World of Warships: Legends ship guide

Z-39 B

Beta
Germany · Tier VI · Destroyer · Premium · Z-39 Variant
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Use cap edges, islands, smoke, and hydro-style control where you can spot or trap destroyers while frie…
  • Avoid: Do not play passively as a backline torpedo boat; the ship gets value by influencing vision fights and…
Key characteristics
2 sigma accuracyHigh fire chanceSmoke + SonarEngine BoostStiff AP fuse
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Community Data

Z-39 B Community Stats

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Playstyle

Overview

Z-39 is a Tier VI German premium destroyer best treated as a utility destroyer built to contest caps, bully enemy destroyers, and turn information advantage into pressure. Its value comes from surviving long enough to keep vision active, choose favorable trades, and turn torpedo or gun pressure into objective control.

Positioning

Use cap edges, islands, smoke, and hydro-style control where you can spot or trap destroyers while friendly guns are close enough to help. Choose cap edges and flank lanes with an escape route, balancing spotting, gun trades, and torpedo angles without getting trapped.

Potato Avoidance

Play passively as a backline torpedo boat

The ship gets value by influencing vision fights and forcing enemy destroyers out. The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Heavy HE shells

2200.0 damage per HE shell, best of T6 DDs. Punishes superstructure and modules harder than peers.

High fire chance

12.0% fire chance per HE shell, best of T6 DDs.

Deep-fuse AP

0.03 s AP fuse timer, best of T6 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.

Big-caliber overmatch

10.5 mm overmatch threshold, best of T6 DDs. Punishes bow-tanking ships peers can't crack.

Stiff AP fuse

25.0 mm AP arming threshold, worst of T6 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Z-39 B

Z-39 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

Show all 5 containers (2 more)
  • Ultimate Crate 0.5% VI Z-39 B Event containers · Ultimate Crate → Black Friday '22 Crate
  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 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: Z-44 Ship feature / release Start: 2023-08-30 · 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

Builds Beta

AL Z24, Blue Furiora, and Erich Bey are useful German destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

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Commanders frequently paired with this ship AL Z24Erich Bey

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Cohort position

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Where Z-39 B sits among Tier VI DDs (40 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.

BestMain battery caliber150 mm (1 of 2 tied) BestAP fuse timer0.03 s (1 of 4 tied) Top 10%Hit points19,600 HP (3/38) Top 25%Engine power70,000 hp (5/38) Top 25%Turn-speed retention104.5 hp/m (6/38) Top 25%AA DPS193 (6/38) Top 25%AA threat596 (6/38) Bottom 25%Rudder shift4.5 s (32/38) Bottom 25%Traverse-to-turn ratio5.05 × (31/38) Bottom 25%Main battery range10.44 km (34/38) Bottom 25%Main battery reload6.8 s (35/38) Bottom 25%Fires per minute4.24 (33/38) Bottom 25%AP DPM130,588 (31/35) Bottom 25%Displacement3,691 t (35/38) Bottom 10%HE DPM77,647 (37/38) WorstNo secondaries (36 of 40 in cohort) WorstAP arming threshold25 mm (1 of 2 tied)
See 15 mid-pack stats

