World of Warships: Legends ship guide

Lion

Beta
U.K. · Tier VII · Battleship · Premium
Fire-starter battleshipImproved HE means fires and chip damage on anything angled; heal back the trade.
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 overmatchHeavy HE shellsHigh HE / fire outputImproved HE penHeavy AP penSlow heal cycle
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Community Data

Lion Community Stats

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Playstyle

Overview

Lion is a Tier VII British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. A heavy Repair Party sustains the trade. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best fires per minute in T7 BBs (9.2) and top-decile flat AP trajectory in T7 BBs (72.5).

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

Improved HE penetration

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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 15/48 T7 BBs.

ELITE MAIN BATTERY
  • High fire pressure · 9.2 fires
  • High fire chance · 46.0%
  • Flat AP trajectory
  • Heavy HE shells · 6900.0 damage
Super-heal

Repair Party heals 2.0%/s, top decile of T7 BBs. Restores more HP per active second than peers.

Slow heal cycle

100.0 s Repair Party reload, worst of T7 BBs. Heals come off cooldown slower than peers.

Slow HE shells

792.0 m/s HE muzzle velocity, bottom decile of T7 BBs. Lobby trajectory, harder to land at range.

Acquisition

How to get Lion

Lion is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Campaign. 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 17 containers (14 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%
  • Mega Santa '23 0.01% Superprize: Premium Ship Event containers · Mega Santa '23 · 1 of 10 ships
  • 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%
  • Super Santa '23 0.0013% Superprize: Premium Ship Event containers · Super Santa '23 · 1 of 10 ships
  • 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%
  • Ultimate Crate 0.00013% Superprize: Premium Ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
  • "Le Lion Flamand" Campaign Breakdown Campaign Start: 2022-04-11 · End: 2022-05-15 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Lion of Flanders Campaign Breakdown Campaign Start: 2024-02-19 · End: 2024-03-24 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Supply Shipment: Black Waters Rise 12,500 Doubloons 2023-11-13 Tier VII default; exact price not in source
Show direct source rows

Builds Beta

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Cohort position

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Where Lion 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.

BestFires per minute9.2 (1/47) Top 10%AA threat2,235 (5/48) Top 10%Repair heal rate2 %/s (3/48) Top 25%HE DPM138,000 (6/47) Top 25%AA DPS622 (11/48) Top 25%Citadel belt381 mm (9/47) Bottom 25%Traverse-to-turn ratio3.82 × (42/48) Bottom 25%Secondary DPM (per side)136,732 (44/48) Bottom 25%AP velocity747 m/s (42/48) Bottom 25%Acceleration36.8 s (42/48) Bottom 25%AP fuse timer0.01 s (43/48) Bottom 25%Engine power130,000 hp (39/48) Bottom 25%Turn-speed retention156.6 hp/m (39/48) Bottom 25%Power-to-weight2.69 hp/t (41/48) Bottom 25%AA range4.5 km (39/48) WorstHE velocity792 m/s (1 of 4 tied) WorstNo torpedoes (32 of 48 in cohort) WorstRepair charges2 (1 of 6 tied)
See 25 mid-pack stats

