World of Warships: Legends ship guide

Lightning

Also called: 雷电 Beta
U.K. · Tier VII · Destroyer · Tech Tree
Smoke destroyerThe smoke cycle holds cap edges and trades gunfire from cover.
Playstyle
  • Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
  • The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
  • Avoid: Rotating mid-smoke
Key characteristics
Smoke + SonarLong-duration sonarQuick accelerationSlow HE shells
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Community Data

Lightning Community Stats

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Playstyle

Overview

Lightning is a Tier VII British smoke destroyer with 6 smoke charges on a short cooldown: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes. Standout traits: best Sonar duration in T7 DDs (180 s) and top-decile quick acceleration in T7 DDs (6.7 s).

Positioning

Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Rotating mid-smoke

The smoke is a static firing position; if you leave it before the cycle ends, you give up the trade you set up and the next contest opens without a smoke to fall back on.

Signature Traits

ELITE SMOKE
  • Extra smoke charges · 6.0 Smoke
  • Fast smoke cycle · 60.0 s
Long-duration sonar

180.0 s Sonar duration, best of T7 DDs.

Quick acceleration

~6.7 s to 90% of top speed, top decile of T7 DDs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

WEAK MAIN BATTERY
  • Slow HE shells · 774.0 m
  • Slow AP shells · 774.0 m
Acquisition

How to get Lightning

Lightning is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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 Ariadne M. DavisGrotmaz Smart

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

Cohort position

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Where Lightning sits among Tier VII DDs (34 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.

BestAcceleration6.7 s (1/34) Top 10%Turn speed retained93.1% (2/34) Top 25%Fires per minute8.1 (6/34) Top 25%Main dispersion88.6 m (7/34) Top 25%AP arming threshold20 mm (5/32) Top 25%Displacement2,700 t (9/34) Bottom 25%Hit points15,900 HP (27/34) Bottom 25%Main battery caliber120 mm (29/34) Bottom 25%HE shell damage1,700 (30/34) Bottom 25%Engine power48,000 hp (28/34) Bottom 25%Flak per wave (expected)400 (13/15) WorstAP velocity774 m/s (32/32) WorstHE velocity774 m/s (34/34)
See 30 mid-pack stats

Not standouts for Lightning -- 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.

Max speed36 kt(21/34) Concealment6.9 km(15/34) Air detection3.45 km(15/34) Rudder shift3.8 s(11/34) Traverse-to-turn ratio11.12 ×(10/34) Main battery range10.79 km(26/34) Main battery reload4 s(16/34) HE fire chance9%(11/34) HE DPM153,000(15/34) AP shell damage2,200(21/32) AP DPM198,000(15/32) Turn-speed retention81.4 hp/m(24/34) Power-to-weight17.78 hp/t(26/34) AP pen at 10 km66 mm(14/32) Effective HE DPM (incl. fire)213,084(11/34) AA DPS186(17/34) AA range4.5 km(16/34) AA threat448(22/34) Torpedo range9.99 km(16/33) Torpedo damage≈14,433(21/33) Torpedo speed62 kt(22/33) Torpedo reload96 s(17/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) Deck armor19 mm(11/28) NormAP fuse timer0.01 s(25 of 32 tied at this value) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit PointsInitial: 13,000 → 15,900
Displacement2,700 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries22
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 120 mm/50 QF Mk XI
Mounts / barrels3 mounts / 6 barrels
Reload time4.5 s
Firing range (base)9.8 km
Firing range (top fire control)10.8 km
Turret traverse20 °/s
HE fire DPM vs T7 BB53408
Effective HE DPM vs T7 BB189408
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(980930·80.51000+0.5)·30=88.6m
88.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.6·0.6=53.1m
53.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =88.6·0.319(σ=2)=28.3m
28.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53.1·0.32(σ=2)=17m
17 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 4.5 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 4 s all-upgrades reload = 90.
Initial: 80 → 90
HE shells
HE Damage1,700
HE Velocity774 m/s
Fire Chance9%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
HE DPM
ƒZero upgrades: 10,200 HE full-salvo alpha x 60 / 4.5 s base reload = 136,000. All upgrades (Main Battery Mod. 3 = -10% reload): 10,200 HE full-salvo alpha x 60 / 4 s all-upgrades reload = 153,000.
Initial: 136,000 → 153,000
Fires/min
ƒZero upgrades: 80 shells/min x 9% fire chance = 7.2. All upgrades (Main Battery Mod. 3 = -10% reload): 90 shells/min x 9% fire chance = 8.1.
Initial: 7.2 → 8.1
AP shells
AP Damage2,200
AP Velocity774 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·28.120.69·0.121.07·7741.38=215.4mm. Matches the in-game spec card.
215.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.5 km), where the shell has slowed to 290 m/s: P=107·2300·28.120.69·0.121.07·2901.38=55.6mm.
55.6 mm
AP full-salvo alpha
ƒ2,200 AP damage x 6 broadside guns = 13,200.
13,200
AP DPM
ƒZero upgrades: 13,200 AP full-salvo alpha x 60 / 4.5 s base reload = 176,000. All upgrades (Main Battery Mod. 3 = -10% reload): 13,200 AP full-salvo alpha x 60 / 4 s all-upgrades reload = 198,000.
Initial: 176,000 → 198,000
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.
8
Torpedoes
ModuleTorpedoes: 533 mm Mk IX**
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 62 kt); the stock torpedo module runs 61 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
62 kt
Range9.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=43,300·0.333=14,433.
≈ 14,433
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,533
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6=8.1 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.59 per hit, shown as 2.59×100=259%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
259%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,433 = 115,464.
115,464
AA Defense
AA mount pointsInitial: 7 → 11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×1) + (9×3.5×1) + (7×3.5×1) = 186. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
186
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm/39 QF Mark VII1×4 40mm
20 mm Oerlikon Mk IV4×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)6×2 20mm
12.7 mm Mk III (stock hull only)2×4 13mm
Far aura
Gunsmain battery (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 24 from dual-purpose main battery firing as AA in this range band.
24
Range4.5 km
Outer Medium aura
Guns40 mm/39 QF Mark VII
Continuous DPS
ƒEffective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
Initial: 38 → 32
Range2.5 km
Total DPS in Aura
ƒFar 24 + Outer Medium 32 = 56
56
Inner Medium aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 1 hit probability = 130 - the same in-game units as the Close-range AA DPS headline.
Initial: 42 → 130
Range2 km
Total DPS in Aura
ƒFar 24 + Outer Medium 32 + Inner Medium 130 = 186
186
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
Maneuverability
Engine power48,000 hp
Maximum speed36 kt
Turning circle radius590 m
Rudder shift time3.8 s
Engine power-boost threshold33.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
6.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
17.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.0·0.5144590=1.80°/s, so ratio=ωturretωhull=201.80=11.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
11.1× ok
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 450 m radius
Sonar3 charges · 120 s reload · 180 s active · 3.5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
· 2.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 83×301000=2.5 km
Module options (3)

