AL Z24
Beta- 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)
AL Z24 Community Stats
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AL Z24 Community Stats
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.
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
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Azur Lane VII Crate 1% · One of the Azur Lane Tier VII Premium Ships
Builds Beta
Build for concealment, torpedo damage/reload, Sonar utility, survivability, and enough gun handling for destroyer fights.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.6 × 0.6 = 52.5 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.6 × 0.32 (σ=2) = 28 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.5 × 0.32 (σ=2) = 16.8 mƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
4 broadside guns x 60 / 6.2 s base reload = 39HE shells
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In-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).ƒ
2,200 HE damage x 4 broadside guns = 8,800.ƒ
8,800 HE full-salvo alpha x 60 / 6.2 s base reload = 85,161ƒ
8,800 HE full-salvo alpha x 60 / 5.58 s installed reload (Main Battery Mod. 3 = -10%) = 94,624ƒ
4 HE shells x 60 / 6.2 s reload x 12% fire chance = 4.65AP shells
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floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
3,700 AP damage x 4 broadside guns = 14,800.ƒ
14,800 AP full-salvo alpha x 60 / 6.2 s base reload = 143,226ƒ
14,800 AP full-salvo alpha x 60 / 5.58 s installed reload (Main Battery Mod. 3 = -10%) = 159,140ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Medium 29 + Near 27 = 56- 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)
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
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.6 × 0.6 = 52.5 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.6 × 0.32 (σ=2) = 28 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.5 × 0.32 (σ=2) = 16.8 mStandard destroyer dispersion baseline.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.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.In-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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.All 4 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,200 HE damage x 4 broadside guns = 8,800.3,700 AP damage x 4 broadside guns = 14,800.8,800 HE full-salvo alpha x 60 / 6.2 s base reload = 85,16114,800 AP full-salvo alpha x 60 / 6.2 s base reload = 143,2268,800 HE full-salvo alpha x 60 / 5.58 s installed reload (Main Battery Mod. 3 = -10%) = 94,62414,800 AP full-salvo alpha x 60 / 5.58 s installed reload (Main Battery Mod. 3 = -10%) = 159,1404 broadside guns x 60 / 6.2 s base reload = 394 broadside guns x 60 / 5.58 s installed Artillery reload = 43.034 HE shells x 60 / 6.2 s reload x 12% fire chance = 4.654 HE shells x 60 / 5.58 s installed reload x 12% fire chance = 5Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.8 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Skins & permanent camouflages
Every custom exterior AL Z24 can equip, from in-game data.
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.
