World of Warships: Legends ship guide

Lüshun

Also called: 旅顺 Beta
Pan-Asia · Tier VIII · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
High AP DPMSmoke + SonarDeep-water torpedoesFast reloadSuper-healSlow acceleration
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Community Data

Lüshun Community Stats

Across 18,000+ Standard battles from 250+ players, Lüshun averages a 68% win rate, 56,000 damage and 1.2 kills per battle, and survives 54% of them.

Community Data

Lüshun Community Stats

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Playstyle

Overview

Lüshun is a Tier VIII Pan-Asian gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her torpedoes run deep and pass under destroyers, so against a peer DD the guns are the only answer she has. She also packs the super-heal (1.5%/s, for 20 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: AP DPM in T8 DDs (280,000, 4th of 26) and smoke duration in T8 DDs (30 s, 3rd of 22). The trade is slow acceleration in T8 DDs (5.2 s, 24th of 28).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.7 km of reach against 6.8 km of detection leaves about 3.9 km in which you can shoot before the answer arrives. 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. Shooting from the cloud gives you away at 2.6 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (5.4 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless.

Potato Avoidance

Trading guns in open water against peer DDs These torpedoes ignore the Destroyer class

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 6.8 km with 18,500 HP to spend, so the second ship to join the trade decides it. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 3/28 T8 DDs.

ELITE MAIN BATTERY ↗
  • AP DPM machine · 280000 AP
  • Fast reload · 1.7 s
Long smoke deployment ↗

30 s smoke deployment window, top decile of the 22 T8 DDs with smoke. Lays a longer rolling smoke trail while moving.

Big torpedo salvo ↗

10 tubes per side, best of T8 DDs. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.

Slow acceleration ↗

~5.2 s from a stop to 12 kt, bottom decile of T8 DDs. Sluggish rebuild after a turn or a stop, so a full stop or a hard turn leaves it exposed for longer.

Pattern widens fast with range ↗

Shell pattern widens about 8.9 m per km of range, bottom decile of T8 DDs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get Lüshun

Lüshun is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and Containers. 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Super VIII crate 4.761905% One of the Tier VIII Premium ships Event · Super VIII crate · 1 of 21 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Chest of Rarities 0.25% Tier VIII Premium ship Event · Chest of Rarities · 1 of 8 ships
Show all 9 containers (6 more)
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Piñata Chest 0.025% Tier VIII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Archived · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
  • "Eastern Horizons" Campaign Breakdown Campaign Start: 2024-04-29 · End: 2024-05-26
    • Reach the 80th milestone with an active Admiralty Backing to earn Pan-Asian Tier VIII Premium destroyer Lüshun.
  • May Update: Gold and Crimson Campaign Start: 2024-04-25
    • Pan-Asian Tier VIII destroyer Lüshun is the highlight of our new 4-week campaign featuring 80 milestones.
    • Pan-Asian Tier VIII Premium destroyer Lüshun
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Deng Shichang

WG official
InspirationsWilliam Sims · Erich Bey

WG official build from Through the Spy Glass: Lüshun.

Source: Through the Spy Glass: Lüshun

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Lüshun sits among Tier VIII DDs (27 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.

BestMain battery reload1.7 s (1/28) BestRepair heal rate1.5 %/s (1 of 4 tied) Top 10%Torpedo reaction time4.6 s (3/27) Top 25%Stealth profile6.8 km / 3.4 km (8/28 / 8/28) Top 25%AP DPM280,000 (4/26) Top 25%AP velocity950 m/s (7/26) Top 25%HE velocity950 m/s (5/26) Top 25%AA range5.2 km (6/28) Bottom 25%Main battery range10.7 km (24/28) Bottom 25%Time to 90% speed17.1 s (22/28) Bottom 25%Acceleration (0-12 kt)5.2 s (24/28) Bottom 25%AP arming threshold22 mm (21/26) Bottom 25%Power-to-weight16.76 hp/t (23/28) Bottom 10%HE shell damage1,300 (25/26) WorstHE fire chance5% (1 of 8 tied)
See 27 mid-pack stats

Not standouts for Lüshun -- 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.

