World of Warships: Legends ship guide

Zaō

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Heavy torpedoesSonarDefensive AASlow torp reload
Community Data

Zaō Community Stats

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Playstyle

Overview

Zaō is a Legendary Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Lean on AP into broadsides and short-angled cruisers - HE-spamming this hull leaves the cohort's best damage tool on the rack. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best torpedo alpha in Legendary CAs (23,767).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.9 km on ships, 3.5 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 44,900-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, unique in Legendary CAs.

Heavy torpedoes

23767.0 damage per torpedo, best of Legendary CAs.

Hardened superstructure

203.0 mm superstructure, best of Legendary CAs. HE farms less.

Fast torpedoes

67.0 kt torpedo speed, top decile of Legendary CAs. Less reaction time for targets to dodge.

Slow torp reload

171.0 s torpedo reload, worst of Legendary CAs. Long wait between drops.

Visible torps

1.7 km torpedo detect, bottom decile of Legendary CAs. Easy to dodge if targets are looking.

Acquisition

How to get Zaō

Zaō is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

Builds Beta

Isoroku Yamamoto is the official recommended direction, with a build aimed at improving hit-and-run cruiser play. Favor main-battery range, accuracy or reload, concealment, and agility so Zaō can keep accurate 203 mm pressure active without being trapped.

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Commanders frequently paired with this ship Isoroku Yamamoto

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Cohort position

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Where Zaō sits among Legendary CAs (21 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.

BestTorpedo damage23,767 (1/13) Top 10%Rudder shift10 s (3/21) Top 10%Main dispersion131.1 m (2/21) Top 25%AP velocity920 m/s (6/21) Top 25%HE velocity920 m/s (6/20) Top 25%Displacement17,958 t (6/21) Top 25%Torpedo speed67 kt (3/13) Bottom 25%Hit points44,900 HP (17/21) Bottom 25%Secondary HE pen17 mm (11/13) Bottom 25%AA DPS471 (18/21) Bottom 25%AA threat1,780 (19/21) WorstTorpedo reload171 s (13/13)
See 36 mid-pack stats

Not standouts for Zaō -- 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 speed34.5 kt(8/21) Concealment12.74 km(9/21) Air detection7.64 km(9/21) Traverse-to-turn ratio4.96 ×(15/21) Main battery caliber203 mm(13/21) Main battery range15.48 km(16/21) Main battery reload12.2 s(11/21) Sigma2.05(13/21) HE shell damage3,400(11/20) HE fire chance19%(9/20) Fires per minute11.21(8/20) HE DPM200,656(9/20) AP shell damage5,400(12/21) AP DPM318,689(12/21) Secondary DPM (per side)204,000(5/14) HE alpha1,700(8/13) Secondary fire chance6%(7/13) Acceleration10.52 s(12/21) AP arming threshold34 mm(10/21) Engine power159,000 hp(10/21) Turn-speed retention189.3 hp/m(11/21) Power-to-weight8.85 hp/t(7/21) AA range5 km(15/21) Torpedo range11.01 km(6/13) Repair heal rate0.6 %/s(9/21) Max armor203 mm(11/21) Citadel belt152 mm(11/21) Deck armor89 mm(14/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.03 s(11 of 21 tied at this value) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value) NormBow armor25 mm(14 of 21 tied at this value) NormStern armor25 mm(13 of 21 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 4.93 kmRepair 2Def-AAFighter
Survivability
Hit Points44,900
Displacement17,958 t
Armor range6–203 mm
Plate armor thicknesses6, 16, 25, 30, 40, 50, 55, 65, 67, 75, 89, 90, 100, 105, 127, 130, 152, 160, 203 mm
Armor material/layer entries62
Fire resistance40%
Fire duration30 s
Torp Reduction19%
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.
22,500
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.
13,500
Main Battery
ModuleArtillery: 203 mm 18th Year Type
Mounts / barrels4 mounts / 12 barrels
Reload time13.5 s
Firing range15.5 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15479/30·(8−0.5)/1000 + 0.5)·30 = 131.1 m
131.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.1 × 0.6 = 78.7 m
78.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.1 × 0.314 (σ=2.05) = 41.1 m
41.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.7 × 0.314 (σ=2.05) = 24.7 m
24.7 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ12 broadside guns x 60 / 13.5 s base reload = 53.3.
53.3
HE shells
HE Damage3,400
HE Velocity920 m/s
Fire Chance19%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,400 HE damage x 12 broadside guns = 40,800.
40,800
Base HE DPM
ƒ40,800 HE full-salvo alpha x 60 / 13.5 s base reload = 181,333.
181,333
Installed HE DPM
ƒ40,800 HE full-salvo alpha x 60 / 12.2 s installed reload (Main Battery Mod. 3 = -10%) = 200,656.
200,656
Base fires/min
ƒ12 HE shells x 60 / 13.5 s reload x 19% fire chance = 10.13.
10.13
AP shells
AP Damage5,400
AP Velocity920 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
Improved AP FuseYes
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical 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 × 2468 × 155^0.69 × 0.203^-1.07 × 920^1.38 = 542.9 mm. Matches the in-game spec card.
542.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 438.1 m/s: 1e-7 × 2468 × 155^0.69 × 0.203^-1.07 × 438.1^1.38 = 195 mm.
195 mm
AP full-salvo alpha
ƒ5,400 AP damage x 12 broadside guns = 64,800.
64,800
Base AP DPM
ƒ64,800 AP full-salvo alpha x 60 / 13.5 s base reload = 288,000.
288,000
Installed AP DPM
ƒ64,800 AP full-salvo alpha x 60 / 12.2 s installed reload (Main Battery Mod. 3 = -10%) = 318,689.
318,689
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.
35
Torpedoes
ModuleTorpedoes: 610 mm quintuple
Launchers / tubes4 launchers × 5 tubes = 20 tubes
Reload time171 s
Projectile speed67 kt
Range11.01 km
Maximum simulated damage22,267 (est.)
Alpha damage66,800
Torpedo detectability1.7 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming207 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
222,670
AA Defense
AA mount points40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.9) + (61×3.5×0.85) + (43×3.5×0.9) = 471. 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.
471
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 59×2 40mm
25 mm Type96 mod. 111×3 25mm
25 mm/60 Type96 mod. 120×1 25mm
100 mm Type98 (DP)6×2 100mm
Far aura
DPS
ƒIncludes 43 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
43
Range5 km
Medium aura
DPS49
Range3.5 km
Total DPS in Aura
ƒFar 43 + Medium 49 = 92
92
Near aura
DPS61
Range3.1 km
Total DPS in Aura
ƒFar 43 + Medium 49 + Near 61 = 153
153
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 159,000 hp
Engine power159,000 hp
Maximum speed34.5 kt
Turning circle radius840 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.0× drags
Concealment
Detectability by sea12.74 km
Detectability by air7.64 km
Smoke firing penalty7.29 km
Detect after firing main guns12.74 km
Detect Fire Sea14.74 km
Detect Fire Air10.64 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Module options (2)

