World of Warships: Legends ship guide

Lexington

Also called: 列克星敦 Beta
HE bomber carrierRolling HE bomber waves; farm broadsides and angled decks, and nurse your plane reserves.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
  • Launch from positions where the recall path stays inside your team's AA umbrella
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsTorpedo bombersFast torpedoesStrong AAHigh HP poolEasily spotted
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Community Data

Lexington Community Stats

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Playstyle

Overview

Lexington is the Tier VII American bomber carrier. HE dive bombers are her main battery, hitting for up to 6,200 per drop, so match impact comes from repeated bombing runs on broadside and angled targets rather than a single torpedo strike. Air torpedoes are a secondary option. The hull also tanks unusually well for a CV (57,300 HP, cohort-best), so she can stay in match longer than peer carriers. AA (876 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor; CV strikes route around her, not through.

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 14.5 km and run at 33 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. Both phases of a turn are slow (15.7 s on the rudder, a 1,180 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Replacing a lost aircraft takes 32 s at best, and your most fragile squadron flies at 2,550 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

High HP pool

57300 HP, best of T7 CVs.

ELITE AA
  • Top-tier AA · 876 AA
  • AA specialist
Tough flight deck

28700 HP flight deck, top decile of T7 CVs. Survives AP and HE pressure that peers can't.

ELITE ARMOR
  • Thickest plate · 178 mm
  • Heavy citadel belt · 178 mm
Slow acceleration

~36.4 s to 90% of top speed, worst of T7 CVs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Visible air torps

1.5 km torpedo detect, bottom decile of T7 CVs. Targets spot the drop early.

Acquisition

How to get Lexington

Lexington is available in the Bomber Carriers branch of the U.S. Tech Tree for 23,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,650,000 credits.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Lexington sits in the Bomber Carriers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. aircraft carriers are all-rounders, effective with both dive bombers and torpedo bombers. However, they have a bias toward their powerful high-explosive bombs over torpedoes.
Advantages
Powerful HE dive bombers, Large hangars
Disadvantages
Poor torpedo performance

Builds

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

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Cohort position

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Where Lexington sits among Tier VII CVs (10 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestHit points57,300 HP (1/11) BestAA DPS876 (1/11) BestFlak per wave (expected)2,200 (1 of 2 tied) Top 10%AA threat3,117 (2/11) Top 10%Max armor178 mm (2/11) Top 10%Citadel belt178 mm (2/10) Top 10%Deck HP28,700 HP (2/11) Top 25%Max speed33 kt (3/11) Top 25%Secondary dispersion bracket45 (3/10) Top 25%Engine power180,000 hp (3/11) Top 25%Air torpedo damage5,333 (3/10) Top 25%Squadron restore time32 s (3/11) Bottom 25%Rudder shift15.7 s (10/11) Bottom 25%Air torpedo stealth1.5 km (9/10) WorstTurning circle1,180 m (11/11) WorstSecondary fire chance5% (1 of 3 tied) WorstAcceleration36.4 s (11/11) WorstDisplacement47,700 t (11/11) WorstStern armor19 mm (1 of 5 tied) WorstBomb fire chance20% (8/8)
See 17 mid-pack stats

Not standouts for Lexington -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Concealment14.49 km(9/11) Air detection10.14 km(9/11) Secondary DPM (per side)144,000(7/10) Secondary HE alpha1,800(5/10) Secondary HE pen21 mm(6/10) Turn-speed retention152.5 hp/m(4/11) Power-to-weight3.77 hp/t(9/11) AA range5 km(5/11) Deck armor57 mm(4/10) Bomb damage6,200(6/11) Bomb penetration42.7 mm(5/8) Air torpedo range5.01 km(5/10) Air torpedo speed47 kn(4/10) Squadron size18(5/11) Plane HP2,550 HP(4/11) NormSecondary range4.5 km(6 of 10 tied at this value) NormBow armor19 mm(6 of 10 tied at this value)
Survivability
Hit PointsInitial: 54,300 → 57,300
Displacement47,700 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
277.2 x 33.7 m, draft 9.9 m
Armor range6–178 mm
Plate armor thicknesses6, 13, 19, 25, 32, 40, 51, 57, 76, 95, 152, 178 mm
Armor material/layer entries55
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 33.3% → 36.6%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.4% of max HP per second for the full 60 s, so one unattended fire burns 24% of the pool (13,752 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 30 s duration, so one unattended flood costs 7.5% of the pool (4,298 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
16%
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.
17,200
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Squadrons
Total plane capacity72
Flight deck HP28,700
Hangar HP28,700
Dive bomber
Plane HP2,650
Cruising speed120 kt
OrdnanceHE bomb, 6,200 dmg
Fire chance20%
Bomb penetration42.7 mm
Hangar max16
Hangar restore+1 every 36 s, start 12
Recovery time36 s
Torpedo bomber
Plane HP2,600
Cruising speed120 kt
Ordnancetorpedo, 5,333 dmg
Flooding chance52%
Torpedo arming time4 s
Torpedo arming distance95 m
Hangar max16
Hangar restore+1 every 39 s, start 12
Recovery time39 s
Dive bomber
Plane HP2,750
Cruising speed125 kt
OrdnanceHE bomb, 5,700 dmg
Fire chance20%
Bomb penetration42.7 mm
Hangar max18
Hangar restore+1 every 32 s, start 14
Recovery time32 s
Torpedo bomber
Plane HP2,550
Cruising speed125 kt
Ordnancetorpedo, 5,333 dmg
Flooding chance52%
Torpedo arming time4 s
Torpedo arming distance97 m
Hangar max18
Hangar restore+1 every 34 s, start 14
Recovery time34 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount pointsInitial: 61 → 41
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk1 (upgraded hull only)2×2 40mm
40 mm Bofors Mk2Initial: 9×4 → 23×4 40mm
20 mm Oerlikon Mk4Initial: 52×1 → 16×1 20mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 127mm
127 mm Mk24 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×1 127mm
Far aura
Guns127 mm Mk24 (DP) + 127 mm Mk32 (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 140 from dual-purpose secondaries firing as AA in this range band.
140
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 180 raw aura damage × 3.5 × 1 hit probability = 630 - the same in-game units as the Close-range AA DPS headline.
Initial: 242 → 630
Range3.5 km
Total DPS in Aura
ƒFar 140 + Medium 630 = 770
770
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 32 raw aura damage × 3.5 × 0.95 hit probability = 106 - the same in-game units as the Close-range AA DPS headline.
Initial: 359 → 106
Range2 km
Total DPS in Aura
ƒFar 140 + Medium 630 + Near 106 = 876
876
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 220 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 × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary 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 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts12
Firing range4.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 45 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (~20%)
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 45 + 30 = 232.5 m.
232.5 m
127 mm Mk32 (×4) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Show 1 more gun family
127 mm Mk24 (×8) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Maneuverability
Engine power180,000 hp
Maximum speed33 kt
Turning circle radius1180 m
Rudder shift time15.7 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.2 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
43.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
36.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
58.6 s
Concealment
Detectability by sea14.5 km
Detectability by air9.3 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (0 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.14 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
16.5 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
12.3 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 4 squadron size
Module options (1)