Hit points18,500 HP(21/28) Max speed36 kt(17/28) Smoke fire bloom2.59 km(13/28) Rudder shift4.6 s(17/28) Turning circle700 m(16/28) Main battery caliber130 mm(9/28) Fires per minute7(9/26) HE DPM182,000(9/26) Main dispersion95.2 m(9/28) AP fuse timer0.01 s(14/26) Engine power64,200 hp(16/28) Power / turn radius91.7 hp/m(20/28) Displacement3,830 t(16/28) AP pen at 10 km93 mm(9/26) Effective HE DPM (incl. fire)239,380(10/26) AA DPS239(13/28) AA threat932(9/28) Flak damage per salvo (expected)1,000(15/23) Torpedo range10.98 km(10/27) Torpedo damage≈16,733(9/27) Torpedo speed65 kt(17/27) Torpedo reload125 s(16/27) NormAP ricochet start45°(19 of 26 tied at this value) NormAP auto-bounce angle60°(19 of 26 tied at this value) NormTurn speed retained81%(24 of 28 tied at this value) NormMax armor20 mm(24 of 28 tied at this value) NormCitadel belt20 mm(24 of 28 tied at this value)
Survivability
Hit Points18,500
Displacement3,830 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
133.8 x 13.6 m
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries20
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 18,500 HP = 1,665 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 18,500 HP = 1,850 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
9,300
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.
5,600
Effective HP
ƒBase 18,500 HP plus everything Repair Party can restore: 0.015 of max HP per second (1.5%) × 20 s × 18,500 HP = 5,550 HP per charge, × 2 charges = 11,100 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
29,600
Repairable: penetration60%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,700 = 5,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,700
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 13,900 = 27,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
13,900
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 700 = 1,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
700
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,100 = 4,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,100
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 130 mm/58 Type 76
Mounts / barrels2 mounts / 4 barrels
Reload time1.7 s
Firing range10.7 km
Turret traverse18 °/s
Turret armor20 mm
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.7 km) shells land in an ellipse about 95 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1070030·8−0.51000+0.5)·30=95.2m
95.2 m at 10.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.2·0.6=57.2m
57.2 m at 10.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =95.2·0.62=28.6m
28.6 m at 10.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.2·0.62=17.1m
17.1 m at 10.7 km
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 1.714 s (1.7 s = 12 ticks) base reload = 140. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 1.571 s (1.5 s = 11 ticks) all-upgrades reload (1.7 s × 0.9 Main Battery Mod. 3 = 1.5 s) = 152.7.
Initial: 140 → 152.7
HE shells
HE alpha1,300
HE Velocity950 m/s
Fire Chance5%
HE fire DPM vs T8 BB57380
Effective HE DPM vs T8 BB239380
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,300 HE damage x 4 broadside guns = 5,200.
5,200
HE DPM
ƒZero upgrades: 5,200 HE full-salvo alpha x 60 / 1.714 s (1.7 s = 12 ticks) base reload = 182,000. All upgrades (Main Battery Mod. 3 = -10% reload): 5,200 HE full-salvo alpha x 60 / 1.571 s (1.5 s = 11 ticks) all-upgrades reload (1.7 s × 0.9 Main Battery Mod. 3 = 1.5 s) = 198,545.
Initial: 182,000 → 198,545
Fires/min
ƒZero upgrades: 140 shells/min × 0.05 (5% fire chance) = 7. All upgrades (Main Battery Mod. 3 = -10% reload): 152.7 shells/min × 0.05 (5% fire chance) = 7.64.
Initial: 7 → 7.64
AP shells
AP alpha2,000
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1900·33.40.69·0.13−1.07·9501.38=244mm.
244 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.7 km), where the shell has slowed to 452 m/s: P=10−7·1900·33.40.69·0.13−1.07·4521.38=87.6mm.
87.6 mm at 10.7 km
AP full-salvo alpha
ƒ2,000 AP damage x 4 broadside guns = 8,000.
8,000
AP DPM
ƒZero upgrades: 8,000 AP full-salvo alpha x 60 / 1.714 s (1.7 s = 12 ticks) base reload = 280,000. All upgrades (Main Battery Mod. 3 = -10% reload): 8,000 AP full-salvo alpha x 60 / 1.571 s (1.5 s = 11 ticks) all-upgrades reload (1.7 s × 0.9 Main Battery Mod. 3 = 1.5 s) = 305,455.
Initial: 280,000 → 305,455
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.
12
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time125 s
Projectile speed65.0 kt
Range10.98 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=50,200·0.333=16,733. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 16,733
Maximum damage (ammunition)
ƒ50,200 warhead alpha / 3 + 1,200 blast = 17,933. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
17,933
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,200
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km65 kt×2.6855=4.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
4.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.02 per hit, shown as 3.02×100=302%. 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.
302%
Torpedo launcher traverse25 °/s
Launch arcscentreline
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
167,330
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
5.2 km
57 mm Type 664×2 57mm
25 mm Type 614×2 25mm
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 46 from dual-purpose main battery firing as AA in this range band.
46
Range5.2 km
Medium aura
Guns57 mm Type 66
Continuous DPS
ƒEffective DPS: 40 raw aura damage × 3.5 × 1 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.
140
Range4 km
Total DPS in Aura
ƒFar 46 + Medium 140 = 186
186
Near aura
Guns25 mm Type 61
Continuous DPS
ƒEffective DPS: 16 raw aura damage × 3.5 × 0.95 hit probability = 53 - the same in-game units as the Close-range AA DPS headline.
53
Range2.5 km
Total DPS in Aura
ƒFar 46 + Medium 140 + Near 53 = 239
239
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
Maneuverability
