World of Warships: Legends ship guide

Leningrad

Also called: 列宁格勒 · Ленинград Beta
U.S.S.R. · Tier VI · Destroyer · Premium
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
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
SmokeEngine BoostFast for the classFlat AP trajectoryEasily spotted
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Community Data

Leningrad Community Stats

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Playstyle

Overview

Leningrad is a Tier VI Soviet 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. Standout traits: top-decile top speed in T6 DDs (43 kt) and top-decile flat AP trajectory in T6 DDs (48.8).

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.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MOBILITY
  • Fast for the class · 43.0 kt
  • Nimble for the tonnage · 24.51 hp
ELITE MAIN BATTERY
  • Flat AP trajectory
  • Overmatch specialist
  • Flat-trajectory sniper
Easily spotted

7.47 km surface detect, bottom decile of T6 DDs. Visible before you can react; position early.

Thin deck

10.0 mm armor deck, bottom decile of T6 DDs. Plunging fire and HE eat through.

Acquisition

How to get Leningrad

Leningrad 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.

Best listed chance for this ship

  • Super VI crate 4% One of the Tier VI Premium ships Event · Super VI crate · 1 of 25 ships
  • Santa Level 5 0.486111% Tier VI Premium ship Archived · Santa Level 5 · 1 of 36 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 40 ships
Show all 19 containers (16 more)
  • Anniversary '22 Soviet crate 0.251% VI Leningrad Event · Anniversary '22 Soviet crate
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Santa Level 4 0.1875% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 36 ships
    Show 2 paths
    • Santa Level 40.138889%
    • Santa Level 4 → Santa Level 50.048611%
  • Santa Level 3 0.135764% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Santa Level 30.083333%
    • Santa Level 3 → Santa Level 50.024306%
    • Santa Level 3 → Santa Level 40.020833%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
  • Mega Santa '23 0.121212% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 33 ships
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Super Santa '23 0.106061% Tier VI Premium ship Archived · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event · Mystic Lantern · 1 of 44 ships
  • Santa Level 2 0.057517% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 36 ships
    Show 7 paths
    • Santa Level 20.027778%
    • Santa Level 2 → Santa Level 30.0125%
    • Santa Level 2 → Santa Level 40.006944%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Champion's Box 0.027153% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.016667%
    • Champion's Box → Santa Level 3 → Santa Level 50.004861%
    • Champion's Box → Santa Level 3 → Santa Level 40.004167%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
  • Santa Level 1 0.014065% Tier VI Premium ship Archived · Santa Level 1 · 10 paths combined · 1 of 36 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004167%
    • Santa Level 1 → Santa Level 20.004167%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
    • Santa Level 10.000056%
  • Ultimate Crate 0.010606% Tier VI Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 33 ships
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

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

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Commanders frequently paired with this ship Anton GurinRumbleSergio Splendento

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Cohort position

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Where Leningrad sits among Tier VI DDs (41 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%Max speed43 kt (3/41) Top 10%Power-to-weight24.51 hp/t (5/41) Top 25%Main battery caliber130 mm (9/41) Top 25%HE shell damage1,900 (11/41) Top 25%Engine power66,000 hp (11/41) Top 25%AP pen at 10 km69 mm (9/35) Bottom 25%Main dispersion95.5 m (35/41) Bottom 25%Acceleration18.7 s (37/41) Bottom 25%AP arming threshold22 mm (31/37) Bottom 10%Stealth profile7.47 km / 3.74 km (39/41 / 38/41) Bottom 10%Traverse-to-turn ratio3.54 × (39/41) Bottom 10%Deck armor10 mm (26/27) WorstNo secondaries (37 of 41 in cohort) WorstFlak per wave (expected)260 (1 of 2 tied)
See 29 mid-pack stats

