World of Warships: Legends ship guide

Leviathan

Also called: 利维坦 Beta
U.S.A. · Tier VI · Battleship · Premium · North Carolina Variant
Mid-range battleshipAP into broadsides, HE for chip pressure when no broadsides show.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Spending the spotter on a target that is already dodging
Key characteristics
Heavy AP penStrong AALobs over islandsSpotter planeHeavy AP shellsStiff AP fuse
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Community Data

Leviathan Community Stats

Across 1,500+ Standard battles from 100+ players, Leviathan averages a 60% win rate, 68,200 damage and 1.1 kills per battle, and survives 38% of them.

Community Data

Leviathan Community Stats

Log in to GamingDiver and upload your data to see Community Data for Leviathan: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Leviathan is a Tier VI American battleship with 406mm guns at 15.9 km on a 32-second reload. Her damage profile is AP into broadside targets and HE for chip pressure when no broadsides are available. AA (646 AA DPS at 5 km) ranks 3 of 32 in T6 BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best heavy AP shells in T6 BBs (13,100, 2nd of 32) and flat AP trajectory in T6 BBs (71.7, 3rd of 32). The trade is AP arming threshold in T6 BBs (68 mm, 25th of 32).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. 58,000 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. With 17.4 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Spending the spotter on a target that is already dodging

The extra range only converts if the shot was going to land: save it for the salvos that matter, an exposed broadside cruiser or a battleship committed to its angle, where the reach turns a maybe into a citadel. Popped over a jinking destroyer it buys you a longer look at your own shells missing.

Signature Traits

LOBBING BATTERY ↗
  • Heavy AP shells · 13100 damage
  • Flat AP trajectory
  • High-arc AP shells · 14.84°
ELITE AA ↗
  • Top-tier AA · 646 AA
  • AA specialist
Thickest plate ↗

406 mm on her single heaviest plate, top decile of T6 BBs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Long DCP window ↗

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

Stiff AP fuse ↗

68 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 paths: Event currency and 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

Show all 4 containers (1 more)
Official WG availability sources
  • The Wave of Darkness: Halloween Starts Crates Start: 2023-10-13
    • Up to 1,500 and 1x Halloween '23 crate (which drops a variety of Halloween skins or exclusive Tier VI battleship Leviathan
  • Halloween Is Coming: Get Ready for Crimson Break! Event currency Start: 2024-10-11
    • Here are some items available for purchase with Shadow Coins in the Store:
    • Ships from previous Halloween events: U.S. Tier VI battleship Leviathan, Soviet Tier V battleship Rasputin, and British Tier V aircraft carrier Ark Royal in a special Halloween skin
  • Halloween 2025: Journey to the Underworld Sale Start: 2025-10-03
    • 1x Ominous Coupon, granting 30% off these Premium ships: Rasputin, Leviathan, Blazing Dread, Scharnhorst '43, or Perth
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 →

Commanders frequently paired with this ship AL ColoradoAL New JerseyAL Massachusetts