Engine power64,200 hp
Maximum speed36.0 kt
Turning circle radius700 m
Rudder shift time4.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36 / 4 + 4.9 = 13.9 kt. Base value; speed modifiers scale it.
13.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
16.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36.0 kt).
17.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36.0 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.
28.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 18 − 6.7 = +11.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+11.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.8 km x 0.955 = 6.49 km. Camouflage does not change detectability by air.
6.8 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.8 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.49 km.
6.49 km
Detectability by air3.4 km
Smoke firing penalty2.59 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.8 km) = 10.7 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.7 km
Detect when firing (air)
ƒAir detectability 3.4 km + gun-firing bloom 2.5 km = 5.9 km. The bloom tracks main-battery caliber x 0.020.
5.9 km
Detect when on fire (sea)
ƒSea detectability 6.8 km + 2.0 km while burning = 8.8 km.
8.8 km
Detect when on fire (air)
ƒAir detectability 3.4 km + 3.0 km while burning = 6.4 km.
6.4 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 30 s emit / 70 s cloud active · 450 m radius
Sonar2 charges · 180 s reload · 90 s active · 5.43 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 181×301000=5.43 km
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 km
Repair Party2 charges · 120 s reload · 20 s active · 5,550 HP (30% of max HP) total heal (per charge)
ƒ0.015 of max HP per second (1.5%) × 20 s effective active time = 0.3 of max HP × 18,500 HP = 5,550 HP: up to 30% of max HP restored per charge.
· 11,100 HP (60% of max HP) total heal (all charges)
ƒ0.3 of max HP per charge × 2 charges = 0.6 × 18,500 HP = 11,100 HP: up to 60% of max HP if the whole Repair Party loadout is used.
· 278 HP/s (1.5% of max HP) heal per second
ƒ0.015 (1.5% of max HP) × 18,500 HP = 278 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter height @ 5 km25.2 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10700=5350 m, and radiusOnMax=0.6 at 10700 m. Below the kink: k=0.2+(0.5−0.2)·50005350=0.4804, so σV=σH·k=52.5·0.4804=25.2m.
Shell scatter height @ 10 km52.8 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10700=5350 m, and radiusOnMax=0.6 at 10700 m. Above the kink: k=0.5+(0.6−0.5)·10000−535010700−5350=0.5869, so σV=σH·k=90·0.5869=52.8m.
AP pen 5 km149 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1900·33.40.69·0.13−1.07·664.71.38=149mm, where 664.7 m/s is the shell's speed when it arrives at 5 km (from 950 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km93 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1900·33.40.69·0.13−1.07·472.81.38=93mm, where 472.8 m/s is the shell's speed when it arrives at 10 km (from 950 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.54 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2906·0.1328·33=5.84×10−5. That runs from a 950 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.54 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2941·0.1328·33.4=5.84×10−5. That runs from a 950 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,900
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass33.4 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2941
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity950 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity950 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time4.6 s
800 m / (65.0 kt × 2.6855) = 4.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range62.9 s
10980 m / (65.0 kt × 2.6855) = 62.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count10
2 launchers × 5 tubes.
Per-side salvo10 torpedoes
2 launchers × 5 tubes = 10, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage167,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range46
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 57mm Type 66 4x2 -> 140 DPS @ 4 km; 25mm Type 61 4x2 -> 53 DPS @ 2.5 km; Far AA (?) -> 46 DPS @ 5.2 km.
AA DPS layered by range46 DPS @ 5.2 km, 186 DPS @ 4 km, 239 DPS @ 2.5 km
@ 5.2 km: 46 from one family; @ 4 km: 140 + 46 = 186; @ 2.5 km: 140 + 53 + 46 = 239. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank239
140 + 53 + 46 = 239 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index932
140 × 4 + 53 × 2.5 + 46 × 5.2 = 932. 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 range2.5 km
Open in Charting Tool

Ship Charts

Background

From 1949 through 1956, a scientific and technical support program was in effect between the U.S.S.R. and P.R.C. Under this program, the Soviets shared the blueprints of promising warships with China - including the technical documentation for the Project 41 destroyer. While China didn't build any ships of this project in its original form, they built fifteen 051-class (Luda-class) missile destroyers from 1968 through 1987 that were based on Project 41.

Armor Beta

Hull HP 18,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 134+ AP 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 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,700 (15% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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)19 mm13,900 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle 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 6–20 mm)2,100 (11% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle 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 mm700 (4% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP9,300 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (57 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 HP5,600 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Lüshun can equip.

  • Lüshun 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.