World of Warships: Legends ship guide

Lightning

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 6.9 km detection
  • Avoid: Burning the 6.9 km concealment advantage on guns
Key characteristics
Long torps (10 km)2 sigma accuracyHigh HE / fire outputSmoke + SonarSlow HE shells
Community Data

Lightning Community Stats

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Playstyle

Overview

Lightning is a Tier VII British stealth-leaning destroyer with strong surface detection (6.9 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best turret traverse rate in T7 DDs (50) and best smoke duration in T7 DDs (20 s).

Positioning

Hold concealment edges on the contested cap at 6.9 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 6.9 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Long-burning smoke

20.0 s Smoke Generator duration, best of T7 DDs. Holds the smoke shield longer.

Long-duration sonar

180.0 s Sonar duration, best of T7 DDs.

High fire pressure

8.1 fires/min, top decile of T7 DDs. Keeps DCP on cooldown.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

Slow HE shells

774.0 m/s HE muzzle velocity, bottom decile of T7 DDs. Lobby trajectory, harder to land at range.

Slow AP shells

774.0 m/s AP muzzle velocity, bottom decile of T7 DDs. Lobby trajectory, more lead, easier to dodge at range.

Acquisition

How to get Lightning

Lightning is available in the Dueling Destroyers branch of the U.K. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Lightning sits in the Dueling Destroyers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Ariadne M. Davis, Grotmaz Smart, and Phillip Vian are useful British destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Ariadne M. DavisGrotmaz SmartPhilip Vian

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Cohort position

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Where Lightning sits among Tier VII DDs (30 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.

Top 10%Fires per minute8.1 (4/30) Top 10%Acceleration9.8 s (4/30) Top 25%Traverse-to-turn ratio11.12 × (8/30) Top 25%Main dispersion88.6 m (5/30) Top 25%AP arming threshold20 mm (4/28) Top 25%Displacement2,700 t (8/30) Bottom 25%Hit points15,900 HP (25/30) Bottom 25%Main battery caliber120 mm (27/30) Bottom 25%HE shell damage1,700 (27/30) Bottom 25%Engine power48,000 hp (25/30) Bottom 25%Power-to-weight17.78 hp/t (24/30) WorstAP velocity774 m/s (28/28) WorstHE velocity774 m/s (30/30)
See 26 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(19/30) Concealment6.9 km(12/30) Air detection3.45 km(13/30) Rudder shift4.9 s(11/30) Main battery range10.79 km(23/30) Main battery reload4 s(15/30) HE fire chance9%(9/30) HE DPM153,000(13/30) AP shell damage2,200(18/28) AP DPM198,000(15/28) Turn-speed retention81.4 hp/m(22/30) AA DPS186(14/30) AA range4.5 km(13/30) AA threat448(18/30) Torpedo range9.99 km(11/29) Torpedo damage15,533(19/29) Torpedo speed62 kt(17/29) Torpedo reload96 s(14/29) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) Deck armor19 mm(11/25) NormAP fuse timer0.01 s(23 of 28 tied at this value) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value)

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

Sonar 3.89 kmSmoke
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%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
8,000
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.
4,800
Main Battery
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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9809/30·(8−0.5)/1000 + 0.5)·30 = 88.6 m
88.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.6 × 0.6 = 53.1 m
53.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.6 × 0.319 (σ=2) = 28.3 m
28.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.1 × 0.32 (σ=2) = 17 m
17 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Base shells/min
ƒ6 broadside guns x 60 / 4.5 s base reload = 80.
80
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
Base HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 4.5 s base reload = 136,000.
136,000
Installed HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 153,000.
153,000
Base fires/min
ƒ6 HE shells x 60 / 4.5 s reload x 9% fire chance = 7.2.
7.2
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2300 × 28.12^0.69 × 0.12^-1.07 × 774^1.38 = 215.4 mm. 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: 1e-7 × 2300 × 28.12^0.69 × 0.12^-1.07 × 290^1.38 = 55.6 mm.
55.6 mm
AP full-salvo alpha
ƒ2,200 AP damage x 6 broadside guns = 13,200.
13,200
Base AP DPM
ƒ13,200 AP full-salvo alpha x 60 / 4.5 s base reload = 176,000.
176,000
Installed AP DPM
ƒ13,200 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 198,000.
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 speed62 kt
Range9.99 km
Maximum simulated damage14,433 (est.)
Alpha damage43,300
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
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.
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
DPS
ƒIncludes 7 continuous AA damage from dual-purpose main battery firing as AA in this range band.
7
Range4.5 km
Outer Medium aura
DPSInitial: 11 → 9
Range2.5 km
Total DPS in Aura
ƒFar 7 + Outer Medium 9 = 16
16
Inner Medium aura
DPSInitial: 12 → 37
Range2 km
Total DPS in Aura
ƒFar 7 + Outer Medium 9 + Inner Medium 37 = 53
53
Maneuverability
Engine moduleEngine: 48,000 hp
Engine power48,000 hp
Maximum speed36 kt
Turning circle radius590 m
Engine power multiplier speed threshold33.5 kt
Traverse-to-turn ratio11.1× ok
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect after firing main guns6.9 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 · 20 s emit / 40 s cloud active
Sonar3 charges · 120 s reload · 180 s active · 3.89 km ship detect · 2.78 km torpedo detect
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
  • Turret traverse20 → 50 °/s
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

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp88.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9809/30·(8−0.5)/1000 + 0.5)·30 = 88.6 m
Max Vert Disp53.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.6 × 0.6 = 53.1 m
Med Horiz Disp28.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.6 × 0.319 (σ=2) = 28.3 m
Med Vert Disp17 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.1 × 0.32 (σ=2) = 17 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close215.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2300 × 28.12^0.69 × 0.12^-1.07 × 774^1.38 = 215.4 mm. 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: 1e-7 × 2300 × 28.12^0.69 × 0.12^-1.07 × 290^1.38 = 55.6 mm.
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.
Base HE DPM136,000
10,200 HE full-salvo alpha x 60 / 4.5 s base reload = 136,000.
Base AP DPM176,000
13,200 AP full-salvo alpha x 60 / 4.5 s base reload = 176,000.
Installed HE DPM153,000
10,200 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 153,000.
Installed AP DPM198,000
13,200 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 198,000.
Base shells/min80
6 broadside guns x 60 / 4.5 s base reload = 80.
Installed shells/min90
6 broadside guns x 60 / 4 s installed Artillery reload = 90.
Base fires/min7.2
6 HE shells x 60 / 4.5 s reload x 9% fire chance = 7.2.
Installed fires/min8.1
6 HE shells x 60 / 4 s installed reload 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage115,464
per-side salvo x per-torpedo simulated damage.

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.
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

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.

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 19–20 mm)2,500 (16% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 16–20 mm)1,200 (8% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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 ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior Lightning can equip, from in-game data.

  • Lightning 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.