Graf Zeppelin
Also called: 齐柏林伯爵 Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
- Avoid: Trading a full squadron for one high-value kill
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Graf Zeppelin Community Stats
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Graf Zeppelin Community Stats
Record History
Playstyle
Overview
Graf Zeppelin is the Tier VII German carrier built around AP dive bombers: armor-piercing bombs that citadel broadside battleships and heavy cruisers, with fast 60-kn air torpedoes for the destroyers and angled targets the bombs glance off. Per-bomb damage is low, so the payout is reliable citadels off target selection rather than raw volume.
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.
Signature Traits
- Long air-torp range · 6.0 km
- Fast air torpedoes · 60.0 kn
38.0 mm best HE pen across secondary families, best of T7 CVs. Pens hull plates peers' secondaries shatter on.
25.0 mm bow, best of T7 CVs. Harder for same-tier guns to overmatch.
- Quick acceleration
- Heavy powerplant · 200000.0 hp
- Holds speed in turns · 175.4 hp
- Nimble for the tonnage · 5.97 hp
How to get Graf Zeppelin
Graf Zeppelin 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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Super VII crate
4.166667%
One of the Tier VII Premium ships
Event · Super VII crate · 1 of 24 ships
- Spectral Vault 5.0 0.375% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 40 ships
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Spectral Vault 4.0
0.15625%
Tier VII Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
Show 2 paths
- Spectral Vault 4.00.1%
- Spectral Vault 4.0 → Spectral Vault 5.00.05625%
Show all 7 containers (4 more)
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Spectral Vault 3.0
0.078437%
Tier VII Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
Show 4 paths
- Spectral Vault 3.00.05%
- Spectral Vault 3.0 → Spectral Vault 5.00.01125%
- Spectral Vault 3.0 → Spectral Vault 4.00.011%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
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Mystic Lantern
0.074419%
Tier VII Premium ship
Event · Mystic Lantern · 1 of 43 ships
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Spectral Vault 2.0
0.013469%
Tier VII Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
Show 7 paths
- Spectral Vault 2.0 → Spectral Vault 3.00.005%
- Spectral Vault 2.00.0025%
- Spectral Vault 2.0 → Spectral Vault 4.00.002%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
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Spectral Vault 1.0
0.001997%
Tier VII Premium ship
Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
Show 11 paths
- Spectral Vault 1.0 → Spectral Vault 3.00.0005%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
- Spectral Vault 1.0 → Spectral Vault 2.00.000225%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
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
- Mystic Lantern 0.074419% · Tier VII Premium ship
- Spectral Vault 2.0 0.0025% · Tier VII Premium ship
- Spectral Vault 3.0 0.05% · Tier VII Premium ship
- Spectral Vault 4.0 0.1% · Tier VII Premium ship
- Spectral Vault 5.0 0.375% · Tier VII Premium ship
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 Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 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 19 mid-pack stats
Not standouts for Graf Zeppelin -- here's where she sits on every other ranked stat in the cohort.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (59×3.5×1) + (28×3.5×0.95) + (36×3.5×1) = 426. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.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
Show
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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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (59×3.5×1) + (28×3.5×0.95) + (36×3.5×1) = 426. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.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) × 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 the exact in-game values, not estimated.
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) | 1,600 (3% of HP) | Overmatch not possible in its bracketAngle 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) | 39,500 (75% of HP) | Overmatch not possible in its bracketAngle 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) | 900 (2% of HP) | Overmatch not possible in its bracketAngle bounces 283mm21 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 100 mm primary (range 20–100 mm) | ≈ 165,500 (effectively 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) | 300 (1% of HP) | 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). |
| Secondary mount (150 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (37 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 15,800 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
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. 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%.
- Main battery reload time debuff removed.
- Gun Fire Control System Mod.2 is receiving a substantial buff as well—main battery range bonus increased from 5 to 10%.
- +1 more official change line in the source post.
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 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.
