World of Warships: Legends ship guide

Lexington

Also called: 列克星敦 Beta
HE bomber carrierRepeated HE dive-bomber runs; farm broadsides and angles, manage planes.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
  • Launch from positions where the recall path stays inside your team's AA umbrella
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsTorpedo bombersFast torpedoesTough planesStrong AAEasily spotted
On this page
Community Data

Lexington Community Stats

Across 6,300+ Standard battles from 160+ players, Lexington averages a 59% win rate, 70,200 damage and 1.1 kills per battle, and survives 64% of them.

Community Data

Lexington Community Stats

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

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Playstyle

Overview

Lexington is the Tier VII American bomber carrier. Her damage comes from HE dive bombs hitting for up to 6,200 per drop, plus the fires they start, so match impact builds from repeated strikes rather than one decisive torpedo drop. HE ignores armor angle, so unlike an AP-bomb carrier she does not need a broadside to profit and can work an angled or bow-in target. Air torpedoes are a secondary option. Her squadrons fly with cohort-tough planes that can push strikes through AA that turns back lighter carriers. The hull also tanks unusually well for a CV (57,300 HP, cohort-best), so she can stay in match longer than peer carriers. AA (876 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor; CV strikes route around her, not through. Each squadron flies 9 planes and they come back 32 s apiece, so losing a full wave costs 288 seconds of reserves.

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 14.5 km and run at 33 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. Both phases of a turn are slow (15.7 s on the rudder, a 1,180 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Replacing a lost aircraft takes 32 s at best, and your most fragile squadron flies at 2,550 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

High HP pool ↗

57300 HP, best of T7 CVs.

ELITE AA ↗
  • Top-tier AA · 876 AA
  • AA specialist
ELITE ARMOR ↗
  • Thickest plate · 178 mm
  • Heavy citadel belt · 178 mm
  • Heavy belt
Tough flight deck ↗

28700 HP flight deck, top decile of T7 CVs. Survives AP and HE pressure that peers can't.

Easily spotted ↗

14.5 km surface detect, bottom decile of T7 CVs. Visible before you can react; position early.

Sluggish rudder ↗

15.7 s rudder shift, bottom decile of T7 CVs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Lexington

Lexington is available in the Bomber Carriers branch of the U.S. Tech Tree for 23,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,650,000 credits.

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

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Lexington sits in the Bomber Carriers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. aircraft carriers are all-rounders, effective with both dive bombers and torpedo bombers. However, they have a bias toward their powerful high-explosive bombs over torpedoes.
Advantages
Powerful HE dive bombers, Large hangars
Disadvantages
Poor torpedo performance

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

Hide ▾

Where Lexington sits among Tier VII CVs (11 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.

BestHit points57,300 HP (1/12) BestAA DPS876 (1/12) BestFlak damage per salvo (expected)2,200 (1 of 2 tied) Top 10%AA threat3,117 (2/12) Top 10%Max armor178 mm (2/12) Top 10%Citadel belt178 mm (2/11) Top 10%Squadron HP24,750 HP (2/12) Top 10%Deck HP28,700 HP (2/12) Top 25%Max speed33 kt (3/12) Top 25%Secondary dispersion bracket45 (3/11) Top 25%Engine power180,000 hp (3/12) Top 25%Power / turn radius152.5 hp/m (4/12) Top 25%Air torpedo alpha5,333 (3/10) Top 25%Squadron size9 (4/12) Top 25%Squadron restore time32 s (3/12) Top 25%Plane HP2,550 HP (4/12) Bottom 25%Stealth profile14.49 km / 10.14 km (11/12 / 11/12) Bottom 25%Rudder shift15.7 s (11/12) Bottom 25%Air torpedo stealth1.5 km (9/10) WorstTurning circle1,180 m (12/12) WorstSecondary fire chance5% (1 of 3 tied) WorstTime to 90% speed34.6 s (12/12) WorstDisplacement47,700 t (12/12) WorstBomb fire chance20% (9/9)
See 14 mid-pack stats

Not standouts for Lexington -- 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.

