World of Warships: Legends ship guide

Lüshun

Beta
Pan-Asia · Tier VIII · Destroyer · Premium
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
High AP DPMSmoke + SonarDeep-water torpedoesSuper-healLong-range sonarFast reload
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Playstyle

Overview

Lüshun is a Tier VIII Pan-Asian gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. She also packs the super-heal (1.5%/s, for 20 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best Sonar ship range in T8 DDs (5.4 km) and best Sonar torpedo range in T8 DDs (3.8 km).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/27 T8 DDs.

Long smoke deployment

30.0 s smoke deployment window, top decile of T8 DDs. Lays a longer rolling smoke trail while moving.

Super-heal

Repair Party heals 1.5%/s, best of T8 DDs. Restores more HP per active second than peers.

ELITE SONAR
  • Long-range · 5.43 km
  • Wide torpedo · 3.75 km
ELITE MAIN BATTERY
  • Fast reload · 1.5 s
  • AP DPM machine · 320000 AP
Long-reach AA

5.2 km AA reach, top decile of T8 DDs.

Acquisition

How to get Lüshun

Lüshun is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers 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

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Chest of Rarities 0.25% Tier VIII Premium ship Event containers · Chest of Rarities · 1 of 8 ships
Show all 9 containers (6 more)
  • 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%
  • 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%
  • Piñata Chest 0.025% Tier VIII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 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%
  • 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
  • "Eastern Horizons" Campaign Breakdown Campaign Start: 2024-04-29 · End: 2024-05-26 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.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Lüshun Ship feature / release Start: 2024-05-01 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Laffey Ship feature / release Start: 2025-10-06 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

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Cohort position

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Where Lüshun sits among Tier VIII DDs (27 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.

BestMain battery reload1.5 s (1/27) BestRepair heal rate1.5 %/s (1 of 3 tied) Top 10%AP DPM320,000 (2/25) Top 25%AP velocity950 m/s (7/25) Top 25%HE velocity950 m/s (5/26) Top 25%AA range5.2 km (5/27) Bottom 25%Main battery range10.7 km (23/27) Bottom 25%Acceleration18.2 s (22/27) Bottom 25%Power-to-weight16.76 hp/t (23/27) Bottom 10%HE shell damage1,300 (25/26) WorstHE fire chance5% (1 of 8 tied)
See 27 mid-pack stats

