World of Warships: Legends ship guide

AL Z24

Beta
Germany · Tier VII · Destroyer · Premium · Z-23 Variant
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 you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (11 km)High fire chanceSmoke + SonarEngine BoostDeep-fuse APStiff AP fuse
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Community Data

AL Z24 Community Stats

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Playstyle

Overview

AL Z24 is a Tier VII German 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. Standout traits: best HE fire chance in T7 DDs (12) and best AP fuse timer in T7 DDs (0.03 s).

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; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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.

Potato Avoidance

Trading guns in open water against peer DDs

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.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • High fire chance · 12.0%
  • Deep-fuse AP · 0.03 s
  • Big-caliber overmatch · 10.4 mm
  • Overmatch specialist
WEAK MAIN BATTERY
  • Stiff AP fuse · 25.0 mm
  • Short gun range · 10.64 km
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

Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

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Cohort position

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Where AL Z24 sits among Tier VII DDs (34 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 caliber150 mm (1 of 5 tied) BestHE fire chance12% (1 of 3 tied) BestAP fuse timer0.03 s (1 of 7 tied) Top 10%AP shell damage3,700 (3/32) Top 10%Main dispersion87.6 m (4/34) Top 25%Hit points19,500 HP (9/34) Top 25%Stealth profile6.82 km / 3.41 km (8/34 / 9/34) Top 25%AP pen at 10 km80 mm (9/32) Top 25%Torpedo reload81 s (7/33) Bottom 25%Rudder shift4.5 s (28/34) Bottom 25%Main battery reload5.6 s (28/34) Bottom 25%HE DPM101,786 (28/34) Bottom 25%Displacement3,660 t (27/34) Bottom 10%Traverse-to-turn ratio4.99 × (33/34) Bottom 10%Main battery range10.64 km (33/34) WorstAP arming threshold25 mm (1 of 5 tied)
See 24 mid-pack stats

Not standouts for AL Z24 -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed37 kt(13/34) HE shell damage1,900(14/34) Fires per minute6.43(13/34) AP DPM198,214(14/32) AP velocity835 m/s(18/32) HE velocity835 m/s(19/34) Acceleration17.8 s(23/34) Engine power70,000 hp(10/34) Turn-speed retention102.9 hp/m(15/34) Power-to-weight19.13 hp/t(21/34) Effective HE DPM (incl. fire)149,482(26/34) AA DPS191(15/34) AA range3.5 km(23/34) AA threat535(17/34) Torpedo range11.01 km(10/33) Torpedo damage≈13,400(25/33) Torpedo speed66 kt(15/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormTurn speed retained81%(32 of 34 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit Points19,500
Displacement3,660 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries25
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 150 mm L/48 Tbts LC/36
Mounts / barrels4 mounts / 5 barrels
Reload time6.2 s
Firing range (base)9.7 km
Firing range (top fire control)10.6 km
Turret traverse8 °/s
HE fire DPM vs T7 BB43071
Effective HE DPM vs T7 BB135007
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(967530·80.51000+0.5)·30=87.6m
87.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.6·0.6=52.5m
52.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.6·0.32(σ=2)=28m
28 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.5·0.32(σ=2)=16.8m
16.8 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 5 broadside guns x 60 / 6.2 s base reload = 48.4. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 5.6 s all-upgrades reload = 53.6.
Initial: 48.4 → 53.6
HE shells
HE Damage1,900
HE Velocity835 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ1,900 HE damage x 5 broadside guns = 9,500.
9,500
HE DPM
ƒZero upgrades: 9,500 HE full-salvo alpha x 60 / 6.2 s base reload = 91,935. All upgrades (Main Battery Mod. 3 = -10% reload): 9,500 HE full-salvo alpha x 60 / 5.6 s all-upgrades reload = 101,786.
Initial: 91,935 → 101,786
Fires/min
ƒZero upgrades: 48.4 shells/min x 12% fire chance = 5.81. All upgrades (Main Battery Mod. 3 = -10% reload): 53.6 shells/min x 12% fire chance = 6.43.
Initial: 5.81 → 6.43
AP shells
AP Damage3,700
AP Velocity835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1933·45.30.69·0.151.07·8351.38=220mm. 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 343.5 m/s: P=107·1933·45.30.69·0.151.07·343.51.38=64.6mm.
64.6 mm
AP full-salvo alpha
ƒ3,700 AP damage x 5 broadside guns = 18,500.
18,500
AP DPM
ƒZero upgrades: 18,500 AP full-salvo alpha x 60 / 6.2 s base reload = 179,032. All upgrades (Main Battery Mod. 3 = -10% reload): 18,500 AP full-salvo alpha x 60 / 5.6 s all-upgrades reload = 198,214.
Initial: 179,032 → 198,214
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: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time81 s
Projectile speed66 kt
Range11.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=40,200·0.333=13,400.
≈ 13,400
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
14,400
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km66 kt×2.6=7 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.4 per hit, shown as 2.4×100=240%. Torpedo flood 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. Not shown on the in-game port screen.
240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming204 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.
107,200
AA Defense
AA mount points10
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
191
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm Flak LM/424×2 37mm
20 mm Flakvierling 384×4 20mm
20 mm Flakzwilling 382×2 20mm
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 29 raw aura damage × 3.5 × 1 hit probability = 102 - the same in-game units as the Close-range AA DPS headline.
102
Range3.5 km
Near aura
Guns20 mm Flakvierling 38 + 20 mm Flakzwilling 38
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 0.95 hit probability = 90 - the same in-game units as the Close-range AA DPS headline.
90
Range2 km
Total DPS in Aura
ƒMedium 102 + Near 90 = 192
192
Maneuverability
Engine power70,000 hp
Maximum speed37 kt
Turning circle radius680 m
Rudder shift time4.5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.
17.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 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.
30.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·37.0·0.5144680=1.60°/s, so ratio=ωturretωhull=81.60=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× drags
Concealment
Detectability by sea6.82 km
Detectability by air3.41 km
Smoke firing penalty2.54 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.82 km
Detect Fire Sea8.82 km
Detect Fire Air6.41 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 69 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km