Secondary DPM (per side)144,000(9/11) Secondary HE alpha1,800(5/11) Secondary HE pen21 mm(6/11) Acceleration (0-12 kt)12.7 s(9/12) Power-to-weight3.77 hp/t(9/12) AA range5 km(5/12) Bomb alpha6,200(7/12) Bomb penetration42.7 mm(6/9) Air torpedo range5.01 km(5/10) Air torpedo speed47 kn(4/10) Hangar capacity18(5/12) NormSecondary range4.5 km(7 of 11 tied at this value) NormBow armor19 mm(6 of 11 tied at this value) NormStern armor19 mm(6 of 11 tied at this value)
Survivability
Hit PointsInitial: 54,300 → 57,300
Displacement47,700 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.
277.2 x 33.7 m, draft 9.9 m
Armor range6–178 mm
Plate armor thicknesses6, 13, 19, 25, 32, 40, 51, 57, 76, 95, 152, 178 mm
Armor material/layer entries55
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
Initial: 33.3% → 36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 57,300 HP = 13,752 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 57,300 HP = 4,298 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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.
17,200
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 × 2,300 = 4,600), 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.
2,300
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 × 3,500 = 7,000), 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 ×. 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.
3,500
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 × 9,500 = 19,000), 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 ×. 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.
9,500
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 × 43,000 = 86,000), 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 ×. 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.
43,000
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 × 800 = 1,600), 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.
800
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 × 1,100 = 2,200), 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.
1,100
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
✈
Squadrons
Total plane capacity72
Flight deck HP28,700
Hangar HP28,700
Dive bomber
Plane HPInitial: 2,650 → 2,750
Cruising speedInitial: 120.0 → 125.0 kt
OrdnanceInitial: HE bomb, 6,200 → 5,700 alpha
Squadron sizeInitial: 8 → 9 planes
Planes per dropInitial: 2 → 3
Bombs per plane3
Bombs per drop
ƒInitial: 2 planes per drop x 3 bombs each = 6 → 3 planes per drop x 3 bombs each = 9.
Initial: 6 → 9
Alpha per drop
ƒInitial: 6 bombs x 6,200 alpha = 37,200 → 9 bombs x 5,700 alpha = 51,300. If every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
Initial: 37,200 → 51,300
Fire chance20%
Bomb penetration42.7 mm
Hangar maxInitial: 16 → 18
Hangar restoreInitial: +1 every 36 s, start 12 → 32 s, start 14
Recovery timeInitial: 36 → 32 s
Torpedo bomber
Plane HPInitial: 2,600 → 2,550
Cruising speedInitial: 120.0 → 125.0 kt
Ordnancetorpedo, 5,333 alpha
Squadron sizeInitial: 8 → 9 planes
Planes per dropInitial: 2 → 3
Torpedoes per plane1
Torpedoes per drop
ƒInitial: 2 planes per drop x 1 torpedo each = 2 → 3 planes per drop x 1 torpedo each = 3.
Initial: 2 → 3
Alpha per drop
ƒInitial: 2 torpedoes x 5,333 alpha = 10,666 → 3 torpedoes x 5,333 alpha = 15,999. If every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
Initial: 10,666 → 15,999
Flooding chance52%
Torpedo arming time4 s
Torpedo arming distanceInitial: 95 → 97 m
Hangar maxInitial: 16 → 18
Hangar restoreInitial: +1 every 39 s, start 12 → 34 s, start 14
Recovery timeInitial: 39 → 34 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount pointsInitial: 61 → 41
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 Mk1 (upgraded hull only)2×2 40mm
40 mm Bofors Mk2Initial: 9×4 → 23×4 40mm
20 mm Oerlikon Mk4Initial: 52×1 → 16×1 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.
4×2 127mm
127 mm Mk24 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×1 127mm
Far aura
Guns127 mm Mk24 (DP) + 127 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 140 from dual-purpose secondaries firing as AA in this range band.
140
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒInitial: 69 × 3.5 × 1 = 242 → 180 × 3.5 × 1 = 630. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 242 → 630
Range3.5 km
Total DPS in Aura
ƒFar 140 + Medium 630 = 770
770
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒInitial: 108 × 3.5 × 0.95 = 359 → 32 × 3.5 × 0.95 = 106. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 359 → 106
Range2 km
Total DPS in Aura
ƒFar 140 + Medium 630 + Near 106 = 876
876
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 220 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, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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
Mounts12
Firing range4.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 2 + 2 = 4. 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.
4
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: 4×2 127 mm (4/side) × 60/6 s × 1800 = 72,000 + 8×1 127 mm (4/side) × 60/6 s × 1800 = 72,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
144,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 4 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 29,671. 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.
29,671
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 144,000 + secondary fire DPM 29,671 = 173,671: shell damage plus fire damage against one T7 battleship, every shell hitting.
173,671
Secondary dispersion type
ƒMax dispersion = range (km) × 45 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (~20%)
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 45 + 30 = 232.5 m.
232.5 m
127 mm Mk32 (4×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 2. 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.
2
HE Pen21 mm
Show 1 more gun family
127 mm Mk24 (8×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ8×1 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 2. 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.
2
HE Pen21 mm
Maneuverability
Engine power180,000 hp
Maximum speed33.0 kt
Turning circle radius1180 m
Rudder shift timeInitial: 22 s → 15.7 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 = 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.
45.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
34.6 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.
54.4 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.49 km x 0.955 = 13.84 km. Camouflage does not change detectability by air.
14.49 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.49 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.84 km.
13.84 km
Detectability by air10.14 km
Detect when firing (air)
ƒAir detectability 10.14 km + gun-firing bloom 0 km = 10.14 km. The bloom tracks main-battery caliber x 0.020.
10.14 km
Detect when on fire (sea)
ƒSea detectability 14.49 km + 2.0 km while burning = 16.49 km.
16.49 km
Detect when on fire (air)
ƒAir detectability 10.14 km + 3.0 km while burning = 13.14 km.
13.14 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size
Module options (1)