Not standouts for Lüshun -- 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 points18,500 HP(19/27) Max speed36 kt(17/27) Concealment6.8 km(8/27) Air detection3.4 km(8/27) Rudder shift4.6 s(16/27) Traverse-to-turn ratio11.88 ×(13/27) Main battery caliber130 mm(9/27) Fires per minute8(8/26) HE DPM208,000(8/26) Main dispersion95.2 m(20/27) AP fuse timer0.01 s(14/25) AP arming threshold22 mm(19/25) Engine power64,200 hp(15/27) Turn-speed retention91.7 hp/m(19/27) Displacement3,830 t(15/27) AA DPS239(13/27) AA threat930(9/27) Torpedo range10.98 km(10/26) Torpedo damage≈16,733(9/26) Torpedo speed65 kt(15/26) Torpedo reload125 s(16/26) Deck armor19 mm(11/21) NormAP ricochet start45°(19 of 25 tied at this value) NormAP auto-bounce angle60°(19 of 25 tied at this value) NormMax armor20 mm(23 of 27 tied at this value) NormCitadel belt20 mm(23 of 27 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit Points18,500
Displacement3,830 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries20
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/58 Type 76
Mounts / barrels2 mounts / 4 barrels
Reload time1.7 s
Firing range10.7 km
Turret traverse18 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1070030·80.51000+0.5)·30=95.2m
95.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.2·0.6=57.2m
57.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95.2·0.319(σ=2)=30.4m
30.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.2·0.32(σ=2)=18.3m
18.3 m
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Base shells/min
ƒ4 broadside guns x 60 / 1.7 s base reload = 141.2.
141.2
HE shells
HE Damage1,300
HE Velocity950 m/s
Fire Chance5%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,300 HE damage x 4 broadside guns = 5,200.
5,200
Base HE DPM
ƒ5,200 HE full-salvo alpha x 60 / 1.7 s base reload = 183,529.
183,529
Installed HE DPM
ƒ5,200 HE full-salvo alpha x 60 / 1.5 s installed reload (Main Battery Mod. 3 = -10%) = 208,000.
208,000
Base fires/min
ƒ141.2 shells/min x 5% fire chance = 7.06.
7.06
AP shells
AP Damage2,000
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·33.40.69·0.131.07·9501.38=244mm. Matches the in-game spec card.
244 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 386.7 m/s: P=107·1900·33.40.69·0.131.07·386.71.38=70.6mm.
70.6 mm
AP full-salvo alpha
ƒ2,000 AP damage x 4 broadside guns = 8,000.
8,000
Base AP DPM
ƒ8,000 AP full-salvo alpha x 60 / 1.7 s base reload = 282,353.
282,353
Installed AP DPM
ƒ8,000 AP full-salvo alpha x 60 / 1.5 s installed reload (Main Battery Mod. 3 = -10%) = 320,000.
320,000
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.
12
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time125 s
Projectile speed65 kt
Range10.98 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=50,200·0.333=16,733.
≈ 16,733
Torpedo detectability0.8 km
Flooding chance302%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.
167,330
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×1) + (16×3.5×0.95) + (13×3.5×1) = 239. 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.
239
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
57 mm Type 664×2 57mm
25 mm Type 614×2 25mm
Far aura
DPS
ƒIncludes 13 continuous AA damage from dual-purpose main battery firing as AA in this range band.
13
Range5.2 km
Medium aura
DPS40
Range4 km
Total DPS in Aura
ƒFar 13 + Medium 40 = 53
53
Near aura
DPS16
Range2.5 km
Total DPS in Aura
ƒFar 13 + Medium 40 + Near 16 = 69
69
Maneuverability
Engine moduleEngine: 64,200 hp
Engine power64,200 hp
Maximum speed36 kt
Turning circle radius700 m
Rudder shift time4.6 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
18.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
31.1 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·36.0·0.5144700=1.52°/s, so ratio=ωturretωhull=181.52=11.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
11.9× ok
Concealment
Detectability by sea6.8 km
Detectability by air3.4 km
Smoke firing penalty2.59 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.8 km
Detect Fire Sea8.8 km
Detect Fire Air6.4 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 30 s emit / 70 s cloud active
Sonar2 charges · 180 s reload · 90 s active · 5.43 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 181×301000=5.43 km
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 km
Repair Party2 charges · 120 s reload · 20 s active · 5,550 HP (30% of max HP) total heal (per charge)
ƒHeal per second (1.5%) x effective active time (20 s) = up to 30% of max HP restored per charge.
· 11,100 HP (60% of max HP) total heal (all charges)
ƒ30% per charge x 2 charges = up to 60% of max HP if the whole Repair Party loadout is used.
· 278 HP/s (1.5% of max HP) heal per second
ƒ1.5% of max HP (18,500 HP) per second = 278 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)2
Max Horiz Disp95.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10700}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 95.2\,\text{m}$
Shell scatter width @ 10 km90 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 Disp57.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 95.2 \cdot 0.6 = 57.2\,\text{m}$
Shell scatter height @ 10 km52.8 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 Disp30.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 95.2 \cdot 0.319\;(\sigma = 2) = 30.4\,\text{m}$
Med Vert Disp18.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 57.2 \cdot 0.32\;(\sigma = 2) = 18.3\,\text{m}$
AP Pen Close244 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1900 \cdot 33.4^{0.69} \cdot 0.13^{-1.07} \cdot 950^{1.38} = 244\,\text{mm}$. Matches the in-game spec card.
AP Pen Far70.6 mm
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 386.7 m/s: $P = 10^{-7}\cdot 1900 \cdot 33.4^{0.69} \cdot 0.13^{-1.07} \cdot 386.7^{1.38} = 70.6\,\text{mm}$.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time10 s
180 degrees / 18 deg/s traverse speed = 10 s.
HE full-salvo alpha5,200
1,300 HE damage x 4 broadside guns = 5,200.
AP full-salvo alpha8,000
2,000 AP damage x 4 broadside guns = 8,000.
Base HE DPM183,529
5,200 HE full-salvo alpha x 60 / 1.7 s base reload = 183,529.
Base AP DPM282,353
8,000 AP full-salvo alpha x 60 / 1.7 s base reload = 282,353.
Installed HE DPM208,000
5,200 HE full-salvo alpha x 60 / 1.5 s installed reload (Main Battery Mod. 3 = -10%) = 208,000.
Installed AP DPM320,000
8,000 AP full-salvo alpha x 60 / 1.5 s installed reload (Main Battery Mod. 3 = -10%) = 320,000.
Base shells/min141.2
4 broadside guns x 60 / 1.7 s base reload = 141.2.
Installed shells/min160
4 broadside guns x 60 / 1.5 s installed Artillery reload = 160.
Base fires/min7.06
141.2 shells/min x 5% fire chance = 7.06.
Installed fires/min8
160 shells/min x 5% fire chance = 8.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time4.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range65 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage167,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.
Per-side salvo damage167,330
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.

AA defense

Close-range AA DPS239
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×1) + (16×3.5×0.95) + (13×3.5×1) = 239. 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 index930
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 range2.5 km

Armor Beta

Hull HP 18,500, 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 & stern19 mm

Overmatched by 129+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,700 (15% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm13,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 6–20 mm)2,100 (11% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 mm700 (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 HP9,300 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.
AA mount (57 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 HP5,600 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 Lüshun can equip, from in-game data.

  • Lüshun 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.