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

HullTrade-off
  • Hit points54,300 → 57,300
  • Rudder shift28.6 → 20.4 s
  • AA mounts61 → 41
  • Close-range AA DPS177 → 212

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.

AA defense

AA DPS at max range140
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 2x2 -> 50 DPS @ 3.5 km; 40mm Bofors Mk2 23x4 -> 580 DPS @ 3.5 km; 20mm Oerlikon MK4 16x1 -> 106 DPS @ 2 km; 5in38 Mk32 Mod12 4x2 -> 47 DPS @ 5 km; 5in38 Mk24 8x1 -> 93 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range140 DPS @ 5 km, 770 DPS @ 3.5 km, 876 DPS @ 2 km
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-blank876
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index3117
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 typeImproved (~20%)
Max dispersion = range (km) × 45 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km232.5 m
4.5 km × 45 + 30 = 232.5 m.

Secondary battery firepower

Secondary DPM (per side)144,000
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: 4×2 127 mm (4/side) × 60/6 × 1800 = 72,000 + 8×1 127 mm (4/side) × 60/6 × 1800 = 72,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 54,30057,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern19 mm

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

Belt / citadel178 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–40 mm)2,300 (4% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)51 mm primary (range 6–178 mm)43,000 (75% of HP)
No common AP caliber overmatches51 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–95 mm)1,100 (2% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel178 mm primary (range 19–178 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.
Superstructure6 mm primary (range 6–57 mm)800 (1% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Secondary mount (127 mm mount)separate HP pool, does not drain ship 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 HP17,200 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

Balance History

Latest 6 of 7 indexed balance updates affecting Lexington. Cards are condensed; use each source link for full context.

Nerf ×18Buff ×13Rework ×3Commander Skill ×1Airstrike ×3
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Stock torpedo bomber restoration time increased from 30 to 39 s.
  • Stock torpedo bomber base speed reduced from 130 to 120 kts.
  • Upgraded torpedo bomber restoration time increased from 27 to 34 s.
  • Upgraded torpedo bomber base speed reduced from 133 to 125 kts.
  • Stock dive bomber restoration time increased from 26 to 36 s.
  • Stock dive bomber base speed reduced from 130 to 120 kts.
  • Upgraded dive bomber restoration time increased from 24 to 32 s.
  • Upgraded dive bomber base speed reduced from 134 to 125 kts.
Read the full official post
2024-05-31

Ministry of Balance: Carriers 2.0 – First Update

  • Bombs per aircraft reduced from 4 to 3.
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 50 to 35%.
  • Bomb damage increased from 5,500 to 6,200.
  • Bomb fire-setting chances reduced from 25 to 20%.
  • Upgraded dive bombers:
  • Bomb damage increased from 5,000 to 5,700.
  • Base speed reduced from 138 to 134 knots.
  • Stock torpedo bombers:
  • Torpedo damage reduced from 7,267 to 6,333.
  • Upgraded torpedo bombers:
  • +1 more official change line in the source post.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Aiming speed increased (aiming circle shrinks faster).
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 25 to 50%.
  • Bombs per aircraft increased from 1 to 4.
  • Maximum HP per aircraft reduced from 2,850 to 2,650 (squadron HP reduced from 22,800 to 21,200).
  • Base speed increased from 110 to 130 knots.
  • Maximum flight range set to 35 kilometers.
  • Bomb damage reduced from 10,620 to 5,500.
  • HE bomb penetration reduced from 53.4 to 42.7 mm.
  • Bomb fire-setting chances reduced from 54 to 25%.
  • Bomb splash radius reduced.
  • +4 more official change lines in the source post.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 13.3 to 14.5 km; air detectability range changed from 9.3 to 10.1 km.
  • Stock dive bomber HP changed from 2,800 to 2,850; stock torpedo bomber HP changed from 2,750 to 2,800.
  • Upgraded dive bomber HP changed from 2,800 to 2,940; upgraded torpedo bomber HP changed from 2,600 to 2,850.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • Tier VII Lexington (upgraded dive bombers, stock and upgraded torpedo bombers).
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Detectability range by sea increased from 8.3 to 13.3 km.
  • Detectability range by air decreased from 10.3 to 9.3 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Lexington 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.