quartile of T7 BBs. Less HP banked across a match.

Acquisition

How to get Lenin

Lenin 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

  • Santa Level 5 0.833333% Superprize: Premium Ship Event containers · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Event containers · Santa Level 4 · 2 paths combined · 1 of 12 ships
    Show 2 paths
    • Santa Level 40.166667%
    • Santa Level 4 → Santa Level 50.083333%
Show all 14 containers (11 more)
  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
  • Santa Level 3 0.083333% Superprize: Premium Ship Event containers · Santa Level 3 · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.041667%
    • Santa Level 3 → Santa Level 40.025%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
    • Santa Level 30.004167%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Santa Level 2 0.025% Superprize: Premium Ship Event containers · Santa Level 2 · 6 paths combined · 1 of 12 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.008333%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
    • Santa Level 2 → Santa Level 30.000625%
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Champion's Box 0.016667% Superprize: Premium Ship Event containers · Champion's Box · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.008333%
    • Champion's Box → Santa Level 3 → Santa Level 40.005%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
    • Champion's Box → Santa Level 30.000833%
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Santa Level 1 0.006042% Superprize: Premium Ship Event containers · Santa Level 1 · 8 paths combined · 1 of 12 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
    • Santa Level 1 → Santa Level 30.000208%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where Lenin sits among Tier VII BBs (48 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%Rudder shift13.5 s (3/48) Top 10%Traverse-to-turn ratio6 × (5/48) Top 10%Acceleration31.6 s (4/48) Top 10%Turn-speed retention239.3 hp/m (5/48) Top 10%Power-to-weight4.52 hp/t (4/48) Top 25%HE fire chance41% (8/47) Top 25%AP shell damage13,100 (11/48) Top 25%HE alpha2,200 (11/45) Top 25%Secondary fire chance12% (8/45) Top 25%Engine power201,000 hp (9/48) Top 25%Displacement44,420 t (12/48) Top 25%Deck armor78 mm (11/45) Bottom 25%Max speed28.5 kt (40/48) Bottom 25%Sigma1.7 (40/48) Bottom 25%Main dispersion235 m (42/48) Bottom 25%HE velocity793 m/s (42/47) Bottom 25%AA DPS333 (39/48) Bottom 10%Main battery reload29.7 s (47/48) WorstNo torpedoes (32 of 48 in cohort) WorstRepair charges2 (1 of 6 tied)
See 25 mid-pack stats

