Z-52
Beta- Hold concealment edges on the contested cap at 7.1 km detection
- Avoid: Burning the 7.1 km concealment advantage on guns
Z-52 Community Stats
Log in to GamingDiver and upload your data to see Community Data for Z-52: community win rate, damage, survival, spotting, and your own comparison.
Z-52 Community Stats
Playstyle
Overview
Z-52 is a Legendary German stealth-leaning destroyer with strong surface detection (7.1 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. Standout traits: best Sonar ship range in Legendary DDs (6.4 km) and best Sonar torpedo range in Legendary DDs (4.4 km).
Positioning
Hold concealment edges on the contested cap at 7.1 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.
Potato Avoidance
Burning the 7.1 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
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 2/11 Legendary DDs.
6.37 km Sonar ship-detection range, best of Legendary DDs. Lights DDs and torpedoes inside the bubble.
4.37 km Sonar torpedo-detection range, best of Legendary DDs. More reaction time on incoming torps.
Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.
How to get Z-52
Z-52 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Build for concealment, survivability, gun reload, torpedo reload, and utility control. The ship wins by information advantage.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Z-52 sits among Legendary DDs (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 32 mid-pack stats
Not standouts for Z-52 -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10810/30·(8−0.5)/1000 + 0.5)·30 = 96.1 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.1 × 0.6 = 57.6 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.1 × 0.319 (σ=2) = 30.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.6 × 0.319 (σ=2) = 18.4 mƒ
180 degrees / 18 deg/s traverse speed = 10 s.ƒ
6 broadside guns x 60 / 4.1 s base reload = 87.8.HE shells
ƒ
32 mm ≈ 128 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
1,500 HE damage x 6 broadside guns = 9,000.ƒ
9,000 HE full-salvo alpha x 60 / 4.1 s base reload = 131,707.ƒ
9,000 HE full-salvo alpha x 60 / 3.7 s installed reload (Main Battery Mod. 3 = -10%) = 145,946.ƒ
6 HE shells x 60 / 4.1 s reload x 7% fire chance = 6.15.AP shells
ƒ
floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 1647 × 28^0.69 × 0.128^-1.07 × 830^1.38 = 158.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 323.9 m/s: 1e-7 × 1647 × 28^0.69 × 0.128^-1.07 × 323.9^1.38 = 43.1 mm.ƒ
3,000 AP damage x 6 broadside guns = 18,000.ƒ
18,000 AP full-salvo alpha x 60 / 4.1 s base reload = 263,415.ƒ
18,000 AP full-salvo alpha x 60 / 3.7 s installed reload (Main Battery Mod. 3 = -10%) = 291,892.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (27×3.5×1) + (16×3.5×1) = 284. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 16 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 16 + Outer Medium 27 = 43ƒ
Far 16 + Outer Medium 27 + Inner Medium 38 = 81
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 77 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 120 s active · 6.37 km ship detect · 4.37 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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10810/30·(8−0.5)/1000 + 0.5)·30 = 96.1 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.1 × 0.6 = 57.6 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.1 × 0.319 (σ=2) = 30.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.6 × 0.319 (σ=2) = 18.4 mStandard destroyer dispersion baseline.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 × 1647 × 28^0.69 × 0.128^-1.07 × 830^1.38 = 158.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 323.9 m/s: 1e-7 × 1647 × 28^0.69 × 0.128^-1.07 × 323.9^1.38 = 43.1 mm.32 mm ≈ 128 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).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.floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 18 deg/s traverse speed = 10 s.1,500 HE damage x 6 broadside guns = 9,000.3,000 AP damage x 6 broadside guns = 18,000.9,000 HE full-salvo alpha x 60 / 4.1 s base reload = 131,707.18,000 AP full-salvo alpha x 60 / 4.1 s base reload = 263,415.9,000 HE full-salvo alpha x 60 / 3.7 s installed reload (Main Battery Mod. 3 = -10%) = 145,946.18,000 AP full-salvo alpha x 60 / 3.7 s installed reload (Main Battery Mod. 3 = -10%) = 291,892.6 broadside guns x 60 / 4.1 s base reload = 87.8.6 broadside guns x 60 / 3.7 s installed Artillery reload = 97.3.6 HE shells x 60 / 4.1 s reload x 7% fire chance = 6.15.6 HE shells x 60 / 3.7 s installed reload x 7% fire chance = 6.81.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.8 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (27×3.5×1) + (16×3.5×1) = 284. 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.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.Armor
Hull HP 20,800, 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.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 20 mm primary (range 19–20 mm) | 2,800 (13% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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 mm | 15,600 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 20 mm primary (range 19–20 mm) | 1,600 (8% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 19–20 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 13 mm primary (range 13–19 mm) | 1,900 (9% 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). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 10,400 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (55 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 | 6,200 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Z-52. Cards are condensed; use each source link for full context.
Ministry of Balance: Season of Change
- Main battery reload time increased from 3.9 to 4.1 seconds.
- Torpedo reload time increased from 85 to 90 seconds.
- Detectability range by sea increased from 6.9 to 7.1 km.
- Detectability range by air increased from 3.4 to 3.5 km.
- Detectability range by sea while firing in smoke increased from 2.5 to 2.6 km.
- Detectability range by air while firing main battery increased from 2.56 to 2.6 km.
- Sonar range reduced from 5.9 to 5.7 km.
September Update: Breeze of Inspiration
- Buffs to Harold B. Farncomb: the "Careful" base trait and "Shell From the Ghost" unique skill have been improved.
- New row 4 skill for Jerzy Świrski: Fox Flair. Increases the duration of Radar to match that of Smoke Generator while the latter is active, and reduces main battery reload time by up to 10% while Radar is active.
Skins & permanent camouflages
Every custom exterior Z-52 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.
