World of Warships: Legends ship guide

Bulletproof

Beta
Germany · Tier VI · Destroyer · Z-35 Variant
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
Playstyle
  • Open with safe spotting and cap pressure near allied support, then rotate through concealment gaps
  • Avoid: Do not rush the first cap or take fair gunfights without support
Community Data

Bulletproof Community Stats

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Playstyle

Overview

Bulletproof is a Tier VI Germany premium Destroyer built around destroyer fundamentals: contest vision carefully, use concealment to choose fights, and create torpedo or crossfire pressure without being pinned in open water.

Positioning

Open with safe spotting and cap pressure near allied support, then rotate through concealment gaps. Keep an escape lane before using guns, and launch torpedoes from angles that do not require staying detected.

Potato Avoidance

Rush the first cap or take fair gunfights without support

Bulletproof loses much of its value if it spends its health before spotting, torpedoes, and late-game cap control matter.

Acquisition

How to get Bulletproof

Bulletproof 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

  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
Show direct source rows

Builds Beta

Use a Germany destroyer commander that supports concealment, survivability, and the ship's main damage plan. Inspirations that improve concealment, torpedo reliability, gun reload, or engine/smoke uptime are natural fits.

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The stats below come from the base ship, Z-35. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Sonar 5.56 kmSmoke
Survivability
Hit Points19,100
Displacement3,542 t
Armor range10–19 mm
Plate armor thicknesses10, 15, 16, 19 mm
Armor material/layer entries23
Fire resistance30%
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.
9,600
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.
5,700
Main Battery
ModuleArtillery: 128 mm L/45 LC/34
Mounts / barrels5 mounts / 5 barrels
Reload time3.8 s
Firing range10.5 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 = (10485/30·(8−0.5)/1000 + 0.5)·30 = 93.6 m
93.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 93.6 × 0.6 = 56.2 m
56.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 93.6 × 0.319 (σ=2) = 29.9 m
29.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.2 × 0.32 (σ=2) = 18 m
18 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ5 broadside guns x 60 / 3.8 s base reload = 78.9.
78.9
HE shells
HE Damage1,500
HE Velocity830 m/s
Fire Chance6%
HE penetration
ƒ32 mm ≈ 128 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
32 mm
HE full-salvo alpha
ƒ1,500 HE damage x 5 broadside guns = 7,500.
7,500
Base HE DPM
ƒ7,500 HE full-salvo alpha x 60 / 3.8 s base reload = 118,421.
118,421
Base fires/min
ƒ5 HE shells x 60 / 3.8 s reload x 6% fire chance = 4.74.
4.74
AP shells
AP Damage3,000
AP Velocity830 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 × 1640 × 28^0.69 × 0.128^-1.07 × 830^1.38 = 157.4 mm. Matches the in-game spec card.
157.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.1 km), where the shell has slowed to 275.8 m/s: 1e-7 × 1640 × 28^0.69 × 0.128^-1.07 × 275.8^1.38 = 34.4 mm.
34.4 mm
AP full-salvo alpha
ƒ3,000 AP damage x 5 broadside guns = 15,000.
15,000
Base AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 3.8 s base reload = 236,842.
236,842
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed65 kt
Range9 km
Maximum simulated damage12,700 (est.)
Alpha damage38,100
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
101,600
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×1) + (12×3.5×0.95) = 162. 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.
162
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm Flak LM/425×2 37mm
20 mm Flak 381×1 20mm
20 mm Flakvierling 382×4 20mm
Medium aura
DPS35
Range3.5 km
Near aura
DPS12
Range2 km
Total DPS in Aura
ƒMedium 35 + Near 12 = 47
47
Maneuverability
Engine moduleEngine: 70,000 hp
Engine power70,000 hp
Maximum speed36.5 kt
Turning circle radius670 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.0× drags
Concealment
Detectability by sea6.74 km
Detectability by air3.37 km
Smoke firing penalty2.53 km
Detect after firing main guns6.74 km
Detect Fire Sea8.74 km
Detect Fire Air6.37 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 69 s cloud active
Sonar2 charges · 180 s reload · 100 s active · 5.56 km ship detect · 3.89 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 Disp93.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10485/30·(8−0.5)/1000 + 0.5)·30 = 93.6 m
Max Vert Disp56.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 93.6 × 0.6 = 56.2 m
Med Horiz Disp29.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 93.6 × 0.319 (σ=2) = 29.9 m
Med Vert Disp18 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.2 × 0.32 (σ=2) = 18 m
AP Pen Close157.4 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 × 1640 × 28^0.69 × 0.128^-1.07 × 830^1.38 = 157.4 mm. Matches the in-game spec card.
AP Pen Far34.4 mm
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 275.8 m/s: 1e-7 × 1640 × 28^0.69 × 0.128^-1.07 × 275.8^1.38 = 34.4 mm.
HE penetration32 mm
32 mm ≈ 128 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~32mm armor instead of ~21mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch8 mm
floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha7,500
1,500 HE damage x 5 broadside guns = 7,500.
AP full-salvo alpha15,000
3,000 AP damage x 5 broadside guns = 15,000.
Base HE DPM118,421
7,500 HE full-salvo alpha x 60 / 3.8 s base reload = 118,421.
Base AP DPM236,842
15,000 AP full-salvo alpha x 60 / 3.8 s base reload = 236,842.
Base shells/min78.9
5 broadside guns x 60 / 3.8 s base reload = 78.9.
Base fires/min4.74
5 HE shells x 60 / 3.8 s reload x 6% fire chance = 4.74.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range53.3 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 damage101,600
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage101,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS162
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (35×3.5×1) + (12×3.5×0.95) = 162. 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 index509
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

Balance History

Balance updates affecting Bulletproof. Cards are condensed; use each source link for full context.

Buff ×4Torpedo ×1Concealment ×2Consumable ×1
2024-10-10

Ministry of Balance: Trick and Treat

  • Detectability range by sea reduced from 7 to 6.85 km.
  • Detectability range by air reduced from 3.51 to 3.45 km.
  • Torpedo range increased from 6 to 7.5 km.
  • Engine Boost cooldown time reduced from 180 to 120 s; effect on maximum speed increased from +8% to +20%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Bulletproof default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Z35 RaceDecorative

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.