World of Warships: Legends ship guide

Leipzig

Also called: 莱比锡 Beta
Germany · Tier VI · CL Cruiser · Premium
AP citadel cruiserGuns earn citadels on broadsides; Sonar contests islands and smoke without exposing the hull.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Long torps (10 km)Improved HE penHigh AP DPMSonarWeak AA
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Community Data

Leipzig Community Stats

Across 550+ Standard battles from 84 players, Leipzig averages a 62% win rate, 56,100 damage and 1.1 kills per battle, and survives 42% of them.

Community Data

Leipzig Community Stats

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Playstyle

Overview

Leipzig is a Tier VI German light cruiser whose 150mm guns earn citadels on broadsides at 360,000 AP DPM (1st of 43), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best Sonar duration in T6 CAs (116 s, 2nd of 39) and Sonar ship range in T6 CAs (5.4 km, 3rd of 39). The trade is AA DPS in T6 CAs (96, 44th of 44).

Positioning

Work the islands rather than a firing line. Sonar (5.4 km on ships, 3.8 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 5.4 km, so pick the salvo rather than holding the trigger. 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. The helm answers quickly (7.4 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Pushing in blind because the kit says brawler

5.4-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

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, shared by 5/44 T6 CAs.

AP DPM machine ↗

360000 AP DPM, best of T6 CAs. Punishes broadsides.

ELITE SONAR ↗
  • Long-duration sonar · 116 s
  • Long-range sonar · 5.4 km
  • Wide torpedo · 3.8 km
ELITE TORPEDOES ↗
  • Big torpedo salvo · 6 tubes
  • Many torpedo launchers · 4 launchers
Weak AA ↗

96 AA DPS, bottom decile of T6 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Light citadel belt ↗

30 mm citadel belt, bottom decile of T6 CAs. Citadels through angle are possible.

Acquisition

How to get Leipzig

Leipzig 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Battle of Jutland crate 1% VI Leipzig Event · Battle of Jutland crate
  • Mystic Lantern 0.104651% Tier VI Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
Official WG availability sources
  • May Update: The Cat and the Eagle Crates Start: 2025-05-15
    • Check out the Battle of Jutland crate for a chance to get new ships: German cruiser Leipzig, German battleship Moltke, and British battleship Indefatigable.
  • Honoring the Battle of Jutland Crates Start: 2025-05-19
    • Though Leipzig didn’t participate in the Battle of Jutland, you can still find this new ship in the Battle of Jutland Crate, which can also drop a special Jutland-themed skin for her. Both the ship and the skin are also available as part of the Clash at Sea bundle and individually in the Store.
  • September Update: The Valor Armada Sale Start: 2025-09-04
    • From September 29 to October 6, celebrate the 35th anniversary of German reunification with discounted German ships in the Store, such as Weimar, Elbing, Mainz, Pommern, Leipzig, and Z-35.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Leipzig sits among Tier VI CAs (43 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.

BestAP DPM360,000 (1 of 2 tied) BestAP velocity960 m/s (1/43) Top 10%HE velocity960 m/s (2/37) Top 10%Displacement8,427 t (4/44) Top 10%Torpedo reload68 s (3/34) Top 25%Smoke fire bloom5.36 km (6/44) Top 25%Air detection6.91 km (12/44) Top 25%Rudder shift7.4 s (10/44) Top 25%Main battery reload6 s (7/44) Bottom 25%Hit points30,800 HP (38/44) Bottom 25%Main battery caliber150 mm (39/44) Bottom 25%HE fire chance8% (33/37) Bottom 25%AP pen at 10 km90 mm (39/43) Bottom 25%Torpedo damage≈13,333 (27/34) Bottom 25%Torpedo speed59 kt (28/34) Bottom 25%Max armor100 mm (35/44) Bottom 10%HE shell damage1,750 (36/37) Bottom 10%Secondary DPM (per side)45,000 (37/39) Bottom 10%Engine power72,400 hp (43/44) Bottom 10%Power / turn radius103.4 hp/m (43/44) Bottom 10%AA range4 km (41/44) WorstSecondary HE alpha1,000 (39/39) WorstSecondary fire chance4% (39/39) WorstSecondary HE pen15 mm (1 of 2 tied) WorstAA DPS96 (44/44) WorstAA threat308 (44/44) WorstFlak damage per salvo (expected)306 (1 of 5 tied) WorstCitadel belt30 mm (44/44)
See 24 mid-pack stats

