Lexington
Beta- 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
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.
Lexington Community Stats
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
57300.0 HP, best of T7 CVs.
883.0 AA DPS, best of T7 CVs (median 534.5).
6333.0 damage per air-dropped torpedo, top decile of T7 CVs. Each torp delete-strike hits harder.
28700.0 HP flight deck, top decile of T7 CVs. Survives AP and HE pressure that peers can't.
1.5 km torpedo detect, bottom decile of T7 CVs. Targets spot the drop early.
20.4 s rudder shift, bottom decile of T7 CVs. Hard to dodge incoming AP; lean on island cover.
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
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 42 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 42 + Medium 180 = 222ƒ
Far 42 + Medium 180 + Near 32 = 254ƒ
Max dispersion = range (km) × 45 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 45 + 30 = 232.5 m.Show 1 more gun family
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
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
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 45 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 45 + 30 = 232.5 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.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.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 54,300 → 57,300 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 |
|---|---|---|---|---|
| Bow | 19 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. |
| Stern | 19 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. |
| Citadel | 178 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). |
| Superstructure | 6 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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 17,200 module HP | Incapacitated at 0 HP | When 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.
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.
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.
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.
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.
Anniversary Update: New Horizons
- Tier VII Lexington (upgraded dive bombers, stock and upgraded torpedo bombers).
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.
Skins & permanent camouflages
Every custom exterior Lexington can equip, from in-game data.
DefaultThe ship’s standard exterior
Lexington 1944 H2017Halloween
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.
