World of Warships: Legends ship guide

London

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Hold 12-15 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
2 sigma accuracySmoke + SonarDefensive AASlow heal cycle
Community Data

London Community Stats

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Playstyle

Overview

London is a Tier V British cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (3.9 km on ships and 2.8 km on torpedoes, 180 s active, 120 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best AP fuse timer in T5 CAs (0.033 s) and best AA reach in T5 CAs (5 km).

Positioning

Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~1.6%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

Long-reach AA

5.0 km AA reach, best of T5 CAs.

Super-heal

Repair Party heals 1.6%/s, best of T5 CAs. Restores more HP per active second than peers.

Long-duration sonar

180.0 s Sonar duration, best of T5 CAs.

Big-caliber overmatch

14.2 mm overmatch threshold, top decile of T5 CAs. Punishes bow-tanking ships peers can't crack.

Slow heal cycle

120.0 s Repair Party reload, worst of T5 CAs. Heals come off cooldown slower than peers.

Stiff AP fuse

34.0 mm AP arming threshold, bottom decile of T5 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get London

London is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Campaign. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Show all 14 containers (11 more)
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Event containers · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event containers · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Royal Navy Cruisers Crate 0.14% V London Early access containers · Royal Navy Cruisers Crate
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Ultimate Crate 0.024227% Tier V Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event containers · Mystic Box · 1 of 25 ships
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
  • "Pride of Prussia" Campaign Breakdown Campaign Start: 2022-01-31 · End: 2022-03-06 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Belfast '43 Ship feature / release Start: 2022-05-17 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • “Veni, Vidi, Vici” Update 5,000 Doubloons 2020-08-27 Tier V default; exact price not in source
Show direct source rows

Builds Beta

AL Belfast, AL Cheshire, and AL Neptune are useful British cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL BelfastAL CheshireAL Neptune

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

Cohort position

Hide

Where London sits among Tier V CAs (28 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.

BestAP fuse timer0.03 s (1 of 11 tied) BestAA range5 km (1 of 10 tied) BestRepair heal rate1.6 %/s (1/7) Top 25%Hit points34,600 HP (5/28) Top 25%Traverse-to-turn ratio6.02 × (8/28) Top 25%Main battery caliber203 mm (6/28) Top 25%Secondary DPM (per side)120,000 (5/25) Top 25%AA DPS277 (7/28) Top 25%Max armor114 mm (8/28) Top 25%Deck armor114 mm (5/28) Bottom 25%Max speed32 kt (22/28) Bottom 25%Main battery reload13.5 s (25/28) Bottom 25%Fires per minute5.33 (21/26) Bottom 25%HE DPM101,333 (21/26) Bottom 25%AP DPM161,778 (25/28) Bottom 25%Main dispersion133.3 m (22/28) Bottom 25%Acceleration11.2 s (26/28) Bottom 25%AP arming threshold34 mm (23/28) Bottom 25%Displacement13,438 t (24/28) Bottom 25%Torpedo range7.02 km (19/24) Bottom 25%Torpedo speed59 kt (21/24) Bottom 10%Power-to-weight5.95 hp/t (27/28) Bottom 10%Torpedo reload106 s (23/24) WorstSecondary range4 km (1 of 9 tied)
See 19 mid-pack stats

Not standouts for London -- 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.

Concealment11.12 km(11/28) Air detection6.67 km(10/28) Rudder shift10.2 s(15/28) Main battery range14.54 km(13/28) Sigma2(15/28) HE alpha1,500(11/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) AP velocity855 m/s(14/28) HE velocity855 m/s(13/26) Engine power80,000 hp(18/28) Turn-speed retention112.7 hp/m(21/28) AA threat864(10/28) Torpedo damage15,733(9/24) Citadel belt102 mm(10/28) Stern armor30 mm(15/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