Not standouts for Leipzig -- 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 kt(19/44) Concealment11.52 km(15/44) Turning circle700 m(27/44) Main battery range14.85 km(25/44) Sigma2(24/44) Fires per minute7.2(17/37) HE DPM157,500(15/37) AP shell damage4,000(25/43) Main dispersion135.5 m(21/44) Time to 90% speed23.9 s(17/44) Acceleration (0-12 kt)8.7 s(21/44) AP fuse timer0.025 s(27/43) AP arming threshold25 mm(13/43) Power-to-weight8.59 hp/t(13/44) Effective HE DPM (incl. fire)211,342(15/37) Torpedo range9.99 km(11/34) Torpedo reaction time7.6 s(14/34) Bow armor16 mm(25/44) Stern armor16 mm(25/44) NormSecondary dispersion bracket57(38 of 39 tied at this value) NormAP ricochet start45°(33 of 43 tied at this value) NormAP auto-bounce angle60°(32 of 43 tied at this value) NormTurn speed retained81%(39 of 44 tied at this value) NormSecondary range4.5 km(26 of 39 tied at this value)
Survivability
Hit Points30,800
Displacement8,427 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
177 x 16.4 m
Armor range10–100 mm
Plate armor thicknesses10, 16, 20, 25, 30, 40, 50, 100 mm
Armor material/layer entries58
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
30%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 30,800 HP = 2,772 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 30,800 HP = 3,080 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.32 hull torpedo-damage coefficient / 0.333 unprotected baseline = 4%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
4%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
15,400
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.
9,200
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 900 = 1,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
900
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,100 = 10,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,100
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 23,100 = 46,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
23,100
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,500 = 5,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,500
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 700 = 1,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
700
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 150 mm L/60 SK C/25
Mounts / barrels3 mounts / 9 barrels
Reload time6 s
Firing range14.8 km
Turret traverse8 °/s
Turret armor30 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°, ±140°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 40° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.8 km) shells land in an ellipse about 135 m wide and 81 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1485030·8−1.11000+1.1)·30=135.5m
135.5 m at 14.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =135.5·0.6=81.3m
81.3 m at 14.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =135.5·0.62=40.6m
40.6 m at 14.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =81.3·0.62=24.4m
24.4 m at 14.8 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ9 broadside guns x 60 / 6 s base reload = 90.
90
HE shells
HE alpha1,750
HE Velocity960 m/s
Fire Chance8%
HE fire DPM vs T6 BB53842
Effective HE DPM vs T6 BB211342
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,750 HE damage x 9 broadside guns = 15,750.
15,750
HE DPM
ƒ15,750 HE full-salvo alpha x 60 / 6 s base reload = 157,500.
157,500
Fires/min
ƒ90 shells/min × 0.08 (8% fire chance) = 7.2.
7.2
AP shells
AP alpha4,000
AP Velocity960 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1862·45.50.69·0.15−1.07·9601.38=257.7mm.
257.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.8 km), where the shell has slowed to 334.8 m/s: P=10−7·1862·45.50.69·0.15−1.07·334.81.38=60.2mm.
60.2 mm at 14.8 km
AP full-salvo alpha
ƒ4,000 AP damage x 9 broadside guns = 36,000.
36,000
AP DPM
ƒ36,000 AP full-salvo alpha x 60 / 6 s base reload = 360,000.
360,000
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.
16
Torpedoes
ModuleTorpedoes: 533 mm Drilling
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time68 s
Projectile speed59.0 kt
Range9.99 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=40,000·0.333=13,333. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 13,333
Maximum damage (ammunition)
ƒ40,000 warhead alpha / 3 + 1,000 blast = 14,333. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
14,333
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km59 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
227%
Torpedo launcher traverse25 °/s
Launch arcswing 147°, 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,333 = 79,998. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
79,998
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
37 mm Flakzwilling 304×2 37mm
20 mm/65 C/384×1 20mm
88 mm L/76 Dop. L. C/32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×2 88mm
Far aura
Guns88 mm L/76 Dop. L. C/32 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 44 from dual-purpose secondaries firing as AA in this range band.
44
Range4 km
Medium aura
Guns37 mm Flakzwilling 30
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.9 hit probability = 19 - the same in-game units as the Close-range AA DPS headline.
19
Range3.5 km
Total DPS in Aura
ƒFar 44 + Medium 19 = 63
63
Near aura
Guns20 mm/65 C/38
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.85 hit probability = 33 - the same in-game units as the Close-range AA DPS headline.
33
Range2 km
Total DPS in Aura
ƒFar 44 + Medium 19 + Near 33 = 96
96
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 170 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts3
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 3×2 88 mm (3/side) × 60/4 s × 1000 = 45,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
45,000
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 1.8 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 13,461. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
13,461
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 45,000 + secondary fire DPM 13,461 = 58,461: shell damage plus fire damage against one T6 battleship, every shell hitting.
58,461
88 mm L/76 Dop. L. C/32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
3×2 88mm
Caliber88 mm
Reload time4 s
HE alpha1,000
Muzzle Velocity950 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ3×2 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 1.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
1.8
HE Pen15 mm
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 power72,400 hp
Maximum speed33.0 kt
Turning circle radius700 m
Rudder shift time7.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
26.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
23.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
38 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 5.7 = +2.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.52 km x 0.955 = 11 km. Camouflage does not change detectability by air.
11.52 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.52 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11 km.
11 km
Detectability by air6.91 km
Smoke firing penalty5.36 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.52 km) = 14.85 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.85 km
Detect when firing (air)
ƒAir detectability 6.91 km + gun-firing bloom 3 km = 9.91 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.
9.91 km
Detect when on fire (sea)
ƒSea detectability 11.52 km + 2.0 km while burning = 13.52 km.
13.52 km
Detect when on fire (air)
ƒAir detectability 6.91 km + 3.0 km while burning = 9.91 km.
9.91 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 116 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
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 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

