World of Warships: Legends ship guide

Z-46

Beta
Germany · Tier VIII · Destroyer · Tech Tree
Stealth destroyerBest-in-class concealment: win caps from detection ranges peers cannot reach.
Playstyle
  • Hold concealment edges on the contested cap at 6.8 km detection
  • Avoid: Burning the 6.8 km concealment advantage on guns
Key characteristics
Improved HE penSmoke + SonarEngine BoostShort gun range
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Community Data

Z-46 Community Stats

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Playstyle

Overview

Z-46 is a Tier VIII German stealth-leaning destroyer with strong surface detection (6.8 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds.

Positioning

Hold concealment edges on the contested cap at 6.8 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Burning the 6.8 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/27 T8 DDs.

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.

Short gun range

10.67 km main battery reach, bottom decile of T8 DDs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Z-46

Z-46 is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Z-46 sits among Tier VIII DDs (27 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.

Top 25%Stealth profile6.77 km / 3.39 km (7/27 / 7/27) Top 25%AP DPM300,000 (5/25) Top 25%Main dispersion87.7 m (5/27) Top 25%Torpedo reload81 s (6/26) Bottom 25%HE shell damage1,500 (24/26) Bottom 25%AA DPS183 (23/27) Bottom 25%AA threat677 (24/27) Bottom 25%Torpedo damage≈13,400 (21/26) Bottom 10%Main battery range10.67 km (26/27)
See 30 mid-pack stats

Not standouts for Z-46 -- 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.

Hit points19,900 HP(16/27) Max speed37.5 kt(10/27) Rudder shift4.4 s(11/27) Traverse-to-turn ratio10.91 ×(17/27) Main battery caliber128 mm(11/27) Main battery reload3.6 s(15/27) HE fire chance7%(15/26) Fires per minute7(11/26) HE DPM150,000(18/26) AP velocity830 m/s(15/25) HE velocity830 m/s(15/26) Acceleration18.1 s(20/27) AP fuse timer0.01 s(14/25) AP arming threshold21 mm(11/25) Engine power70,000 hp(12/27) Turn-speed retention104.5 hp/m(11/27) Displacement3,683 t(12/27) Power-to-weight19.01 hp/t(15/27) AP pen at 10 km54 mm(16/25) Effective HE DPM (incl. fire)207,380(16/26) AA range5 km(15/27) Flak per wave (expected)960(17/22) Torpedo range9.99 km(15/26) Torpedo speed67 kt(9/26) NormAP ricochet start45°(19 of 25 tied at this value) NormAP auto-bounce angle60°(19 of 25 tied at this value) NormTurn speed retained81%(23 of 27 tied at this value) NormMax armor20 mm(23 of 27 tied at this value) NormCitadel belt20 mm(23 of 27 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit PointsInitial: 16,200 → 19,900
Displacement3,683 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries25
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 128 mm L/45 Drh LC/41
Mounts / barrels3 mounts / 6 barrels
Reload time4 s
Firing range (base)9.7 km
Firing range (top fire control)10.7 km
Turret traverse18 °/s
HE fire DPM vs T8 BB51642
Effective HE DPM vs T8 BB186642
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(969730·80.51000+0.5)·30=87.7m
87.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.7·0.6=52.6m
52.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.7·0.319(σ=2)=28m
28 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.6·0.319(σ=2)=16.8m
16.8 m
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 4 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.6 s all-upgrades reload = 100.
Initial: 90 → 100
HE shells
HE Damage1,500
HE Velocity830 m/s
Fire Chance7%
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 6 broadside guns = 9,000.
9,000
HE DPM
ƒZero upgrades: 9,000 HE full-salvo alpha x 60 / 4 s base reload = 135,000. All upgrades (Main Battery Mod. 3 = -10% reload): 9,000 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 150,000.
Initial: 135,000 → 150,000
Fires/min
ƒZero upgrades: 90 shells/min x 7% fire chance = 6.3. All upgrades (Main Battery Mod. 3 = -10% reload): 100 shells/min x 7% fire chance = 7.
Initial: 6.3 → 7
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: P=107·K·m0.69·d1.07·v01.38 =107·1647·280.69·0.1281.07·8301.38=158.1mm. Matches the in-game spec card.
158.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 326.5 m/s: P=107·1647·280.69·0.1281.07·326.51.38=43.6mm.
43.6 mm
AP full-salvo alpha
ƒ3,000 AP damage x 6 broadside guns = 18,000.
18,000
AP DPM
ƒZero upgrades: 18,000 AP full-salvo alpha x 60 / 4 s base reload = 270,000. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 300,000.
Initial: 270,000 → 300,000
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
ModuleG7 Wolfsbarsch
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 90 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 81×0.85=68.8 s.
81 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 67 kt); the stock torpedo module runs 66 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
67 kt
Range9.99 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
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
14,400
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km67 kt×2.6=8 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.4 per hit, shown as 2.4×100=240%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming207 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 points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×1) + (12×3.5×0.95) + (18×3.5×1) = 183. 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.
183
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Flakvierling 38Initial: 20 mm Flakzwilling 38 (4×2) → 20 mm Flakvierling 38 (3×4)
37 mm Flak LM/42Initial: 3×2 → 4×2 37mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective 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 63 from dual-purpose main battery firing as AA in this range band.
63
Range5 km
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 23 raw aura damage × 3.5 × 1 hit probability = 80 - the same in-game units as the Close-range AA DPS headline.
Initial: 63 → 80
Range3.5 km
Total DPS in Aura
ƒFar 63 + Medium 80 = 143
143
Near aura
Guns20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 0.95 hit probability = 40 - the same in-game units as the Close-range AA DPS headline.
40
Range2 km
Total DPS in Aura
ƒFar 63 + Medium 80 + Near 40 = 183
183
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 240 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.
2 salvos × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEvery 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.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe 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 5 km - once planes get inside the band, new waves stop.
2.5-5 km
Maneuverability
Engine power70,000 hp
Maximum speed37.5 kt
Turning circle radius670 m
Rudder shift time4.4 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.8 kt of 37.5 kt), from our in-house acceleration model.
18.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.1 kt of 37.5 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.
30.8 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·37.5·0.5144670=1.65°/s, so ratio=ωturretωhull=181.65=10.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
10.9× ok
Concealment
Detectability by sea6.77 km
Detectability by air3.39 km
Smoke firing penalty2.52 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.77 km
Detect Fire Sea8.77 km
Detect Fire Air6.39 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 69 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points16,200 → 19,900
  • Rudder shift8.1 → 5.8 s
  • Close-range AA DPS30 → 35
Fire controlUpgrade
  • Main battery range9,697 → 10666.7 m
TorpedoesUpgrade
  • Range9.51 → 9.99 km
  • Reload90 → 81 s
  • Speed66 → 67 kt