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

HullTrade-off
  • Hit points54,300 → 57,300
  • Rudder shift22 → 15.7 s
  • AA mounts61 → 41
  • Close-range AA DPS177 → 212

Under the hood

Show ▾

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.

AA defense

AA DPS at max range140
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 2x2 -> 50 DPS @ 3.5 km; 40mm Bofors Mk2 23x4 -> 580 DPS @ 3.5 km; 20mm Oerlikon MK4 16x1 -> 106 DPS @ 2 km; 5in38 Mk32 Mod12 4x2 -> 47 DPS @ 5 km; 5in38 Mk24 8x1 -> 93 DPS @ 5 km.
AA DPS layered by range140 DPS @ 5 km, 770 DPS @ 3.5 km, 876 DPS @ 2 km
@ 5 km: 47 + 93 = 140; @ 3.5 km: 50 + 580 + 47 + 93 = 770; @ 2 km: 50 + 580 + 106 + 47 + 93 = 876. 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-blank876
50 + 580 + 106 + 47 + 93 = 876 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index3117
50 × 3.5 + 580 × 3.5 + 106 × 2 + 47 × 5 + 93 × 5 = 3117. 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
max(1800 (127 mm), 1800 (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%
max(5% (127 mm), 5% (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
max(21 mm (127 mm), 21 mm (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

When commissioned, Lexington was one of the largest aircraft carriers in existence. She was converted from an unfinished battlecruiser. The ship had good armor and advanced torpedo protection. Owing to her dimensions, the aircraft carrier was equipped with a very spacious hangar and was armed with numerous AA and dual-purpose artillery. The ship's powerful propulsion created very high speeds.

Armor Beta

Hull HP 54,300 → 57,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel178 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–40 mm)2,300 (4% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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)51 mm primary (range 6–178 mm)43,000 (75% of HP)
No common AP caliber overmatches51 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–95 mm)1,100 (2% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel178 mm primary (range 19–178 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.
Superstructure6 mm primary (range 6–57 mm)800 (1% 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).
Secondary mount (127 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 (40 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 HP17,200 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.

Balance History

Latest 6 of 7 indexed balance updates affecting Lexington. Cards are condensed; use each source link for full context.