Not standouts for Lenin -- 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 points63,200 HP(31/48) Concealment15.36 km(28/48) Air detection12.29 km(28/48) Main battery caliber406 mm(17/48) Main battery range16.97 km(31/48) HE shell damage5,850(15/47) Fires per minute7.45(17/47) HE DPM106,364(27/47) AP DPM238,182(31/48) Secondary DPM (per side)233,400(21/48) Secondary HE pen25 mm(22/45) AP velocity793 m/s(33/48) AP arming threshold68 mm(33/48) Secondary range5 km(34/48) AA range5 km(18/48) AA threat1,289(35/48) Max armor400 mm(18/48) Citadel belt350 mm(19/47) NormSecondary dispersion bracket57(36 of 48 tied at this value) NormAP fuse timer0.03 s(39 of 48 tied at this value) NormAP ricochet start45°(46 of 48 tied at this value) NormAP auto-bounce angle60°(45 of 48 tied at this value) NormRepair heal rate0.5 %/s(34 of 48 tied at this value) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit Points63,200
Displacement44,420 t
Armor range19–400 mm
Plate armor thicknesses19, 25, 32, 35, 38, 40, 45, 50, 55, 60, 78, 100, 114, 125, 140, 150, 180, 200, 220, 225, 260, 305, 330, 350, 370, 400 mm
Armor material/layer entries78
Fire resistance36.6%
Fire duration60 s
Torp Reduction22%
Main Battery
ModuleArtillery: 406 mm/45 Model 1915 OTZ
Mounts / barrels3 mounts / 9 barrels
Reload time33 s
Firing range17 km
Turret traverse6 °/s
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1697330·131.11000+1.1)·30=235m
235 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =235·0.75=176.2m
176.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =235·0.357(σ=1.7)=83.8m
83.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =176.2·0.356(σ=1.7)=62.8m
62.8 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 33 s base reload = 16.4.
16.4
HE shells
HE Damage5,850
HE Velocity793 m/s
Fire Chance41%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,850 HE damage x 9 broadside guns = 52,650.
52,650
Base HE DPM
ƒ52,650 HE full-salvo alpha x 60 / 33 s base reload = 95,727.
95,727
Installed HE DPM
ƒ52,650 HE full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 106,364.
106,364
Base fires/min
ƒ16.4 shells/min x 41% fire chance = 6.71.
6.71
AP shells
AP Damage13,100
AP Velocity793 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 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: P=107·K·m0.69·d1.07·v01.38 =107·2400·11160.69·0.4061.07·7931.38=799.8mm. Matches the in-game spec card.
799.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.2 km), where the shell has slowed to 482.6 m/s: P=107·2400·11160.69·0.4061.07·482.61.38=403mm.
403 mm
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
Base AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 33 s base reload = 214,364.
214,364
Installed AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 238,182.
238,182
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.
150
AA Defense
AA mount points18
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (96×3.5×0.75) + (31×3.5×0.75) = 333. 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.
333
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm V-1110×2 37mm
37 mm 46-K8×4 37mm
100 mm/56 MZ-14 (DP)3×2 100mm
100 mm/56 MZ-14 (DP)3×2 100mm
Far aura
DPS
ƒIncludes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
31
Range5 km
Medium aura
DPS96
Range3.5 km
Total DPS in Aura
ƒFar 31 + Medium 96 = 127
127
S
Secondary Battery
Mounts10
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
100 mm/56 MZ-14 (×3)
Caliber100 mm
Reload time3.75 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
100 mm/56 MZ-14 (×3)
Caliber100 mm
Reload time3.75 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
152 mm/54 MK-3 (×4)
Caliber152 mm
Reload time8 s
HE Damage2,200
Muzzle Velocity950 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 201,000 hp
Engine power201,000 hp
Maximum speed28.5 kt
Turning circle radius840 m
Rudder shift time13.5 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.
31.6 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.
49.3 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·28.5·0.5144840=1.00°/s, so ratio=ωturretωhull=61.00=6.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.0× slow
Concealment
Detectability by sea15.36 km
Detectability by air12.29 km
Smoke firing penalty14.81 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.36 km
Detect Fire Sea17.36 km
Detect Fire Air15.29 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 8,848 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.
· 17,696 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.
· 316 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (63,200 HP) per second = 316 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 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 Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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)1.7
Max Horiz Disp235 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16973}{30}\cdot\dfrac{13-1.1}{1000} + 1.1\right)\cdot 30 = 235\,\text{m}$
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 Disp176.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 235 \cdot 0.75 = 176.2\,\text{m}$
Shell scatter height @ 10 km60.4 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 Disp83.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 235 \cdot 0.357\;(\sigma = 1.7) = 83.8\,\text{m}$
Med Vert Disp62.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 176.2 \cdot 0.356\;(\sigma = 1.7) = 62.8\,\text{m}$
AP Pen Close799.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 1116^{0.69} \cdot 0.406^{-1.07} \cdot 793^{1.38} = 799.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far403 mm
Same formula at the ship's max firing range (21.2 km), where the shell has slowed to 482.6 m/s: $P = 10^{-7}\cdot 2400 \cdot 1116^{0.69} \cdot 0.406^{-1.07} \cdot 482.6^{1.38} = 403\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha52,650
5,850 HE damage x 9 broadside guns = 52,650.
AP full-salvo alpha117,900
13,100 AP damage x 9 broadside guns = 117,900.
Base HE DPM95,727
52,650 HE full-salvo alpha x 60 / 33 s base reload = 95,727.
Base AP DPM214,364
117,900 AP full-salvo alpha x 60 / 33 s base reload = 214,364.
Installed HE DPM106,364
52,650 HE full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 106,364.
Installed AP DPM238,182
117,900 AP full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 238,182.
Base shells/min16.4
9 broadside guns x 60 / 33 s base reload = 16.4.
Installed shells/min18.2
9 broadside guns x 60 / 29.7 s installed Artillery reload = 18.2.
Base fires/min6.71
16.4 shells/min x 41% fire chance = 6.71.
Installed fires/min7.45
18.2 shells/min x 41% fire chance = 7.45.

AA defense

Close-range AA DPS333
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (96×3.5×0.75) + (31×3.5×0.75) = 333. 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 index1289
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

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)233,400
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: 3×2 100 mm (3/side) × 60/3.75 × 1400 = 67,200 + 3×2 100 mm (3/side) × 60/3.75 × 1400 = 67,200 + 4×3 152 mm (6/side) × 60/8 × 2200 = 99,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 63,200, 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 & stern32 mm

Overmatched by only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel350 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–100 mm)5,700 (9% 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)19 mm primary (range 19–370 mm)47,400 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 25–200 mm)3,100 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 38–350 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.
Superstructure32 mm primary (range 32–400 mm)1,800 (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 HP31,600 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 (152 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.
Rudder (module)separate HP pool, does not drain ship HP19,000 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.
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Acceleration and Ballistics Chart

Balance History

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

Buff ×1
2025-06-26

Ministry of Balance: Declaration of Changes

  • The armor was updated, and a 180 mm thick ring was added between the gun and the.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Lenin 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.