World of Warships: Legends ship guide

AL Zara

Beta
Italy · Tier VI · Cruiser · Zara Variant
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • 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
Community Data

AL Zara Community Stats

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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.

Acquisition

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
Show direct source rows

Builds Beta

AL Zara, Francesco Mimbelli, and Luigi Sansonetti are natural Italian cruiser directions. Inspirations generally improve agility, concealment, reload, or AP/HE consistency.

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Commanders frequently paired with this ship AL ZaraFrancesco MimbelliLuigi Sansonetti

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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.

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

Def-AASmokeFighter
Survivability
Hit Points33,500 Δ
Displacement14,530 t
Armor range13–150 mm
Plate armor thicknesses13, 16, 19, 20, 25, 30, 65, 70, 80, 90, 120, 140, 150 mm
Armor material/layer entries63
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction19%
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.
18,600
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.
11,100
Main Battery
ModuleArtillery: 203 mm/53 Ansaldo 1927
Mounts / barrels4 mounts / 8 barrels
Reload time14 s Δ
Firing range (base)13.3 km
Firing range (top fire control)14.6 km
Turret traverse7 °/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 = (13317/30·(8−1.1)/1000 + 1.1)·30 = 124.9 m
124.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 124.9 × 0.6 = 74.9 m
74.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 124.9 × 0.319 (σ=2) = 39.9 m
39.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.9 × 0.319 (σ=2) = 23.9 m
23.9 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ8 broadside guns x 60 / 12.6875 s base reload = 37.83
37.83 Δ
HE shells
HE Damage2,850
HE Velocity850 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 8 broadside guns = 22,800.
22,800
Base HE DPM
ƒ22,800 HE full-salvo alpha x 60 / 12.6875 s base reload = 107,823
107,823 Δ
Base fires/min
ƒ8 HE shells x 60 / 12.6875 s reload x 15% fire chance = 5.68
5.68 Δ
AP shells
AP Damage4,400 Δ
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 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 × 2450 × 125.3^0.69 × 0.203^-1.07 × 900^1.38 = 451.4 mm. Matches the in-game spec card.
451.4 mm
AP Pen Far
ƒSame 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.
160.2 mm
AP full-salvo alpha
ƒ4,800 AP damage x 8 broadside guns = 38,400.
38,400
Base AP DPM
ƒ38,400 AP full-salvo alpha x 60 / 12.6875 s base reload = 181,597
181,597 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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 s
Projectile speed53 kt
Range9.99 km
Maximum simulated damage12,500 (est.)
Alpha damage37,500
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming164 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
37,500
AA Defense
AA mount pointsInitial: 10 → 20
Close-range AA DPS
ƒSum 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.
263
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 1938Initial: 4×2 → 6×2 37mm
20 mm/65 Breda 1939 (upgraded hull only)10×1 20mm
20 mm/65 Breda 19354×2 20mm
13.2 mm/76 Breda 1931 (stock hull only)2×2 13mm
100 mm /47 OTO 1928 (DP)6×2 100mm
Far aura
DPS
ƒIncludes 18 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
18
Range4 km
Medium aura
DPSInitial: 29 → 41
Range3.5 km
Total DPS in Aura
ƒFar 18 + Medium 41 = 59
59
Near aura
DPSInitial: 10 → 26
Range2 km
Total DPS in Aura
ƒFar 18 + Medium 41 + Near 26 = 85
85
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity850 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 95,000 hp
Engine power95,000 hp
Maximum speed32 kt
Turning circle radius580 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.3× drags
Concealment
Detectability by sea10.92 km
Detectability by air6.55 km
Smoke firing penalty6.02 km
Detect after firing main guns10.92 km
Detect Fire Sea12.92 km
Detect Fire Air9.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp124.9 m
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 m
Max Vert Disp74.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 124.9 × 0.6 = 74.9 m
Med Horiz Disp39.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 124.9 × 0.319 (σ=2) = 39.9 m
Med Vert Disp23.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.9 × 0.319 (σ=2) = 23.9 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close451.4 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 × 2450 × 125.3^0.69 × 0.203^-1.07 × 900^1.38 = 451.4 mm. Matches the in-game spec card.
AP Pen Far160.2 mm
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.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha22,800
2,850 HE damage x 8 broadside guns = 22,800.
AP full-salvo alpha38,400
4,800 AP damage x 8 broadside guns = 38,400.
Base HE DPM107,823 Δ
22,800 HE full-salvo alpha x 60 / 12.6875 s base reload = 107,823
Base AP DPM181,597 Δ
38,400 AP full-salvo alpha x 60 / 12.6875 s base reload = 181,597
Base shells/min37.83 Δ
8 broadside guns x 60 / 12.6875 s base reload = 37.83
Base fires/min5.68 Δ
8 HE shells x 60 / 12.6875 s reload x 15% fire chance = 5.68

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed53 kt
Travel time to max range72.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage75,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage37,500
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS263
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.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index834
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)90,000
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: 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).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.
Max HE fire chance6%
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.
Max HE pen17 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: 17 mm from the 100 mm family.
Exteriors

Skins & permanent camouflages

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

  • AL Zara default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur 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.