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter height @ 5 km27.1 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14850=7425 m, and radiusOnMax=0.6 at 14850 m. Below the kink: k=0.2+(0.5−0.2)·50007425=0.402, so σV=σH·k=67.5·0.402=27.1m.
Shell scatter height @ 10 km54.5 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14850=7425 m, and radiusOnMax=0.6 at 14850 m. Above the kink: k=0.5+(0.6−0.5)·10000−742514850−7425=0.5347, so σV=σH·k=102·0.5347=54.5m.
AP pen 5 km150 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1862·45.50.69·0.15−1.07·648.31.38=150mm, where 648.3 m/s is the shell's speed when it arrives at 5 km (from 960 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km90 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1862·45.50.69·0.15−1.07·446.51.38=90mm, where 446.5 m/s is the shell's speed when it arrives at 10 km (from 960 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.7 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3307·0.1528·45.5=6.42×10−5. That runs from a 960 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.7 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3307·0.1528·45.5=6.42×10−5. That runs from a 960 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
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) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)1,862
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass45.5 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3307
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity960 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity960 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.6 s
1200 m / (59.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed59.0 kt
Travel time to max range63.1 s
9990 m / (59.0 kt × 2.6855) = 63.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo6 torpedoes
12 wing tubes / 2 = 6: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage159,996
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 13,333 = 159,996. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range44
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 37mm SKC 30 twin 4x2 -> 19 DPS @ 3.5 km; 20mm Flak 38 4x1 -> 33 DPS @ 2 km; 88mm ZwillingsFlak 3x2 -> 44 DPS @ 4 km.
AA DPS layered by range44 DPS @ 4 km, 63 DPS @ 3.5 km, 96 DPS @ 2 km
@ 4 km: 44 from one family; @ 3.5 km: 19 + 44 = 63; @ 2 km: 19 + 33 + 44 = 96. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank96
19 + 33 + 44 = 96 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index308
19 × 3.5 + 33 × 2 + 44 × 4 = 308. 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 firepower

Max HE alpha1000
The only family (88 mm): 1000. Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
The only family (88 mm): 4%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.
Max HE pen15 mm
The only family (88 mm): 15 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: 15 mm from the 88 mm family.
Open in Charting Tool

Ship Charts

Background

In contrast to the preceding ships, cruiser Leipzig underwent notable modifications to her machinery, incorporating a central shaft driven by diesel engines only and bringing all turrets back to the centerline. With the outbreak of World War II, the ship participated in minelaying and patrols. In December 1939, Leipzig was struck by a torpedo fired by British submarine Salmon. During 1941 and 1942, the cruiser provided support during the Baltic offensive, but in October 1944, she collided with Prinz Eugen and suffered severe damage.

Armor Beta

Hull HP 30,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 126+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)900 (3% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 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)16 mm23,100 (75% of HP)
Overmatched by 283mm+ AP (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.
Stern16 mm primary (range 16–30 mm)700 (2% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel30 mm primary (range 16–30 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.
Superstructure10 mm primary (range 10–100 mm)2,500 (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 HP15,400 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (88 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 HP9,200 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Leipzig can equip.

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.