Not standouts for Lion -- 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 points67,900 HP(16/48) Max speed29.5 kt(35/48) Concealment15.29 km(23/48) Air detection12.23 km(23/48) Rudder shift15.9 s(33/48) Main battery caliber406 mm(17/48) Main battery range17.01 km(28/48) Main battery reload27 s(31/48) Sigma1.8(29/48) AP shell damage12,600(19/48) AP DPM252,000(23/48) Main dispersion230.1 m(35/48) HE alpha1,900(22/45) Secondary fire chance8%(28/45) Secondary HE pen22 mm(33/45) AP arming threshold68 mm(33/48) Displacement48,309 t(28/48) Secondary range5 km(34/48) Max armor381 mm(19/48) Deck armor51 mm(17/45) NormSecondary dispersion bracket57(36 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) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit Points67,900
Displacement48,309 t
Armor range19–381 mm
Plate armor thicknesses19, 32, 38, 44, 50, 51, 76, 102, 114, 127, 152, 220, 260, 280, 305, 340, 381 mm
Armor material/layer entries66
Fire resistance36.6%
Fire duration60 s
Torp Reduction25%
Main Battery
ModuleArtillery: 406 mm/45 Mk IV
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17 km
Turret traverse4 °/s
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1701130·1221000+2)·30=230.1m
230.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =230.1·0.6=138.1m
138.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =230.1·0.344(σ=1.8)=79.1m
79.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =138.1·0.344(σ=1.8)=47.5m
47.5 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 30 s base reload = 18.
18
HE shells
HE Damage6,900
HE Velocity792 m/s
Fire Chance46%
HE penetration
ƒ102 mm ≈ 406 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
102 mm
HE full-salvo alpha
ƒ6,900 HE damage x 9 broadside guns = 62,100.
62,100
Base HE DPM
ƒ62,100 HE full-salvo alpha x 60 / 30 s base reload = 124,200.
124,200
Installed HE DPM
ƒ62,100 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 138,000.
138,000
Base fires/min
ƒ18 shells/min x 46% fire chance = 8.28.
8.28
AP shells
AP Damage12,600
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 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 =107·2527·10800.69·0.4061.07·7471.38=758.1mm. Matches the in-game spec card.
758.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.3 km), where the shell has slowed to 541.4 m/s: P=107·2527·10800.69·0.4061.07·541.41.38=486.2mm.
486.2 mm
AP full-salvo alpha
ƒ12,600 AP damage x 9 broadside guns = 113,400.
113,400
Base AP DPM
ƒ113,400 AP full-salvo alpha x 60 / 30 s base reload = 226,800.
226,800
Installed AP DPM
ƒ113,400 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 252,000.
252,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
250
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (215×3.5×0.75) + (22×3.5×0.75) = 622. 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.
622
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm Bofors Mk VI10×6 40mm
40 mm Bofors Mk IV6×2 40mm
40 mm Bofors Mk VII4×1 40mm
134 mm/50 QF Mk I (DP)8×2 134mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
22
Range4.5 km
Medium aura
DPS215
Range3.5 km
Total DPS in Aura
ƒFar 22 + Medium 215 = 237
237
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 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: 130,000 hp
Engine power130,000 hp
Maximum speed29.5 kt
Turning circle radius830 m
Rudder shift time15.9 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 (26.6 kt of 29.5 kt), from our in-house acceleration model.
36.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.2 kt of 29.5 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.
59.6 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·29.5·0.5144830=1.05°/s, so ratio=ωturretωhull=41.05=3.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.8× drags
Concealment
Detectability by sea15.29 km
Detectability by air12.23 km
Smoke firing penalty14.75 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.29 km
Detect Fire Sea17.29 km
Detect Fire Air15.23 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 100 s reload · 17 s active · 23,086 HP (34% of max HP) total heal (per charge)
ƒHeal per second (2%) x effective active time (17 s) = up to 34% of max HP restored per charge.
· 46,172 HP (68% of max HP) total heal (all charges)
ƒ34% per charge x 2 charges = up to 68% of max HP if the whole Repair Party loadout is used.
· 1,358 HP/s (2% of max HP) heal per second
ƒ2% of max HP (67,900 HP) per second = 1,358 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost

See all derived stats

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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)1.8
Max Horiz Disp230.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17011}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 230.1\,\text{m}$
Shell scatter width @ 10 km160 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 Disp138.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 230.1 \cdot 0.6 = 138.1\,\text{m}$
Shell scatter height @ 10 km82.8 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 Disp79.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 230.1 \cdot 0.344\;(\sigma = 1.8) = 79.1\,\text{m}$
Med Vert Disp47.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 138.1 \cdot 0.344\;(\sigma = 1.8) = 47.5\,\text{m}$
AP Pen Close758.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2527 \cdot 1080^{0.69} \cdot 0.406^{-1.07} \cdot 747^{1.38} = 758.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far486.2 mm
Same formula at the ship's max firing range (21.3 km), where the shell has slowed to 541.4 m/s: $P = 10^{-7}\cdot 2527 \cdot 1080^{0.69} \cdot 0.406^{-1.07} \cdot 541.4^{1.38} = 486.2\,\text{mm}$.
HE penetration102 mm
102 mm ≈ 406 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~101mm armor instead of ~67mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha62,100
6,900 HE damage x 9 broadside guns = 62,100.
AP full-salvo alpha113,400
12,600 AP damage x 9 broadside guns = 113,400.
Base HE DPM124,200
62,100 HE full-salvo alpha x 60 / 30 s base reload = 124,200.
Base AP DPM226,800
113,400 AP full-salvo alpha x 60 / 30 s base reload = 226,800.
Installed HE DPM138,000
62,100 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 138,000.
Installed AP DPM252,000
113,400 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 252,000.
Base shells/min18
9 broadside guns x 60 / 30 s base reload = 18.
Installed shells/min20
9 broadside guns x 60 / 27 s installed Artillery reload = 20.
Base fires/min8.28
18 shells/min x 46% fire chance = 8.28.
Installed fires/min9.2
20 shells/min x 46% fire chance = 9.2.

AA defense

Close-range AA DPS622
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (215×3.5×0.75) + (22×3.5×0.75) = 622. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2235
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)136,732
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: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. 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 134 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 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 134 mm family.

Armor Beta

Hull HP 67,900, 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 / citadel381 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 32–305 mm)5,100 (8% 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 19–381 mm)50,900 (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 32–305 mm)3,600 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel381 mm primary (range 38–381 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.
Superstructure19 mm2,700 (4% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP34,000 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 (134 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 (40 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 HP20,400 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
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Lion 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.