World of Warships: Legends ship guide

AL Z24

Beta
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
Playstyle
  • Use Sonar to bully caps and spot torpedo threats, then launch enhanced torpedoes at ships already commi…
  • Avoid unsupported gun duels
  • Avoid: Do not play her like a pure gunboat

Variant of Z-23

AL Z-24 is a Z-23-based Azur Lane variant with improved sonar and torpedoes, traded against slightly weaker, slower main-battery fire.

Show all differences

Consumables

  • Sonar duration 100 s (was 96 s)
  • Sonar torpedo acquisition 3.5 km (was 3.1 km)
  • Sonar ship acquisition 5.0 km (was 4.4 km)

Torpedoes

  • Torpedo range 11.0 km (was 9.51 km)
  • Torpedo detectability 1.2 km (was 1.4 km)

Artillery

  • HE damage 1,900 (was 2,200)
  • Main battery reload 6.2 s (was 6.0 s)
Community Data

AL Z24 Community Stats

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Playstyle

Overview

AL Z24 is a torpedo-focused German destroyer based on Z-23, with official notes calling out improved Sonar and enhanced torpedoes plus commander support for stacking torpedo damage. Play her as a hydro-backed ambush destroyer.

Positioning

Use Sonar to bully caps and spot torpedo threats, then launch enhanced torpedoes at ships already committed to turns or pushes. Avoid unsupported gun duels.

Potato Avoidance

Play her like a pure gunboat

AL Z24’s special value is torpedo pressure supported by German utility.

Acquisition

How to get AL Z24

AL Z24 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: 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.

Best listed chance for this ship

  • Azur Lane VII Crate 1% One of the Azur Lane Tier VII Premium Ships Collaboration containers · Azur Lane VII Crate · 1 of 2 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for concealment, torpedo damage/reload, Sonar utility, survivability, and enough gun handling for destroyer fights.

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Most stats below come from the base ship, Z-23. Rows where this variant differs are marked with a badge; hover the badge to see the base value.

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

Sonar 4.93 kmSmokeEngine Boost
Survivability
Hit PointsInitial: 14,700 → 19,500
Displacement3,660 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries25
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.
9,800
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.
5,900
Main Battery
ModuleArtillery: 150 mm L/48 Tbts KC/36
Mounts / barrels4 mounts / 4 barrels
Reload time6.2 s Δ
Firing range (base)9.7 km
Firing range (top fire control)10.6 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 = (9675/30·(8−0.5)/1000 + 0.5)·30 = 87.6 m
87.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.6 × 0.6 = 52.5 m
52.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.6 × 0.32 (σ=2) = 28 m
28 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.5 × 0.32 (σ=2) = 16.8 m
16.8 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ4 broadside guns x 60 / 6.2 s base reload = 39
39 Δ
HE shells
HE Damage1,900 Δ
HE Velocity830 m/s → 835 m/s
Fire Chance6% → 12%
HE penetration
ƒIn-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 4 broadside guns = 8,800.
8,800
Base HE DPM
ƒ8,800 HE full-salvo alpha x 60 / 6.2 s base reload = 85,161
85,161 Δ
Installed HE DPM
ƒ8,800 HE full-salvo alpha x 60 / 5.58 s installed reload (Main Battery Mod. 3 = -10%) = 94,624
94,624 Δ
Base fires/min
ƒ4 HE shells x 60 / 6.2 s reload x 12% fire chance = 4.65
4.65 Δ
AP shells
AP Damage3,000 → 3,700
AP Velocity830 m/s → 835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(128 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 × 1933 × 45.3^0.69 × 0.15^-1.07 × 835^1.38 = 220 mm. Matches the in-game spec card.
220 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 273.8 m/s: 1e-7 × 1933 × 45.3^0.69 × 0.15^-1.07 × 273.8^1.38 = 47.2 mm.
47.2 mm
AP full-salvo alpha
ƒ3,700 AP damage x 4 broadside guns = 14,800.
14,800
Base AP DPM
ƒ14,800 AP full-salvo alpha x 60 / 6.2 s base reload = 143,226
143,226 Δ
Installed AP DPM
ƒ14,800 AP full-salvo alpha x 60 / 5.58 s installed reload (Main Battery Mod. 3 = -10%) = 159,140
159,140 Δ
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.
15
Torpedoes
ModuleTorpedoes: G7 Schildbutt
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time81 s
Projectile speed66 kt
Range11.0 km Δ
Maximum simulated damage13,400 (est.)
Alpha damage40,200
Torpedo detectability1.2 km Δ
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming204 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
107,200
AA Defense
AA mount pointsInitial: 8 → 10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (27×3.5×0.95) = 191. 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.
191
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm Flak LM/42Initial: 37 mm Flakzwilling 30 (2×2) → 37 mm Flak LM/42 (4×2)
20 mm Flakvierling 38 (upgraded hull only)4×4 20mm
20 mm Flakzwilling 38 (upgraded hull only)2×2 20mm
20 mm Flak 38 (stock hull only)6×1 20mm
Medium aura
DPSInitial: 5 → 29
Range3.5 km
Near aura
DPSInitial: 19 → 27
Range2 km
Total DPS in Aura
ƒMedium 29 + Near 27 = 56
56
Maneuverability
Engine moduleEngine: 70,000 hp
Engine power70,000 hp
Maximum speed37 kt
Turning circle radius680 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.0× drags
Concealment
Detectability by sea6.82 km
Detectability by air3.41 km
Smoke firing penalty2.54 km
Detect after firing main guns6.82 km
Detect Fire Sea8.82 km
Detect Fire Air6.41 km
Guaranteed Detect2 km
Consumables
Variant consumable changes
Sonar100 s active · 5.0 km ship detect · 3.5 km torpedo detect
  • Sonar duration 100 s (was 96 s)
  • Sonar torpedo acquisition 3.5 km (was 3.1 km)
  • Sonar ship acquisition 5.0 km (was 4.4 km)
Source: Azur Lane Wave VII is Coming (Wargaming) · 2025-12-29. Values appear here as WG published them; per-consumable timings WG did not list are omitted rather than estimated.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 69 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect

