AL Zara
Beta- Play on a flank or island-adjacent lane where you can angle out, disengage, and reappear from awkward p…
- She likes crossfires and controlled retreats more than bow-tanking
- Avoid: Do not get trapped nose-in under battleship focus
AL Zara Community Stats
Log in to GamingDiver and upload your data to see Community Data for AL Zara: community win rate, damage, survival, spotting, and your own comparison.
AL Zara Community Stats
Playstyle
Overview
AL Zara is an Italian cruiser for flanking, kiting, and punishing exposed cruisers or destroyers while using mobility and concealment to avoid bad trades.
Positioning
Play on a flank or island-adjacent lane where you can angle out, disengage, and reappear from awkward positions. She likes crossfires and controlled retreats more than bow-tanking.
Potato Avoidance
Get trapped nose-in under battleship focus
Zara needs room to maneuver; once her escape angle is gone, every salvo becomes a problem.
How to get AL Zara
AL Zara 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 V Crate
3%
Azur Lane Premium Ship
Collaboration containers · Azur Lane V Crate · 1 of 2 ships
-
Azur Lane Crate: Ultimate II
0.666667%
Azur Lane Premium Ship
Collaboration containers · Azur Lane Crate: Ultimate II · 1 of 9 ships
-
Azur Lane Crate: Ultimate III
0.5%
Azur Lane Premium Ship
Collaboration containers · Azur Lane Crate: Ultimate III · 1 of 12 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 Crate: Ultimate II 0.666667% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate III 0.5% · Azur Lane Premium Ship
- Azur Lane V Crate 3% · Azur Lane Premium Ship
Builds Beta
AL Zara, Francesco Mimbelli, and Luigi Sansonetti are natural Italian cruiser directions. Inspirations generally improve agility, concealment, reload, or AP/HE consistency.
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, Zara. 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.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13317/30·(8−1.1)/1000 + 1.1)·30 = 124.9 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 124.9 × 0.6 = 74.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 124.9 × 0.319 (σ=2) = 39.9 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.9 × 0.319 (σ=2) = 23.9 mƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
8 broadside guns x 60 / 12.6875 s base reload = 37.83HE shells
ƒ
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
2,850 HE damage x 8 broadside guns = 22,800.ƒ
22,800 HE full-salvo alpha x 60 / 12.6875 s base reload = 107,823ƒ
8 HE shells x 60 / 12.6875 s reload x 15% fire chance = 5.68AP shells
ƒ
floor(203 mm caliber / 14.3) = 14 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 × 2450 × 125.3^0.69 × 0.203^-1.07 × 900^1.38 = 451.4 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (18.3 km), where the shell has slowed to 424.8 m/s: 1e-7 × 2450 × 125.3^0.69 × 0.203^-1.07 × 424.8^1.38 = 160.2 mm.ƒ
4,800 AP damage x 8 broadside guns = 38,400.ƒ
38,400 AP full-salvo alpha x 60 / 12.6875 s base reload = 181,597ƒ
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: (41×3.5×0.9) + (26×3.5×0.85) + (18×3.5×0.9) = 263. 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
Includes 18 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 18 + Medium 41 = 59ƒ
Far 18 + Medium 41 + Near 26 = 85ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13317/30·(8−1.1)/1000 + 1.1)·30 = 124.9 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 124.9 × 0.6 = 74.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 124.9 × 0.319 (σ=2) = 39.9 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.9 × 0.319 (σ=2) = 23.9 mStandard cruiser 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 × 2450 × 125.3^0.69 × 0.203^-1.07 × 900^1.38 = 451.4 mm. Matches the in-game spec card.Same formula at the ship's max firing range (18.3 km), where the shell has slowed to 424.8 m/s: 1e-7 × 2450 × 125.3^0.69 × 0.203^-1.07 × 424.8^1.38 = 160.2 mm.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 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 8 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.2,850 HE damage x 8 broadside guns = 22,800.4,800 AP damage x 8 broadside guns = 38,400.22,800 HE full-salvo alpha x 60 / 12.6875 s base reload = 107,82338,400 AP full-salvo alpha x 60 / 12.6875 s base reload = 181,5978 broadside guns x 60 / 12.6875 s base reload = 37.838 HE shells x 60 / 12.6875 s reload x 15% fire chance = 5.68Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).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: (41×3.5×0.9) + (26×3.5×0.85) + (18×3.5×0.9) = 263. 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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 57 + 30 = 286.5 m.Secondary battery firepower
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: 6×2 100 mm (6/side) × 60/6 × 1500 = 90,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.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: 17 mm from the 100 mm family.Skins & permanent camouflages
Every custom exterior AL Zara can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAzur ZaraAzur 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.