See all derived stats

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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.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp87.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(967530·80.51000+0.5)·30=87.6m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp52.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.6·0.6=52.5m
Med Horiz Disp28 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.6·0.32(σ=2)=28m
Med Vert Disp16.8 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.5·0.32(σ=2)=16.8m
AP Pen Close220 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1933·45.30.69·0.151.07·8351.38=220mm. Matches the in-game spec card.
AP Pen Far64.6 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 343.5 m/s: P=107·1933·45.30.69·0.151.07·343.51.38=64.6mm.
AP pen 5 km133 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km80 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration25 mm
25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 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 alpha5
All 5 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha9,500
1,900 HE damage x 5 broadside guns = 9,500.
AP full-salvo alpha18,500
3,700 AP damage x 5 broadside guns = 18,500.
HE DPMInitial: 91,935 → 101,786
Zero upgrades: 9,500 HE full-salvo alpha x 60 / 6.2 s base reload = 91,935. All upgrades (Main Battery Mod. 3 = -10% reload): 9,500 HE full-salvo alpha x 60 / 5.6 s all-upgrades reload = 101,786.
AP DPMInitial: 179,032 → 198,214
Zero upgrades: 18,500 AP full-salvo alpha x 60 / 6.2 s base reload = 179,032. All upgrades (Main Battery Mod. 3 = -10% reload): 18,500 AP full-salvo alpha x 60 / 5.6 s all-upgrades reload = 198,214.
Shells/minInitial: 48.4 → 53.6
Zero upgrades: 5 broadside guns x 60 / 6.2 s base reload = 48.4. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 5.6 s all-upgrades reload = 53.6.
Fires/minInitial: 5.81 → 6.43
Zero upgrades: 48.4 shells/min x 12% fire chance = 5.81. All upgrades (Main Battery Mod. 3 = -10% reload): 53.6 shells/min x 12% fire chance = 6.43.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed66 kt
Travel time to max range64.2 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
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.
Per-side salvo damage107,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.

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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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

Armor Beta

Hull HP 19,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern19 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 975 (~5% of HP)
Overmatch not possible in its bracketAngle 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)16 mm primary (range 16–19 mm)≈ 14,625 (~75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 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 16–20 mm)≈ 975 (~5% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)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.

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

Exteriors

Skins & permanent camouflages

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

  • AL Z24 default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur Z24Azur Lane

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.