World of Warships: Legends ship guide

Lugdunum

Beta
Pan-Europe · Tier VI · Battleship · Premium
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push to within secondary range (~6.5 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
Strong secondaries (6 km)High HE / fire outputHigh AP DPMLong-reach AAFast heal cycleFragile
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Playstyle

Overview

Lugdunum is a Tier VI European secondary battleship with top-decile secondary reach out to 6.5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Both shells run cohort-strong (top-decile AP at 299,520 AP DPM and cohort-best HE at 157,440 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: best flat HE shells in T6 BBs (921) and best AA reach in T6 BBs (5.2 km).

Positioning

Push to within secondary range (~6.5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.

Potato Avoidance

Holding mid-range AP lines like a standard BB

The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.

Signature Traits

ELITE MAIN BATTERY
  • Flat HE shells · 921.0 m
  • HE DPM machine · 157440 HE
  • AP DPM machine · 299520 AP
Long-reach AA

5.2 km AA reach, best of T6 BBs.

Heavy secondary DPM

342000.0 secondary DPM per side, top decile of T6 BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Fast heal cycle

40.0 s Repair Party reload, top decile of T6 BBs. Heals up more often than peers.

WEAK ARMOR
  • Light citadel belt · 190.0 mm
  • Soft superstructure · 12.0 mm
Acquisition

How to get Lugdunum

Lugdunum is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

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Cohort position

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Where Lugdunum sits among Tier VI BBs (32 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.

BestAir detection8.77 km (1/32) BestHE DPM157,440 (1/31) BestSecondary dispersion bracket33 (1 of 7 tied) BestHE velocity921 m/s (1 of 2 tied) BestDisplacement36,301 t (1 of 2 tied) BestSecondary range6.5 km (1/32) BestAA range5.2 km (1 of 5 tied) Top 10%Fires per minute9.22 (2/31) Top 10%AP DPM299,520 (2/32) Top 10%Secondary DPM (per side)342,000 (2/32) Top 10%AP arming threshold57 mm (3/32) Top 10%Stern armor30 mm (3/32) Top 25%Rudder shift12.8 s (5/32) Top 25%Main battery reload25 s (5/32) Top 25%Acceleration33.8 s (7/32) Top 25%Turn-speed retention152.9 hp/m (9/32) Bottom 25%Hit points53,400 HP (29/32) Bottom 25%Main battery caliber340 mm (29/32) Bottom 25%Sigma1.6 (29/32) Bottom 25%Main dispersion222.1 m (27/32) Bottom 25%Deck armor30 mm (27/32) WorstTraverse-to-turn ratio3.08 × (1 of 2 tied) WorstNo torpedoes (26 of 32 in cohort) WorstCitadel belt190 mm (1 of 2 tied)
See 18 mid-pack stats

Not standouts for Lugdunum -- 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.

