World of Warships: Legends ship guide

Leviathan

Beta
U.S.A. · Tier VI · Battleship · Premium
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Choose a useful lane early, angle into the fight, and support objectives from mid-range instead of chas…
  • Avoid: Do not abandon your flank too early or show broadside while relocating; American battleships win throug…
Key characteristics
Strong AASpotter planeStiff AP fuse
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Community Data

Leviathan Community Stats

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Playstyle

Overview

Leviathan is a Tier V American premium battleship for steady mid-range battleship fundamentals: choose a lane early, angle bow or stern before the fight develops, and punish broadside cruisers and battleships with patient salvos. The kit pays out by holding position rather than chasing damage.

Positioning

Choose a useful lane early, angle into the fight, and support objectives from mid-range instead of chasing damage across the map. Use angled mid-range lanes where the main battery can punish mistakes while armor and positioning limit return fire.

Potato Avoidance

Abandon your flank too early or show broadside while relocating

American battleships win through patience and position discipline. The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Signature Traits

Long DCP window

20.0 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.

Heavy armor

406.0 mm max plate, top decile of T6 BBs.

Top-tier AA

646.0 AA DPS, top decile of T6 BBs (median 403.5).

AA specialist

AA DPS in the top bracket. Sanctuary for friendly DDs against carriers; dangerous airspace for airstrikes.

Stiff AP fuse

68.0 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Sluggish rudder

17.4 s rudder shift, bottom decile of T6 BBs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Leviathan

Leviathan 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

Official WG availability sources
Show direct source rows

Builds Beta

AL Colorado, AL New Jersey, and Al Massachusetts are useful American battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

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Commanders frequently paired with this ship AL ColoradoAL New Jersey

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Leviathan sits among Tier VI BBs (32 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAA threat2,134 (1 of 3 tied) Top 10%AA DPS646 (3/32) Top 25%Main battery caliber406 mm (9/32) Top 25%AP DPM245,625 (6/32) Top 25%Repair heal rate0.66 %/s (9/32) Top 25%Max armor406 mm (5/32) Bottom 25%Traverse-to-turn ratio3.82 × (25/32) Bottom 25%Main battery reload28.8 s (25/32) Bottom 25%Sigma1.7 (25/32) Bottom 25%Secondary HE pen21 mm (26/31) Bottom 25%AP arming threshold68 mm (25/32) Bottom 25%Displacement46,700 t (29/32) Bottom 10%Rudder shift17.4 s (30/32) WorstSecondary fire chance5% (1 of 6 tied) WorstAP velocity701 m/s (1 of 3 tied) WorstSecondary range4.5 km (1 of 7 tied) WorstNo torpedoes (26 of 32 in cohort)
See 22 mid-pack stats

