World of Warships: Legends ship guide

Lazo

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy torpedoes2 sigma accuracyRadar (10 km)Defensive AAEasily spotted
Community Data

Lazo Community Stats

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Playstyle

Overview

Lazo is a Tier VI Soviet light cruiser whose signature kit is Surveillance Radar (10 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story.

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

10 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Flat AP shells

950.0 m/s AP muzzle velocity, top decile of T6 CAs. Flatter trajectory, less lead, harder to dodge.

Heavy torpedoes

17933.0 damage per torpedo, top decile of T6 CAs.

Flat HE shells

950.0 m/s HE muzzle velocity, top decile of T6 CAs. Flatter trajectory, easier to land at range.

Easily spotted

13.79 km surface detect, worst of T6 CAs. Visible before you can react; position early.

Wide dispersion

138.6 m max horizontal dispersion, bottom decile of T6 CAs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Lazo

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

  • Ragged Box 4% VI Lazo + Lazo Flag Event containers · Ragged Box
  • Chest of Rarities 0.5% Tier V or VI Premium ship Event containers · Chest of Rarities · 1 of 8 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
Show all 5 containers (2 more)
  • Piñata Chest 0.05% Tier V or VI Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for range, reload, fire chance, radar/sonar utility, rudder, and survivability.

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Cohort position

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Where Lazo sits among Tier VI CAs (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.

Top 10%AP velocity950 m/s (3/31) Top 10%Torpedo damage17,933 (3/24) Top 25%Hit points36,300 HP (9/32) Top 25%Main battery range15.3 km (6/32) Top 25%Fires per minute10.67 (5/30) Top 25%HE velocity950 m/s (5/30) Top 25%Engine power124,600 hp (7/32) Top 25%Torpedo speed65 kt (5/24) Top 25%Deck armor130 mm (8/32) Bottom 25%Rudder shift12.6 s (25/32) Bottom 25%Main dispersion138.6 m (29/32) Bottom 25%AA DPS193 (28/32) Bottom 25%AA threat652 (27/32) WorstStealth profile13.79 km / 8.27 km (32/32 / 32/32) WorstTorpedo range4.02 km (1 of 3 tied)
See 29 mid-pack stats