Not standouts for Leningrad -- 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 points15,200 HP(23/41) Rudder shift3.8 s(26/41) Main battery range10.73 km(16/41) Main battery reload5 s(23/41) HE fire chance8%(19/41) Fires per minute4.8(22/41) HE DPM114,000(27/41) AP shell damage2,500(11/37) AP DPM150,000(25/37) AP velocity870 m/s(11/37) HE velocity870 m/s(13/41) Turn-speed retention95.7 hp/m(13/41) Displacement2,693 t(24/41) Effective HE DPM (incl. fire)149,895(27/41) AA DPS131(28/41) AA range3.5 km(23/41) AA threat327(29/41) Torpedo range8.01 km(27/41) Torpedo damage≈14,000(19/41) Torpedo speed60 kt(31/41) Torpedo reload92 s(27/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(28 of 39 tied at this value) NormBow armor16 mm(32 of 39 tied at this value) NormStern armor16 mm(32 of 39 tied at this value)
Survivability
Hit Points15,200
Displacement2,693 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries21
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/50 B-13-IIs
Mounts / barrels5 mounts / 5 barrels
Reload time5 s
Firing range10.7 km
Turret traverse6.5 °/s
HE fire DPM vs T6 BB35895
Effective HE DPM vs T6 BB149895
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 =(1073130·80.51000+0.5)·30=95.5m
95.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.5·0.6=57.3m
57.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95.5·0.319(σ=2)=30.5m
30.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.3·0.319(σ=2)=18.3m
18.3 m
Turret turn time
ƒ180 degrees / 6.5 deg/s traverse speed = 27.7 s.
27.7 s
Shells/min
ƒ5 broadside guns x 60 / 5 s base reload = 60.
60
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 5 broadside guns = 9,500.
9,500
HE DPM
ƒ9,500 HE full-salvo alpha x 60 / 5 s base reload = 114,000.
114,000
Fires/min
ƒ60 shells/min x 8% fire chance = 4.8.
4.8
AP shells
AP Damage2,500
AP Velocity870 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 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. Matches the in-game spec card.
184.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 367.8 m/s: P=107·1615·33.50.69·0.131.07·367.81.38=56.1mm.
56.1 mm
AP full-salvo alpha
ƒ2,500 AP damage x 5 broadside guns = 12,500.
12,500
AP DPM
ƒ12,500 AP full-salvo alpha x 60 / 5 s base reload = 150,000.
150,000
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.
9
Torpedoes
ModuleTorpedoes: 53-39 mod. 2
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time92 s
Projectile speed60 kt
Range8.01 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=42,000·0.333=14,000.
≈ 14,000
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,100
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 km60 kt×2.6=7.7 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.5 per hit, shown as 2.5×100=250%. Torpedo flood 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. Not shown on the in-game port screen.
250%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming185 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,000 = 112,000.
112,000
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×1) + (2×3.5×1) + (18×3.5×1) + (2×3.5×1) + (14×3.5×0.95) = 131. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
131
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
76 mm 34-K2×1 76mm
76 mm 81-K1×2 76mm
37 mm 70-K4×1 37mm
37 mm Flakzwilling 301×2 37mm
12.7 mm DShK4×1 13mm
Outer Far + Outer Medium aura
Guns37 mm Flakzwilling 30 + 76 mm 81-K
Outer Far continuous DPS
ƒEffective DPS: 2 raw aura damage × 3.5 × 1 hit probability = 7 - the same in-game units as the Close-range AA DPS headline.
7
Outer Medium continuous DPS
ƒEffective DPS: 2 raw aura damage × 3.5 × 1 hit probability = 7 - the same in-game units as the Close-range AA DPS headline.
7
Range3.5 km
Total DPS in Aura
ƒOuter Far 7 + Outer Medium 7 = 14
14
Inner Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 18 raw aura damage × 3.5 × 1 hit probability = 63 - the same in-game units as the Close-range AA DPS headline.
63
Range3.2 km
Total DPS in Aura
ƒOuter Far 7 + Outer Medium 7 + Inner Medium 63 = 77
77
Inner Far aura
Guns76 mm 34-K
Continuous DPS
ƒEffective DPS: 2 raw aura damage × 3.5 × 1 hit probability = 7 - the same in-game units as the Close-range AA DPS headline.
7
Range3 km
Total DPS in Aura
ƒOuter Far 7 + Outer Medium 7 + Inner Medium 63 + Inner Far 7 = 84
84
Near aura
Guns12.7 mm DShK
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.95 hit probability = 47 - the same in-game units as the Close-range AA DPS headline.
47
Range1.2 km
Total DPS in Aura
ƒOuter Far 7 + Outer Medium 7 + Inner Medium 63 + Inner Far 7 + Near 47 = 131
131
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 130 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
130
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 3.5 km - once planes get inside the band, new waves stop.
2.5-3.5 km
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 130 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
130
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 3 km - once planes get inside the band, new waves stop.
2.5-3 km
Maneuverability
Engine power66,000 hp
Maximum speed43 kt
Turning circle radius690 m
Rudder shift time3.8 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 (38.7 kt of 43 kt), from our in-house acceleration model.
18.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (42.6 kt of 43 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.
31.9 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·43.0·0.5144690=1.84°/s, so ratio=ωturretωhull=6.51.84=3.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.5× drags
Concealment
Detectability by sea7.47 km
Detectability by air3.74 km
Smoke firing penalty2.84 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.47 km
Detect Fire Sea9.47 km
Detect Fire Air6.74 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 85 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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 Disp95.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1073130·80.51000+0.5)·30=95.5m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
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 Disp57.3 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.5·0.6=57.3m
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 Disp30.5 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95.5·0.319(σ=2)=30.5m
Med Vert Disp18.3 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.3·0.319(σ=2)=18.3m
AP Pen Close184.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. Matches the in-game spec card.
AP Pen Far56.1 mm
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 367.8 m/s: P=107·1615·33.50.69·0.131.07·367.81.38=56.1mm.
AP pen 5 km113 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km69 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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 Radius9
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time27.7 s
180 degrees / 6.5 deg/s traverse speed = 27.7 s.
HE full-salvo alpha9,500
1,900 HE damage x 5 broadside guns = 9,500.
AP full-salvo alpha12,500
2,500 AP damage x 5 broadside guns = 12,500.
HE DPM114,000
9,500 HE full-salvo alpha x 60 / 5 s base reload = 114,000.
AP DPM150,000
12,500 AP full-salvo alpha x 60 / 5 s base reload = 150,000.
Shells/min60
5 broadside guns x 60 / 5 s base reload = 60.
Fires/min4.8
60 shells/min x 8% fire chance = 4.8.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range51.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage112,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,000 = 112,000.
Per-side salvo damage112,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,000 = 112,000.

AA defense

Close-range AA DPS131
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×1) + (2×3.5×1) + (18×3.5×1) + (2×3.5×1) + (14×3.5×0.95) = 131. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index327
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

Armor Beta

Hull HP 15,200, 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 & stern16 mm

Overmatched by 124+ 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 15–16 mm)1,800 (12% of HP)
Overmatch not possible in its bracketAngle 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 mm11,400 (75% of HP)
Overmatch not possible in its bracketAngle 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 15–16 mm)900 (6% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm15,200 (100% of HP)
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 mm1,800 (12% 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 HP7,600 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 (76 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 HP4,600 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Leningrad 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.