Not standouts for Leviathan -- 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 points58,000 HP(23/32) Max speed27 kt(21/32) Concealment14.41 km(10/32) Air detection11.53 km(11/32) Main battery range15.89 km(23/32) HE shell damage5,700(13/31) HE fire chance36%(11/31) Fires per minute6.75(13/31) HE DPM106,875(14/31) Main dispersion204.4 m(10/32) Secondary DPM (per side)180,000(20/32) HE alpha1,800(23/31) HE velocity820 m/s(14/31) Engine power100,000 hp(21/32) Turn-speed retention131.6 hp/m(20/32) Power-to-weight2.14 hp/t(21/32) AA range5 km(13/32) Repair charges3(15/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value)
Survivability
Hit Points58,000
Displacement46,700 t
Armor range13–406 mm
Plate armor thicknesses13, 16, 19, 25, 32, 37, 40, 43, 49, 50, 100, 120, 140, 152, 165, 173, 235, 282, 305, 378, 406 mm
Armor material/layer entries61
Fire resistance30%
Fire duration60 s
Torp Reduction19%
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.
30,000
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.
17,900
Main Battery
ModuleArtillery: 406 mm Mk6
Mounts / barrels3 mounts / 9 barrels
Reload time32 s
Firing range (base)14.4 km
Firing range (top fire control)15.9 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1444130·1221000+2)·30=204.4m
204.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =204.4·0.6=122.6m
122.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =204.4·0.357(σ=1.7)=72.9m
72.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =122.6·0.356(σ=1.7)=43.7m
43.7 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 32 s base reload = 16.9.
16.9
HE shells
HE Damage5,700
HE Velocity820 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 9 broadside guns = 51,300.
51,300
Base HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 32 s base reload = 96,188.
96,188
Base fires/min
ƒ9 HE shells x 60 / 32 s reload x 36% fire chance = 6.08.
6.08
AP shells
AP Damage13,100
AP Velocity701 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·12250.69·0.4061.07·7011.38=778.8mm. Matches the in-game spec card.
778.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 475.4 m/s: P=107·2598·12250.69·0.4061.07·475.41.38=455.7mm.
455.7 mm
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
Base AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 32 s base reload = 221,062.
221,062
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.
150
AA Defense
AA mount points59
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (112×3.5×0.75) + (89×3.5×0.7) + (51×3.5×0.75) = 646. 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.
646
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk215×4 40mm
20 mm Oerlikon Mk444×1 20mm
127 mm Mk32 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 51 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
51
Range5 km
Medium aura
DPS112
Range3.5 km
Total DPS in Aura
ƒFar 51 + Medium 112 = 163
163
Near aura
DPS89
Range2 km
Total DPS in Aura
ƒFar 51 + Medium 112 + Near 89 = 252
252
S
Secondary Battery
Mounts10
Firing range4.5 km
Shell Grouping (σ)1
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 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: 100,000 hp
Engine power100,000 hp
Maximum speed27 kt
Turning circle radius760 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (24.3 kt of 27). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(100,00046,700)0.42=1.3769; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=36.6s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
36.6 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (26.7 kt of 27). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=59.6s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
59.6 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·27.0·0.5144760=1.05°/s, so ratio=ωturretωhull=41.05=3.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.8× drags
Concealment
Detectability by sea14.41 km
Detectability by air11.53 km
Smoke firing penalty13.94 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.41 km
Detect Fire Sea16.41 km
Detect Fire Air14.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.66% heal per second · 18.5% of max HP total heal
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp204.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14441}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 204.4\,\text{m}$
Max Vert Disp122.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 204.4 \cdot 0.6 = 122.6\,\text{m}$
Med Horiz Disp72.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 204.4 \cdot 0.357\;(\sigma = 1.7) = 72.9\,\text{m}$
Med Vert Disp43.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 122.6 \cdot 0.356\;(\sigma = 1.7) = 43.7\,\text{m}$
AP Pen Close778.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 701^{1.38} = 778.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far455.7 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 475.4 m/s: $P = 10^{-7}\cdot 2598 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 475.4^{1.38} = 455.7\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha51,300
5,700 HE damage x 9 broadside guns = 51,300.
AP full-salvo alpha117,900
13,100 AP damage x 9 broadside guns = 117,900.
Base HE DPM96,188
51,300 HE full-salvo alpha x 60 / 32 s base reload = 96,188.
Base AP DPM221,062
117,900 AP full-salvo alpha x 60 / 32 s base reload = 221,062.
Base shells/min16.9
9 broadside guns x 60 / 32 s base reload = 16.9.
Base fires/min6.08
9 HE shells x 60 / 32 s reload x 36% fire chance = 6.08.

AA defense

Close-range AA DPS646
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (112×3.5×0.75) + (89×3.5×0.7) + (51×3.5×0.75) = 646. 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 index2134
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion 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)180,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Leviathan. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×1Main Battery ×1
2025-07-31

Ministry of Balance: Back to the Naval Academy

  • Added a new special effect: Incoming damage to your destroyer is reduced by 10%.
  • Fire damage caused by your cruiser shells and bombs is now increased by up to 5%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Leviathan default exterior
    DefaultThe ship’s standard exterior
  • Halloween
    Ncarolina LeviafanHalloween

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.

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