Graf Zeppelin B
Also called: 齐柏林伯爵 B Beta- Hold the hull well back and pick the drop, not the target
- AP bombs pay out on a broadside, so a patient second pass beats a rushed first one
- Avoid: Dropping AP bombs on a bow-in target
On this page
Graf Zeppelin B Community Stats
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Graf Zeppelin B Community Stats
Record History
Playstyle
Overview
Graf Zeppelin B is a Tier VII German carrier built around AP dive bombers: armor-piercing bombs that citadel broadside battleships and heavy cruisers, with fast air torpedoes for destroyers and the angled targets those bombs glance off. Fourteen secondary mounts reach 5.5 km if something closes on her, and Automatic Fighter covers the hull while squadrons are away.
Positioning
Hold the hull well back and pick the drop, not the target. AP bombs pay out on a broadside, so a patient second pass beats a rushed first one.
Potato Avoidance
Dropping AP bombs on a bow-in target
Angled decks glance them, and that is what the torpedo squadron is for.
Signature Traits
- Long air-torp range · 6 km
- Fast air torpedoes · 60 kn
38 mm best HE pen across secondary families, best of T7 CVs. Pens hull plates peers' secondaries shatter on.
25 mm bow, best of T7 CVs. Harder for same-tier guns to overmatch.
- Quick acceleration
- Heavy powerplant · 200000 hp
- Holds speed in turns · 175.4 hp
- Nimble for the tonnage · 5.97 hp
How to get Graf Zeppelin B
Graf Zeppelin B 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
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Black Friday '25 crate
2.994%
VII Graf Zeppelin B
Event · Black Friday '25 crate
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Explorer's Chest
0.115385%
One of these ships
New · Explorer's Chest · 1 of 26 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Through the Spy Glass: Graf Zeppelin Ship feature / release Start: 2022-07-27 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows
- Black Friday '25 crate 2.994% · VII Graf Zeppelin B
- Explorer's Chest 0.115385% · One of these ships
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
Start with the standard aircraft carrier priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Graf Zeppelin B sits among Tier VII CVs (11 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.
See 18 mid-pack stats
Not standouts for Graf Zeppelin B -- here's where she sits on every other ranked stat in the cohort.
Peers in this cohort
Compare Tier VII Aircraft CarriersShow all 11 peers
Stats & specs
Customize in the Build Tool →ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 126 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 59 raw aura damage × 3.5 × 1 hit probability = 206 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 126 + Medium 206 = 332ƒ
Effective DPS: 28 raw aura damage × 3.5 × 0.95 hit probability = 93 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 126 + Medium 206 + Near 93 = 425ƒ
Each ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop.ƒ
Max dispersion = range (km) × 8.4 + 48. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.5 km × 8.4 + 48 = 94.2 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.Show 1 more gun family
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Time to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (31.7 kt of 32 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.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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.
AA defense
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 11x2 -> 207 DPS @ 3.5 km; 20mm Flak 38 C35 7x4 -> 93 DPS @ 2 km; 105 mm SKC 33 6x2 -> 126 DPS @ 4.5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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) × 8.4 + 48. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5.5 km × 8.4 + 48 = 94.2 m.Same per-type line evaluated at a fixed 5 km: 5 km × 8.4 + 48 = 90 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: 6×2 105 mm (6/side) × 60/4.5 × 1200 = 96,000 + 8×2 150 mm (8/side) × 60/9.5 × 1700 = 85,895. 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: 1700 from the 150 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 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: 38 mm from the 150 mm family.Armor Beta
Hull HP 52,600, 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.
Overmatched by 102+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 21–40 mm) | ≈ 2,630 (~5% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 21 mm primary (range 20–80 mm) | ≈ 39,450 (~75% of HP) | Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 21 mm primary (range 21–80 mm) | ≈ 2,630 (~5% of HP) | Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 100 mm primary (range 20–100 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. |
| Superstructure | 9 mm primary (range 9–60 mm) | no cap | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
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.
Ship Charts
Balance History
Balance updates affecting Graf Zeppelin B. Cards are condensed; use each source link for full context.
Ministry of Balance: Back to the Naval Academy
- Replaced the High Octane Fuel ship trait with Fast Aircraft.
Ministry of Balance: Aerial Adjustments
- Torpedo.
- Torpedo bomber restoration time increased from 25 to 37 s.
- Dive bomber restoration time increased from 30 to 37 s.
Ministry of Balance: Carriers 2.0 – First Update
- Base speed reduced from 195 to 175 knots.
- Torpedo bombers:
- Torpedo damage reduced from 6,700 to 6,200.
- Base speed reduced from 199 to 175 knots.
Ministry of Balance: Carriers 2.0 – First Wave
- Bombs per aircraft increased from 1 to 2.
- Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 50 to 75%.
- Maximum HP per aircraft reduced from 3,360 to 2,900 (squadron HP reduced from 26,880 to 23,200).
- Base flight speed increased from 140 to 195 knots.
- Maximum acceleration multiplier reduced from 135 to 122%.
- Maximum flight range set to 31 kilometers.
- Bomb damage reduced from 7,800 to 4,000.
- AP bomb penetration multiplier reduced by 7.7%.
- Maximum hangar aircraft increased from 15 to 16.
- Starting hangar aircraft reduced from 15 to 12.
- +4 more official change lines in the source post.
November Update: Under the Black Flag
- AP bomb damage increased from 7,600 to 7,800.
- Torpedo speed increased from 45 to 48 kts.
- Torpedoes now arm quicker: 3.5 s, down from 4 s.
- ATBA (secondaries!) range increased from 5 to 5.5 km.
- 15 planes instead of 14.
- Planes have been made more maneuverable.
- We’ve been looking at the popularity and usability of our modernizations lately, and this is the first take. Main Battery Mod. 2 was severely lacking, so to make it more attractive, we've removed the tradeoff and buffed the traverse:
- Main battery 180° turn time bonus increased from 15 to 20%.
- Gun Fire Control System Mod.2 is receiving a substantial buff as well - main battery range bonus increased from 5 to 10%.
- Adjusted ship traits.
Halloween Update: New Friends, Old Foes
- Surface detectability range changed from 12.1 to 14.3 km; air detectability range changed from 8.5 km to 10 km.
- Dive bomber HP changed from 3,200 to 3,360; torpedo bomber HP changed from 2,300 to 2,530.
Skins & permanent camouflages
Every custom exterior Graf Zeppelin B 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.