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 Leviathan sits among Tier VI BBs (31 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 threat2,135 (1 of 3 tied) BestFlak damage per salvo (expected)1,650 (1 of 3 tied) Top 10%AA DPS646 (3/32) Top 25%Main battery caliber406 mm (9/32) Top 25%AP DPM221,062 (7/32) Top 25%AP pen at 10 km574 mm (8/32) Top 25%Repair heal rate0.66 %/s (9/32) Top 25%Max armor406 mm (5/32) Bottom 25%Main battery reload32 s (27/32) 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 7 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 31 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) Smoke fire bloom13.94 km(22/32) Air detection11.53 km(11/32) Turning circle760 m(13/32) Main battery range15.89 km(22/32) HE shell damage5,700(13/31) HE fire chance36%(11/31) Fires per minute6.08(13/31) HE DPM96,188(15/31) Main dispersion218.9 m(13/32) Secondary DPM (per side)180,000(21/32) Secondary HE alpha1,800(23/31) HE velocity820 m/s(14/31) Time to 90% speed34.7 s(23/32) Acceleration (0-12 kt)14.9 s(22/32) Engine power100,000 hp(21/32) Power / turn radius131.6 hp/m(20/32) Power-to-weight2.14 hp/t(21/32) Effective HE DPM (incl. fire)141,655(15/31) AA range5 km(14/32) Repair charges3(15/32) Citadel belt305 mm(17/32) Stern armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.033 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) NormTurn speed retained81%(31 of 32 tied at this value) NormBow armor26 mm(21 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 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 duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 58,000 HP = 10,440 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 58,000 HP = 11,600 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
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.
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
Effective HP
ƒBase 58,000 HP plus everything Repair Party can restore: 0.0066 of max HP per second (0.66%) × 28 s × 58,000 HP = 10,718 HP per charge, × 3 charges = 32,155 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
64,444–90,155
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 × 3,200 = 6,400), 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.
3,200
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 9,200 = 18,400), 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.
9,200
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 × 52,300 = 104,600), 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.
52,300
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 × 3,300 = 6,600), 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.
3,300
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 × 2,400 = 4,800), 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.
2,400
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: 406 mm Mk6
Mounts / barrels3 mounts / 9 barrels
Reload time32 s
Firing range15.9 km
Turret traverse4 °/s
Turret armor406 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 ±149°, ±148°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
32° off bow / 31° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (15.9 km) shells land in an ellipse about 219 m wide and 131 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15885.130·12−21000+2)·30=218.9m
218.9 m at 15.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =218.9·0.6=131.3m
131.3 m at 15.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =218.9·0.61.7=77.2m
77.2 m at 15.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =131.3·0.61.7=46.3m
46.3 m at 15.9 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ9 broadside guns x 60 / 32 s base reload = 16.9.
16.9
HE shells
HE alpha5,700
HE Velocity820 m/s
Fire Chance36%
HE fire DPM vs T6 BB45429
Effective HE DPM vs T6 BB141617
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
HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 32 s base reload = 96,188.
96,188
Fires/min
ƒ16.9 shells/min × 0.36 (36% fire chance) = 6.08.
6.08
AP shells
AP alpha13,100
AP Velocity701 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range493 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2598·12250.69·0.406−1.07·7011.38=778.8mm.
778.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.9 km), where the shell has slowed to 502.9 m/s: P=10−7·2598·12250.69·0.406−1.07·502.91.38=492.5mm.
492.5 mm at 15.9 km
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
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
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.
5 km
40 mm Bofors Mk215×4 40mm
20 mm Oerlikon Mk444×1 20mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Mk32 (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 134 from dual-purpose secondaries firing as AA in this range band.
134
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 112 raw aura damage × 3.5 × 0.75 hit probability = 294 - the same in-game units as the Close-range AA DPS headline.
294
Range3.5 km
Total DPS in Aura
ƒFar 134 + Medium 294 = 428
428
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 89 raw aura damage × 3.5 × 0.7 hit probability = 218 - the same in-game units as the Close-range AA DPS headline.
218
Range2 km
Total DPS in Aura
ƒFar 134 + Medium 294 + Near 218 = 646
646
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 5 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 11 clouds per salvo × 200 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, 5 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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.
75%
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 5 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.
2.5-5 km
S
Secondary Battery
Mounts10
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: 10×2 127 mm (10/side) × 60/6 s × 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).
180,000
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 5 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 37,390. 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.
37,390
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 180,000 + secondary fire DPM 37,390 = 217,390: shell damage plus fire damage against one T6 battleship, every shell hitting.
217,390
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 127mm
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ10×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 5. 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.
5
HE Pen21 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 power100,000 hp
Maximum speed27.0 kt
Turning circle radius760 m
Rudder shift time17.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.
11.7 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.
47.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27.0 kt).
34.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27.0 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.
55.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 4.0 = +0.0°/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 (+0.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.41 km x 0.955 = 13.76 km. Camouflage does not change detectability by air.
14.41 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.41 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.76 km.
13.76 km
Detectability by air11.53 km
Smoke firing penalty13.94 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.41 km) = 15.89 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.89 km
Detect when firing (air)
ƒAir detectability 11.53 km + gun-firing bloom 8.12 km = 19.65 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
19.65 km
Detect when on fire (sea)
ƒSea detectability 14.41 km + 2.0 km while burning = 16.41 km.
16.41 km
Detect when on fire (air)
ƒAir detectability 11.53 km + 3.0 km while burning = 14.53 km.
14.53 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,718 HP (18.5% of max HP) total heal (per charge)
ƒ0.0066 of max HP per second (0.66%) × 28 s effective active time = 0.185 of max HP × 58,000 HP = 10,718 HP: up to 18.5% of max HP restored per charge.
· 32,154 HP (55.5% of max HP) total heal (all charges)
ƒ0.185 of max HP per charge × 3 charges = 0.555 × 58,000 HP = 32,154 HP: up to 55.5% of max HP if the whole Repair Party loadout is used.
· 383 HP/s (0.66% of max HP) heal per second
ƒ0.0066 (0.66% of max HP) × 58,000 HP = 383 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 60 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
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km42.8 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=0.5·15885.1=7943 m, and radiusOnMax=0.6 at 15885.1 m. Below the kink: k=0.2+(0.5−0.2)·50007943=0.3889, so σV=σH·k=110·0.3889=42.8m.
Shell scatter height @ 10 km84.1 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=0.5·15885.1=7943 m, and radiusOnMax=0.6 at 15885.1 m. Above the kink: k=0.5+(0.6−0.5)·10000−794315885.1−7943=0.5259, so σV=σH·k=160·0.5259=84.1m.
Shell scatter height @ 15 km123.7 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15885.1=7943 m, and radiusOnMax=0.6 at 15885.1 m. Above the kink: k=0.5+(0.6−0.5)·15000−794315885.1−7943=0.5889, so σV=σH·k=210·0.5889=123.7m.
AP pen 5 km666 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 =10−7·2598·12250.69·0.406−1.07·625.81.38=666mm, where 625.8 m/s is the shell's speed when it arrives at 5 km (from 701 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 km574 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 =10−7·2598·12250.69·0.406−1.07·561.71.38=574mm, where 561.7 m/s is the shell's speed when it arrives at 10 km (from 701 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 15 km503 mm
AP penetration at a fixed 15 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 =10−7·2598·12250.69·0.406−1.07·510.61.38=503mm, where 510.6 m/s is the shell's speed when it arrives at 15 km (from 701 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 km5.19 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·0.346·0.40628·862=2.6×10−5. That runs from a 820 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 km5.81 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·0.352·0.40628·1225=1.86×10−5. That runs from a 701 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.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,598
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 mass1,225 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 coefficient0.352
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity701 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity820 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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.