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 Disp87.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9675/30·(8−0.5)/1000 + 0.5)·30 = 87.6 m
Max Vert Disp52.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.6 × 0.6 = 52.5 m
Med Horiz Disp28 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.6 × 0.32 (σ=2) = 28 m
Med Vert Disp16.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.5 × 0.32 (σ=2) = 16.8 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close220 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 × 1933 × 45.3^0.69 × 0.15^-1.07 × 835^1.38 = 220 mm. Matches the in-game spec card.
AP Pen Far47.2 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 273.8 m/s: 1e-7 × 1933 × 45.3^0.69 × 0.15^-1.07 × 273.8^1.38 = 47.2 mm.
HE penetration25 mm
In-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).
AP overmatch8 mm
floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha8,800
2,200 HE damage x 4 broadside guns = 8,800.
AP full-salvo alpha14,800
3,700 AP damage x 4 broadside guns = 14,800.
Base HE DPM85,161 Δ
8,800 HE full-salvo alpha x 60 / 6.2 s base reload = 85,161
Base AP DPM143,226 Δ
14,800 AP full-salvo alpha x 60 / 6.2 s base reload = 143,226
Installed HE DPM94,624 Δ
8,800 HE full-salvo alpha x 60 / 5.58 s installed reload (Main Battery Mod. 3 = -10%) = 94,624
Installed AP DPM159,140 Δ
14,800 AP full-salvo alpha x 60 / 5.58 s installed reload (Main Battery Mod. 3 = -10%) = 159,140
Base shells/min39 Δ
4 broadside guns x 60 / 6.2 s base reload = 39
Installed shells/min43.03 Δ
4 broadside guns x 60 / 5.58 s installed Artillery reload = 43.03
Base fires/min4.65 Δ
4 HE shells x 60 / 6.2 s reload x 12% fire chance = 4.65
Installed fires/min5 Δ
4 HE shells x 60 / 5.58 s installed reload x 12% fire chance = 5

Torpedoes

Torpedo detectability1.2 km Δ
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed66 kt
Travel time to max range55.4 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 damage107,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage107,200
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS191
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (27×3.5×0.95) = 191. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index535
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
Exteriors

Skins & permanent camouflages

Every custom exterior AL Z24 can equip, from in-game data.

  • AL Z24 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.