Nerf ×25Buff ×17Rework ×3Airstrike ×6Torpedo ×13
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo bombers:
  • Stock torpedo bomber restoration time increased from 30 to 39 s.
  • Stock torpedo bomber base speed reduced from 130 to 120 kts.
  • Upgraded torpedo bomber restoration time increased from 27 to 34 s.
  • Upgraded torpedo bomber base speed reduced from 133 to 125 kts.
  • Dive bombers:
  • Stock dive bomber restoration time increased from 26 to 36 s.
  • Stock dive bomber base speed reduced from 130 to 120 kts.
  • Upgraded dive bomber restoration time increased from 24 to 32 s.
  • Upgraded dive bomber base speed reduced from 134 to 125 kts.
Read the full official post
2024-05-31

Ministry of Balance: Carriers 2.0 – First Update

  • Stock dive bombers:
  • Bombs per aircraft reduced from 4 to 3.
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 50 to 35%.
  • Bomb damage increased from 5,500 to 6,200.
  • Bomb fire-setting chances reduced from 25 to 20%.
  • Upgraded dive bombers:
  • Bombs per aircraft reduced from 4 to 3.
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 50 to 35%.
  • Bomb damage increased from 5,000 to 5,700.
  • Bomb fire-setting chances reduced from 25 to 20%.
  • Base speed reduced from 138 to 134 knots.
  • Stock torpedo bombers:
  • Torpedo damage reduced from 7,267 to 6,333.
  • Upgraded torpedo bombers:
  • Torpedo damage reduced from 7,267 to 6,333.
  • Base speed reduced from 137 to 133 knots.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Stock Dive Bombers:
  • Aiming speed increased (aiming circle shrinks faster).
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 25 to 50%.
  • Bombs per aircraft increased from 1 to 4.
  • Maximum HP per aircraft reduced from 2,850 to 2,650 (squadron HP reduced from 22,800 to 21,200).
  • Base speed increased from 110 to 130 knots.
  • Maximum flight range set to 35 kilometers.
  • Bomb damage reduced from 10,620 to 5,500.
  • HE bomb penetration reduced from 53.4 to 42.7 mm.
  • Bomb fire-setting chances reduced from 54 to 25%.
  • Bomb splash radius reduced.
  • Maximum hangar aircraft increased from 12 to 16.
  • Aircraft restoration time reduced from 81 to 26 seconds.
  • Upgraded Dive Bombers:
  • Aiming speed increased (aiming circle shrinks faster).
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 25 to 50%.
  • Bombs per aircraft increased from 2 to 4.
  • Maximum HP per aircraft reduced from 2,940 to 2,750 (squadron HP reduced from 23,520 to 22,000).
  • Base speed increased from 113 to 138 knots.
  • Maximum flight range set to 36 kilometers.
  • Bomb damage reduced from 10,620 to 5,000.
  • HE bomb penetration reduced from 53.4 to 42.7 mm.
  • Bomb fire-setting chances reduced from 54 to 25%.
  • Bomb splash radius reduced.
  • Maximum hangar aircraft increased from 15 to 18.
  • Starting hangar aircraft reduced from 15 to 14.
  • Aircraft restoration time reduced from 76 to 24 seconds.
  • Stock Torpedo Bombers:
  • Base speed increased from 108 to 130 knots.
  • Maximum HP per aircraft reduced from 2,800 to 2,600 (squadron HP reduced from 22,400 to 20,800).
  • Maximum flight range set to 33 kilometers.
  • Maximum hangar aircraft increased from 12 to 16.
  • Aircraft restoration time reduced from 86 to 30 seconds.
  • Upgraded Torpedo Bombers:
  • Base speed increased from 113 to 137 knots.
  • Maximum HP per aircraft reduced from 2,850 to 2,550 (squadron HP reduced from 22,800 to 20,400).
  • Maximum flight range set to 34 kilometers.
  • Maximum hangar aircraft increased from 15 to 18.
  • Starting hangar aircraft reduced from 15 to 14.
  • Aircraft restoration time reduced from 80 to 27 seconds.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 13.3 to 14.5 km; air detectability range changed from 9.3 to 10.1 km.
  • Stock dive bomber HP changed from 2,800 to 2,850; stock torpedo bomber HP changed from 2,750 to 2,800.
  • Upgraded dive bomber HP changed from 2,800 to 2,940; upgraded torpedo bomber HP changed from 2,600 to 2,850.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • First and foremost, the planes now have more HP, about 150 on average. This change affects the following ships, with more buffs included:
  • Tier VII Lexington (upgraded dive bombers, stock and upgraded torpedo bombers).
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Detectability range by sea increased from 8.3 to 13.3 km.
  • Detectability range by air decreased from 10.3 to 9.3 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Lexington 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.