See all derived stats

Show

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
Max Horiz Disp87.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(969730·80.51000+0.5)·30=87.7m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp52.6 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.7·0.6=52.6m
Med Horiz Disp28 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.7·0.319(σ=2)=28m
Med Vert Disp16.8 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.6·0.319(σ=2)=16.8m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close158.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1647·280.69·0.1281.07·8301.38=158.1mm. Matches the in-game spec card.
AP Pen Far43.6 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 326.5 m/s: P=107·1647·280.69·0.1281.07·326.51.38=43.6mm.
AP pen 5 km92 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km54 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time10 s
180 degrees / 18 deg/s traverse speed = 10 s.
HE full-salvo alpha9,000
1,500 HE damage x 6 broadside guns = 9,000.
AP full-salvo alpha18,000
3,000 AP damage x 6 broadside guns = 18,000.
HE DPMInitial: 135,000 → 150,000
Zero upgrades: 9,000 HE full-salvo alpha x 60 / 4 s base reload = 135,000. All upgrades (Main Battery Mod. 3 = -10% reload): 9,000 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 150,000.
AP DPMInitial: 270,000 → 300,000
Zero upgrades: 18,000 AP full-salvo alpha x 60 / 4 s base reload = 270,000. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 300,000.
Shells/minInitial: 90 → 100
Zero upgrades: 6 broadside guns x 60 / 4 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.6 s all-upgrades reload = 100.
Fires/minInitial: 6.3 → 7
Zero upgrades: 90 shells/min x 7% fire chance = 6.3. All upgrades (Main Battery Mod. 3 = -10% reload): 100 shells/min x 7% fire chance = 7.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range57.3 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 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 DPS183
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×1) + (12×3.5×0.95) + (18×3.5×1) = 183. 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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index677
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

Armor Beta

Hull HP 16,20019,900 with hull upgrade, 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.

Bow & stern19 mm

Overmatched by 130+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,800 (14% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm14,900 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)1,900 (10% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP10,000 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-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 HP6,000 module HPIncapacitated at 0 HPWhen 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Z-46. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×1
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Hull rudder-shift time reduced from 6.3 to 6.2 s.
  • Upgraded Hull rudder-shift time reduced from 4.5 to 4.4 s.
  • Upgraded Torpedo reload time reduced from 90 to 81 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Z-46 can equip, from in-game data.

  • Z-46 default exterior
    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.