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

Sonar 3.89 kmRepair 2Def-AASmoke
Survivability
Hit Points34,600
Displacement13,438 t
Armor range13–114 mm
Plate armor thicknesses13, 16, 19, 25, 30, 35, 38, 76, 102, 114 mm
Armor material/layer entries33
Fire resistance23.3%
Fire duration30 s
Torp Reduction4%
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.
17,300
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.
10,400
Main Battery
ModuleArtillery: 203 mm/50 BL Mk VIII
Mounts / barrels4 mounts / 8 barrels
Reload time15 s
Firing range14.5 km
Turret traverse8 °/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 = (14536/30·(8−1.1)/1000 + 1.1)·30 = 133.3 m
133.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.3 × 0.6 = 80 m
80 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.3 × 0.32 (σ=2) = 42.6 m
42.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 80 × 0.32 (σ=2) = 25.6 m
25.6 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 15 s base reload = 32.
32
HE shells
HE Damage2,850
HE Velocity855 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 8 broadside guns = 22,800.
22,800
Base HE DPM
ƒ22,800 HE full-salvo alpha x 60 / 15 s base reload = 91,200.
91,200
Base fires/min
ƒ8 HE shells x 60 / 15 s reload x 15% fire chance = 4.8.
4.8
AP shells
AP Damage4,550
AP Velocity855 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 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 × 2400 × 116.1^0.69 × 0.203^-1.07 × 855^1.38 = 390.9 mm. Matches the in-game spec card.
390.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.2 km), where the shell has slowed to 347.3 m/s: 1e-7 × 2400 × 116.1^0.69 × 0.203^-1.07 × 347.3^1.38 = 112.7 mm.
112.7 mm
AP full-salvo alpha
ƒ4,550 AP damage x 8 broadside guns = 36,400.
36,400
Base AP DPM
ƒ36,400 AP full-salvo alpha x 60 / 15 s base reload = 145,600.
145,600
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.
20
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time106 s
Projectile speed59 kt
Range7.02 km
Maximum simulated damage14,633 (est.)
Alpha damage43,900
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming182 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
58,532
AA Defense
AA mount points17
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×0.9) + (38×3.5×0.85) + (29×3.5×0.9) = 277. 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.
277
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/39 QF Mark VIII2×8 40mm
20 mm Oerlikon Mk IV15×1 20mm
102 mm/45 QF Mk XIX (DP)4×2 102mm
Far aura
DPS
ƒIncludes 29 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
29
Range5 km
Medium aura
DPS23
Range2.5 km
Total DPS in Aura
ƒFar 29 + Medium 23 = 52
52
Near aura
DPS38
Range2 km
Total DPS in Aura
ƒFar 29 + Medium 23 + Near 38 = 90
90
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed32 kt
Turning circle radius710 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.0× slow
Concealment
Detectability by sea11.12 km
Detectability by air6.67 km
Smoke firing penalty6.15 km
Detect after firing main guns11.12 km
Detect Fire Sea13.12 km
Detect Fire Air9.67 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 120 s reload · 20 s active · 1.6% heal per second · 32% of max HP total heal
Choose one
Sonar3 charges · 120 s reload · 180 s active · 3.89 km ship detect · 2.78 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator2 charges · 240 s reload · 20 s emit / 99 s cloud active
Module options (1)

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

HullUpgrade
  • Turret traverse8 → 6 °/s

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 Disp133.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14536/30·(8−1.1)/1000 + 1.1)·30 = 133.3 m
Max Vert Disp80 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.3 × 0.6 = 80 m
Med Horiz Disp42.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.3 × 0.32 (σ=2) = 42.6 m
Med Vert Disp25.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 80 × 0.32 (σ=2) = 25.6 m
AP Pen Close390.9 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 × 2400 × 116.1^0.69 × 0.203^-1.07 × 855^1.38 = 390.9 mm. Matches the in-game spec card.
AP Pen Far112.7 mm
Same formula at the ship's max firing range (18.2 km), where the shell has slowed to 347.3 m/s: 1e-7 × 2400 × 116.1^0.69 × 0.203^-1.07 × 347.3^1.38 = 112.7 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha22,800
2,850 HE damage x 8 broadside guns = 22,800.
AP full-salvo alpha36,400
4,550 AP damage x 8 broadside guns = 36,400.
Base HE DPM91,200
22,800 HE full-salvo alpha x 60 / 15 s base reload = 91,200.
Base AP DPM145,600
36,400 AP full-salvo alpha x 60 / 15 s base reload = 145,600.
Base shells/min32
8 broadside guns x 60 / 15 s base reload = 32.
Base fires/min4.8
8 HE shells x 60 / 15 s reload x 15% fire chance = 4.8.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range45.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage117,064
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage58,532
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS277
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×0.9) + (38×3.5×0.85) + (29×3.5×0.9) = 277. 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 index864
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)120,000
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.

Armor

Hull HP 34,600, 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
Bow30 mm primary (range 16–30 mm)3,000 (9% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–25 mm)26,000 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–38 mm)2,200 (6% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 16–102 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).
Superstructure13 mm primary (range 13–114 mm)2,400 (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 HP17,300 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.
Secondary mount (102 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 HP10,400 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 London can equip, from in-game data.

  • London 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.