AA defense

AA DPS at max range134
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 15x4 -> 294 DPS @ 3.5 km; 20mm Oerlikon MK4 44x1 -> 218 DPS @ 2 km; 5in38 Mk32 Mod12 10x2 -> 134 DPS @ 5 km.
AA DPS layered by range134 DPS @ 5 km, 428 DPS @ 3.5 km, 646 DPS @ 2 km
@ 5 km: 134 from one family; @ 3.5 km: 294 + 134 = 428; @ 2 km: 294 + 218 + 134 = 646. 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-blank646
294 + 218 + 134 = 646 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2135
294 × 3.5 + 218 × 2 + 134 × 5 = 2135. 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 alpha1800
The only family (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
The only family (127 mm): 5%. 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
The only family (127 mm): 21 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.
Open in Charting Tool

Ship Charts

Background

The first U.S. battleship of the new generation. The key advantage over her predecessors of this type was significantly increased speed. In contrast to preceding ships of the same type, she featured a thinner armor belt, but had very solid horizontal armor protection and a superior AA armament including numerous dual-purpose artillery.

Armor Beta

Hull HP 58,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern26 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–40 mm)≈ 2,900 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 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)100 mm primary (range 19–406 mm)≈ 43,500 (~75% of HP)
No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–378 mm)≈ 2,900 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 13–305 mm)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.
Superstructure16 mm primary (range 16–37 mm)no cap
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).

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 Leviathan can equip.

  • Leviathan 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.