World of Warships: Legends ship guide

Lexington

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsTorpedo bombersFast torpedoesTough planesEasily spotted
Community Data

Lexington Community Stats

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Playstyle

Overview

Lexington is the Tier VII American torpedo-strike carrier with alpha-heavy air torpedoes at 6,333 damage per drop. The kit pays out by killing fragile high-value targets in a single committed drop; the bomber squadrons are a sidearm. 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 (883 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best heavy citadel belt in T7 CVs (178 mm).

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.

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.

Signature Traits

High HP pool

57300.0 HP, best of T7 CVs.

Top-tier AA

883.0 AA DPS, best of T7 CVs (median 534.5).

Heavy air torpedoes

6333.0 damage per air-dropped torpedo, top decile of T7 CVs. Each torp delete-strike hits harder.

Tough flight deck

28700.0 HP flight deck, top decile of T7 CVs. Survives AP and HE pressure that peers can't.

Visible air torps

1.5 km torpedo detect, bottom decile of T7 CVs. Targets spot the drop early.

Sluggish rudder

20.4 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.

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 Beta

Build around aircraft survivability, restoration, speed, and strike reliability. Current guidance should account for changed bomb count/accuracy/damage, torpedo bomber speed/restoration, aircraft HP, and detectability.

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Cohort position

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Where Lexington sits among Tier VII CVs (10 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 (1/10) BestAA DPS883 (1/10) Top 10%AA threat3,153 (2/10) Top 10%Max armor178 mm (2/10) Top 10%Citadel belt178 mm (2/10) Top 10%Air torpedo damage6,333 (2/10) Top 10%Deck HP28,700 HP (2/10) Top 25%Max speed33 kt (3/10) Top 25%Secondary dispersion bracket45 (3/9) Top 25%Engine power180,000 hp (3/10) Top 25%Squadron restore time32 s (3/10) Top 25%Plane HP2,550 HP (3/10) Bottom 25%Stealth profile14.49 km / 10.14 km (9/10 / 9/10) Bottom 25%Rudder shift20.4 s (9/10) Bottom 25%Power-to-weight3.77 hp/t (9/10) Bottom 25%Air torpedo stealth1.5 km (9/10) WorstSecondary fire chance5% (1 of 3 tied) WorstDisplacement47,700 t (10/10) WorstEnd plates19 mm (1 of 3 tied / 1 of 3 tied) WorstBomb fire chance20% (7/7)
See 13 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(6/9) HE alpha1,800(5/9) Secondary HE pen21 mm(6/9) Acceleration9.9 s(7/10) Turn-speed retention152.5 hp/m(4/10) AA range5 km(5/10) Deck armor57 mm(5/10) Bomb damage6,200(5/10) Bomb AP penetration42.7 mm(5/7) Air torpedo range5.01 km(5/10) Air torpedo speed47 kn(4/10) Squadron size18(5/10) NormSecondary range4.5 km(5 of 9 tied at this value)

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

Survivability
Hit PointsInitial: 54,300 → 57,300
Displacement47,700 t
Armor range6–178 mm
Plate armor thicknesses6, 13, 19, 25, 32, 40, 51, 57, 76, 95, 152, 178 mm
Armor material/layer entries55
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction16%
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
Squadrons
Total plane capacity72
Flight deck HP28,700
Hangar HP28,700
Dive bomber
Plane HP2,650
OrdnanceHE bomb, 6,200 dmg
Fire chance20%
Bomb penetration42.7 mm
Hangar max16
Hangar restore+1 every 36 s, start 12
Torpedo bomber
Plane HP2,600
Ordnancetorpedo, 6,333 dmg
Hangar max16
Hangar restore+1 every 39 s, start 12
Dive bomber
Plane HP2,750
OrdnanceHE bomb, 5,700 dmg
Fire chance20%
Bomb penetration42.7 mm
Hangar max18
Hangar restore+1 every 32 s, start 14
Torpedo bomber
Plane HP2,550
Ordnancetorpedo, 6,333 dmg
Hangar max18
Hangar restore+1 every 34 s, start 14
AA Defense
AA mount pointsInitial: 61 → 41
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (180×3.5×1) + (32×3.5×0.95) + (42×3.5×1) = 883. 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.
883
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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)4×2 127mm
127 mm Mk24 (DP)8×1 127mm
Far aura
DPS
ƒIncludes 42 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
42
Range5 km
Medium aura
DPSInitial: 69 → 180
Range3.5 km
Total DPS in Aura
ƒFar 42 + Medium 180 = 222
222
Near aura
DPSInitial: 108 → 32
Range2 km
Total DPS in Aura
ƒFar 42 + Medium 180 + Near 32 = 254
254
S
Secondary Battery
Mounts12
Firing range4.5 km
Shell Grouping (σ)1
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)
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
127 mm Mk24 (×8)
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 180,000 hp
Engine power180,000 hp
Maximum speed33 kt
Turning circle radius1180 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea14.49 km
Detectability by air10.14 km
Detect after firing main guns14.49 km
Detect Fire Sea16.49 km
Detect Fire Air13.14 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 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 shift28.6 → 20.4 s
  • AA mounts61 → 41
  • Close-range AA DPS177 → 212

See all derived stats

Show

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.

AA defense

Close-range AA DPS883
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (180×3.5×1) + (32×3.5×0.95) + (42×3.5×1) = 883. 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 index3153
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 typeImproved (~20%)
Max dispersion = range (km) × 45 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km232.5 m
4.5 km × 45 + 30 = 232.5 m.

Secondary battery firepower

Secondary DPM (per side)144,000
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: 4×2 127 mm (4/side) × 60/6 × 1800 = 72,000 + 8×1 127 mm (4/side) × 60/6 × 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).
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.

Armor

Hull HP 54,30057,300 with hull upgrade, 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.

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–40 mm)2,300 (4% of HP)
Overmatched by 283mm+ (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 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+ (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 ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
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 ×20Buff ×13Rework ×3Commander Skill ×1Airstrike ×3
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • 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.
  • 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

  • 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:
  • Bomb damage increased from 5,000 to 5,700.
  • Base speed reduced from 138 to 134 knots.
  • Stock torpedo bombers:
  • Torpedo damage reduced from 7,267 to 6,333.
  • Upgraded torpedo bombers:
  • +1 more official change line in the source post.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • 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.
  • +4 more official change lines in the source post.
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

  • 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, from in-game data.

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.