Max speed27 kt(21/32) Concealment14.61 km(19/32) Main battery range15.93 km(21/32) HE alpha1,900(16/31) Secondary fire chance9%(11/31) Secondary HE pen22 mm(19/31) AP velocity780 m/s(19/32) Engine power107,000 hp(17/32) Power-to-weight2.95 hp/t(12/32) AA DPS447(13/32) AA threat1,497(10/32) Repair charges3(15/32) Max armor350 mm(20/32) Bow armor26 mm(12/32) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
Survivability
Hit Points53,400
Displacement36,301 t
Armor range12–350 mm
Plate armor thicknesses12, 13, 16, 22, 26, 30, 40, 42, 48, 70, 72, 75, 84, 100, 120, 140, 150, 180, 184, 190, 200, 226, 240, 266, 284, 300, 350 mm
Armor material/layer entries84
Fire resistance30%
Fire duration60 s
Torp Reduction16%
Main Battery
ModuleArtillery: 340 mm/45 Mle 1912 in a turret
Mounts / barrels4 mounts / 16 barrels
Reload time25 s
Firing range15.9 km
Turret traverse3.5 °/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 =(1593030·122.21000+2.2)·30=222.1m
222.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =222.1·0.6=133.3m
133.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =222.1·0.369(σ=1.6)=82m
82 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =133.3·0.369(σ=1.6)=49.2m
49.2 m
Turret turn time
ƒ180 degrees / 3.5 deg/s traverse speed = 51.4 s.
51.4 s
Base shells/min
ƒ16 broadside guns x 60 / 25 s base reload = 38.4.
38.4
HE shells
HE Damage4,100
HE Velocity921 m/s
Fire Chance24%
HE penetration
ƒ57 mm ≈ 340 mm caliber / 6 (standard HE penetration ratio).
57 mm
HE full-salvo alpha
ƒ4,100 HE damage x 16 broadside guns = 65,600.
65,600
Base HE DPM
ƒ65,600 HE full-salvo alpha x 60 / 25 s base reload = 157,440.
157,440
Base fires/min
ƒ38.4 shells/min x 24% fire chance = 9.22.
9.22
AP shells
AP Damage7,800
AP Velocity780 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold57 mm
AP overmatch
ƒfloor(340 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2408·3800.69·0.341.07·7801.38=450.9mm. Matches the in-game spec card.
450.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 458.6 m/s: P=107·2408·3800.69·0.341.07·458.61.38=216.7mm.
216.7 mm
AP full-salvo alpha
ƒ7,800 AP damage x 16 broadside guns = 124,800.
124,800
Base AP DPM
ƒ124,800 AP full-salvo alpha x 60 / 25 s base reload = 299,520.
299,520
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.
50
AA Defense
AA mount points40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (91×3.5×0.75) + (54×3.5×0.7) + (29×3.5×0.75) = 447. 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.
447
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors on a Mk.3 mount16×1 40mm
40 mm Bofors on a Mk.2 mount4×4 40mm
20 mm Oerlikon Mk.248×2 20mm
20 mm Oerlikon Mk.IIA12×1 20mm
130 mm/45 Mle 1932 on an Mle 1932 mount (DP)4×4 130mm
130 mm/45 Mle 1932 on an Mle 1932 mount (DP)4×2 130mm
Far aura
DPS
ƒIncludes 29 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
29
Range5.2 km
Medium aura
DPS91
Range3.5 km
Total DPS in Aura
ƒFar 29 + Medium 91 = 120
120
Near aura
DPS54
Range2 km
Total DPS in Aura
ƒFar 29 + Medium 91 + Near 54 = 174
174
S
Secondary Battery
Mounts8
Firing range6.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 6.5 km
ƒ6.5 km × 33 + 30 = 244.5 m.
244.5 m
130 mm/45 Mle 1932 on an Mle 1932 mount (×4)
Caliber130 mm
Reload time4 s
HE Damage1,900
Muzzle Velocity840 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
130 mm/45 Mle 1932 on an Mle 1932 mount (×4)
Caliber130 mm
Reload time4 s
HE Damage1,900
Muzzle Velocity840 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 107,000 hp
Engine power107,000 hp
Maximum speed27 kt
Turning circle radius700 m
Rudder shift time12.8 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 (24.3 kt of 27 kt), from our in-house acceleration model.
33.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27 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.
53.9 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·27.0·0.5144700=1.14°/s, so ratio=ωturretωhull=3.51.14=3.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.1× drags
Concealment
Detectability by sea14.61 km
Detectability by air8.77 km
Smoke firing penalty12.21 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.61 km
Detect Fire Sea16.61 km
Detect Fire Air11.77 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 40 s reload · 28 s active · 7,476 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.
· 22,428 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 267 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (53,400 HP) per second = 267 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% grouping · -50% dispersion

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)1.6
Max Horiz Disp222.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15930}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 222.1\,\text{m}$
Shell scatter width @ 10 km164 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 Disp133.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 222.1 \cdot 0.6 = 133.3\,\text{m}$
Shell scatter height @ 10 km86.2 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 Disp82 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 222.1 \cdot 0.369\;(\sigma = 1.6) = 82\,\text{m}$
Med Vert Disp49.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 133.3 \cdot 0.369\;(\sigma = 1.6) = 49.2\,\text{m}$
AP Pen Close450.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2408 \cdot 380^{0.69} \cdot 0.34^{-1.07} \cdot 780^{1.38} = 450.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far216.7 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 458.6 m/s: $P = 10^{-7}\cdot 2408 \cdot 380^{0.69} \cdot 0.34^{-1.07} \cdot 458.6^{1.38} = 216.7\,\text{mm}$.
HE penetration57 mm
57 mm ≈ 340 mm caliber / 6 (standard HE penetration ratio).
AP overmatch23 mm
floor(340 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius50
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 alpha16
All 16 barrels bear on the broadside.
Turret turn time51.4 s
180 degrees / 3.5 deg/s traverse speed = 51.4 s.
HE full-salvo alpha65,600
4,100 HE damage x 16 broadside guns = 65,600.
AP full-salvo alpha124,800
7,800 AP damage x 16 broadside guns = 124,800.
Base HE DPM157,440
65,600 HE full-salvo alpha x 60 / 25 s base reload = 157,440.
Base AP DPM299,520
124,800 AP full-salvo alpha x 60 / 25 s base reload = 299,520.
Base shells/min38.4
16 broadside guns x 60 / 25 s base reload = 38.4.
Base fires/min9.22
38.4 shells/min x 24% fire chance = 9.22.

AA defense

Close-range AA DPS447
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (91×3.5×0.75) + (54×3.5×0.7) + (29×3.5×0.75) = 447. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1497
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 range2 km

Secondary battery dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.5 km244.5 m
6.5 km × 33 + 30 = 244.5 m.

Secondary battery firepower

Secondary DPM (per side)342,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×4 130 mm (8/side) × 60/4 × 1900 = 228,000 + 4×2 130 mm (4/side) × 60/4 × 1900 = 114,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE 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 53,400, 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 & stern26 mm

Overmatched by 79+ 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 30%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 12–180 mm)1,700 (3% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 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)16 mm primary (range 12–300 mm)40,100 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 12–200 mm)1,900 (4% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 22–190 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 mm primary (range 12–350 mm)2,300 (4% 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 HP26,700 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 (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 HP16,000 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

Exteriors

Skins & permanent camouflages

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

Primary official WG sources

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