Not standouts for Z-39 B -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed36 kt(24/38) Concealment6.8 km(11/38) Air detection3.4 km(11/38) Main dispersion93.3 m(19/38) AP velocity835 m/s(17/35) HE velocity835 m/s(21/38) Power-to-weight18.97 hp/t(25/38) AA range3.5 km(21/38) Torpedo range8.49 km(21/38) Torpedo damage≈13,400(25/38) Torpedo speed65 kt(15/38) Torpedo reload90 s(21/38) NormAP ricochet start45°(31 of 35 tied at this value) NormAP auto-bounce angle60°(31 of 35 tied at this value) NormMax armor16 mm(24 of 38 tied at this value)
Survivability
Hit Points19,600
Displacement3,691 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries24
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.
9,800
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.
5,900
Main Battery
ModuleArtillery: 150 mm L/48 Tbts LC/36
Mounts / barrels3 mounts / 4 barrels
Reload time7.5 s
Firing range10.4 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, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1044330·80.51000+0.5)·30=93.3m
93.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.3·0.6=56m
56 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =93.3·0.319(σ=2)=29.8m
29.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56·0.32(σ=2)=17.9m
17.9 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ4 broadside guns x 60 / 7.5 s base reload = 32.
32
HE shells
HE Damage2,200
HE Velocity835 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 4 broadside guns = 8,800.
8,800
Base HE DPM
ƒ8,800 HE full-salvo alpha x 60 / 7.5 s base reload = 70,400.
70,400
Base fires/min
ƒ4 HE shells x 60 / 7.5 s reload x 12% fire chance = 3.84.
3.84
AP shells
AP Damage3,700
AP Velocity835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1933·45.30.69·0.151.07·8351.38=220mm. Matches the in-game spec card.
220 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.1 km), where the shell has slowed to 347.6 m/s: P=107·1933·45.30.69·0.151.07·347.61.38=65.6mm.
65.6 mm
AP full-salvo alpha
ƒ3,700 AP damage x 4 broadside guns = 14,800.
14,800
Base AP DPM
ƒ14,800 AP full-salvo alpha x 60 / 7.5 s base reload = 118,400.
118,400
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed65 kt
Range8.49 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=40,200·0.333=13,400.
≈ 13,400
Torpedo detectability1.3 km
Flooding chance240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.
107,200
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×1) + (16×3.5×0.95) = 193. 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.
193
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm Flakzwilling 302×2 37mm
37 mm Flak LM/422×1 37mm
37 mm Flak LM/424×2 37mm
20 mm Flakvierling 382×4 20mm
20 mm Flakzwilling 382×2 20mm
Medium aura
DPS40
Range3.5 km
Near aura
DPS16
Range2 km
Total DPS in Aura
ƒMedium 40 + Near 16 = 56
56
Maneuverability
Engine moduleEngine: 70,000 hp
Engine power70,000 hp
Maximum speed36 kt
Turning circle radius670 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (32.4 kt of 36). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(70,0003,691)0.42=3.4414; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=17.4s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
17.4 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (35.6 kt of 36). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=29.7s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
29.7 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.0·0.5144670=1.58°/s, so ratio=ωturretωhull=81.58=5.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.1× slow
Concealment
Detectability by sea6.8 km
Detectability by air3.4 km
Smoke firing penalty2.94 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.8 km
Detect Fire Sea8.8 km
Detect Fire Air6.4 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
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 100 s active · 5.56 km ship detect · 3.89 km torpedo detect

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.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp93.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10443}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 93.3\,\text{m}$
Max Vert Disp56 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 93.3 \cdot 0.6 = 56\,\text{m}$
Med Horiz Disp29.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 93.3 \cdot 0.319\;(\sigma = 2) = 29.8\,\text{m}$
Med Vert Disp17.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 56 \cdot 0.32\;(\sigma = 2) = 17.9\,\text{m}$
AP Pen Close220 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1933 \cdot 45.3^{0.69} \cdot 0.15^{-1.07} \cdot 835^{1.38} = 220\,\text{mm}$. Matches the in-game spec card.
AP Pen Far65.6 mm
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 347.6 m/s: $P = 10^{-7}\cdot 1933 \cdot 45.3^{0.69} \cdot 0.15^{-1.07} \cdot 347.6^{1.38} = 65.6\,\text{mm}$.
HE penetration25 mm
25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha8,800
2,200 HE damage x 4 broadside guns = 8,800.
AP full-salvo alpha14,800
3,700 AP damage x 4 broadside guns = 14,800.
Base HE DPM70,400
8,800 HE full-salvo alpha x 60 / 7.5 s base reload = 70,400.
Base AP DPM118,400
14,800 AP full-salvo alpha x 60 / 7.5 s base reload = 118,400.
Base shells/min32
4 broadside guns x 60 / 7.5 s base reload = 32.
Base fires/min3.84
4 HE shells x 60 / 7.5 s reload x 12% fire chance = 3.84.

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 range50.2 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 damage107,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.
Per-side salvo damage107,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.

AA defense

Close-range AA DPS193
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×1) + (16×3.5×0.95) = 193. 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 index596
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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior Z-39 B can equip, from in-game data.

  • Z-39 B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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