Not standouts for Lazo -- 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 speed33.5 kt(10/32) Traverse-to-turn ratio6.49 ×(10/32) Main battery caliber152 mm(21/32) Main battery reload8.1 s(14/32) Sigma2(17/32) HE shell damage2,200(21/30) HE fire chance12%(14/30) HE DPM195,556(11/30) AP shell damage3,300(19/31) AP DPM293,333(12/31) Secondary DPM (per side)89,600(16/27) HE alpha1,400(19/27) Secondary fire chance6%(15/27) Secondary HE pen17 mm(19/27) Acceleration9.7 s(15/32) AP fuse timer0.03 s(17/31) AP arming threshold25 mm(11/31) Turn-speed retention140 hp/m(18/32) Displacement14,040 t(23/32) Power-to-weight8.87 hp/t(11/32) AA range5 km(10/32) Torpedo reload74 s(11/24) Max armor130 mm(11/32) Citadel belt120 mm(13/32) Bow armor30 mm(13/32) Stern armor30 mm(15/32) NormAP ricochet start45°(26 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value) NormSecondary range4.5 km(18 of 27 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Radar 10 kmSonar 4.67 kmDef-AAFighter
Survivability
Hit Points36,300
Displacement14,040 t
Armor range6–130 mm
Plate armor thicknesses6, 10, 16, 20, 23, 25, 30, 50, 70, 100, 120, 130 mm
Armor material/layer entries52
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
18,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
10,900
Main Battery
ModuleArtillery: 152 mm/57 MK-5-bis
Mounts / barrels4 mounts / 12 barrels
Reload time9 s
Firing range15.3 km
Turret traverse7.2 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15300/30·(8−1.1)/1000 + 1.1)·30 = 138.6 m
138.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 138.6 × 0.6 = 83.1 m
83.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 138.6 × 0.32 (σ=2) = 44.3 m
44.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.1 × 0.32 (σ=2) = 26.6 m
26.6 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Base shells/min
ƒ12 broadside guns x 60 / 9 s base reload = 80.
80
HE shells
HE Damage2,200
HE Velocity950 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 12 broadside guns = 26,400.
26,400
Base HE DPM
ƒ26,400 HE full-salvo alpha x 60 / 9 s base reload = 176,000.
176,000
Base fires/min
ƒ12 HE shells x 60 / 9 s reload x 12% fire chance = 9.6.
9.6
AP shells
AP Damage3,300
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.
339.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 338.6 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 338.6^1.38 = 81.8 mm.
81.8 mm
AP full-salvo alpha
ƒ3,300 AP damage x 12 broadside guns = 39,600.
39,600
Base AP DPM
ƒ39,600 AP full-salvo alpha x 60 / 9 s base reload = 264,000.
264,000
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Triple 1-N
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time74 s
Projectile speed65 kt
Range4.02 km
Maximum simulated damage16,733 (est.)
Alpha damage50,200
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
50,199
AA Defense
AA mount points10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (30×3.5×0.9) + (15×3.5×0.85) + (17×3.5×0.9) = 193. 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.
193
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm 66-K6×2 37mm
12.7 mm DShKM-2B4×2 13mm
100 mm/56 B-54 (DP)4×2 100mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
17
Range5 km
Medium aura
DPS30
Range3.5 km
Total DPS in Aura
ƒFar 17 + Medium 30 = 47
47
Near aura
DPS15
Range1.2 km
Total DPS in Aura
ƒFar 17 + Medium 30 + Near 15 = 62
62
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time3.75 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 124,600 hp
Engine power124,600 hp
Maximum speed33.5 kt
Turning circle radius890 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.5× slow
Concealment
Detectability by sea13.79 km
Detectability by air8.27 km
Smoke firing penalty7.11 km
Detect after firing main guns13.79 km
Detect Fire Sea15.79 km
Detect Fire Air11.27 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Surveillance Radar2 charges · 180 s reload · 15 s active · 10 km radar range
Module options (1)

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

HullUpgrade
  • Turret traverse7.2 → 13.4 °/s

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp138.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15300/30·(8−1.1)/1000 + 1.1)·30 = 138.6 m
Max Vert Disp83.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 138.6 × 0.6 = 83.1 m
Med Horiz Disp44.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 138.6 × 0.32 (σ=2) = 44.3 m
Med Vert Disp26.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.1 × 0.32 (σ=2) = 26.6 m
AP Pen Close339.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 950^1.38 = 339.7 mm. Matches the in-game spec card.
AP Pen Far81.8 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 338.6 m/s: 1e-7 × 2216 × 55^0.69 × 0.152^-1.07 × 338.6^1.38 = 81.8 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time25 s
180 degrees / 7.2 deg/s traverse speed = 25 s.
HE full-salvo alpha26,400
2,200 HE damage x 12 broadside guns = 26,400.
AP full-salvo alpha39,600
3,300 AP damage x 12 broadside guns = 39,600.
Base HE DPM176,000
26,400 HE full-salvo alpha x 60 / 9 s base reload = 176,000.
Base AP DPM264,000
39,600 AP full-salvo alpha x 60 / 9 s base reload = 264,000.
Base shells/min80
12 broadside guns x 60 / 9 s base reload = 80.
Base fires/min9.6
12 HE shells x 60 / 9 s reload x 12% fire chance = 9.6.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range23.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage100,398
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage50,199
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS193
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (30×3.5×0.9) + (15×3.5×0.85) + (17×3.5×0.9) = 193. 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 index652
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)89,600
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: 4×2 100 mm (4/side) × 60/3.75 × 1400 = 89,600. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor

Hull HP 36,300, 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.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 16–30 mm)1,600 (4% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 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)130 mm primary (range 25–130 mm)27,200 (75% of HP)
No common caliber overmatches130 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 6–30 mm)1,900 (5% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel120 mm primary (range 10–120 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–130 mm)2,800 (8% 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 HP18,200 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 (100 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 HP10,900 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

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.