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

HullUpgrade
  • Hit points13,000 → 15,900
  • Rudder shift6.9 → 4.9 s
  • AA mounts7 → 11
  • Close-range AA DPS27 → 46
Fire controlUpgrade
  • Main battery range9,809 → 10789.9 m
TorpedoesTrade-off
  • Range8.01 → 9.99 km
  • Alpha damage44,300 → 43,300
  • Display damage14,767 → 14,433
  • Speed61 → 62 kt

See all derived stats

Show

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

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

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp88.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(980930·80.51000+0.5)·30=88.6m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp53.1 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.6·0.6=53.1m
Med Horiz Disp28.3 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =88.6·0.319(σ=2)=28.3m
Med Vert Disp17 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53.1·0.32(σ=2)=17m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close215.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·28.120.69·0.121.07·7741.38=215.4mm. Matches the in-game spec card.
AP Pen Far55.6 mm
Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 290 m/s: P=107·2300·28.120.69·0.121.07·2901.38=55.6mm.
AP pen 5 km115 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km66 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha10,200
1,700 HE damage x 6 broadside guns = 10,200.
AP full-salvo alpha13,200
2,200 AP damage x 6 broadside guns = 13,200.
HE DPMInitial: 136,000 → 153,000
Zero upgrades: 10,200 HE full-salvo alpha x 60 / 4.5 s base reload = 136,000. All upgrades (Main Battery Mod. 3 = -10% reload): 10,200 HE full-salvo alpha x 60 / 4 s all-upgrades reload = 153,000.
AP DPMInitial: 176,000 → 198,000
Zero upgrades: 13,200 AP full-salvo alpha x 60 / 4.5 s base reload = 176,000. All upgrades (Main Battery Mod. 3 = -10% reload): 13,200 AP full-salvo alpha x 60 / 4 s all-upgrades reload = 198,000.
Shells/minInitial: 80 → 90
Zero upgrades: 6 broadside guns x 60 / 4.5 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 4 s all-upgrades reload = 90.
Fires/minInitial: 7.2 → 8.1
Zero upgrades: 80 shells/min x 9% fire chance = 7.2. All upgrades (Main Battery Mod. 3 = -10% reload): 90 shells/min x 9% fire chance = 8.1.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage115,464
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,433 = 115,464.
Per-side salvo damage115,464
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,433 = 115,464.

AA defense

Close-range AA DPS186
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×1) + (9×3.5×1) + (7×3.5×1) = 186. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index448
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.

Armor Beta

Hull HP 13,00015,900 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.

Bow & stern19 mm

Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,500 (16% of HP)
Overmatch not possible in its bracketAngle 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)19 mm primary (range 16–19 mm)11,900 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 16–20 mm)1,200 (8% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Superstructure19 mm1,100 (7% 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,000 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
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 HP4,800 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Lightning 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.