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

HullUpgrade
  • Turret traverse6 → 7.6 °/s
TorpedoesTrade-off
  • Range8.01 → 11.01 km
  • Reload104 → 171 s
  • Alpha damage59,600 → 66,800
  • Display damage19,867 → 22,267
  • Speed76 → 67 kt

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 (σ)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp131.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15479/30·(8−0.5)/1000 + 0.5)·30 = 131.1 m
Max Vert Disp78.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.1 × 0.6 = 78.7 m
Med Horiz Disp41.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.1 × 0.314 (σ=2.05) = 41.1 m
Med Vert Disp24.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.7 × 0.314 (σ=2.05) = 24.7 m
AP Pen Close542.9 mm
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 × 2468 × 155^0.69 × 0.203^-1.07 × 920^1.38 = 542.9 mm. Matches the in-game spec card.
AP Pen Far195 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 438.1 m/s: 1e-7 × 2468 × 155^0.69 × 0.203^-1.07 × 438.1^1.38 = 195 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius35
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha40,800
3,400 HE damage x 12 broadside guns = 40,800.
AP full-salvo alpha64,800
5,400 AP damage x 12 broadside guns = 64,800.
Base HE DPM181,333
40,800 HE full-salvo alpha x 60 / 13.5 s base reload = 181,333.
Base AP DPM288,000
64,800 AP full-salvo alpha x 60 / 13.5 s base reload = 288,000.
Installed HE DPM200,656
40,800 HE full-salvo alpha x 60 / 12.2 s installed reload (Main Battery Mod. 3 = -10%) = 200,656.
Installed AP DPM318,689
64,800 AP full-salvo alpha x 60 / 12.2 s installed reload (Main Battery Mod. 3 = -10%) = 318,689.
Base shells/min53.3
12 broadside guns x 60 / 13.5 s base reload = 53.3.
Installed shells/min59
12 broadside guns x 60 / 12.2 s installed Artillery reload = 59.
Base fires/min10.13
12 HE shells x 60 / 13.5 s reload x 19% fire chance = 10.13.
Installed fires/min11.21
12 HE shells x 60 / 12.2 s installed reload x 19% fire chance = 11.21.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range63.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count20
4 launchers x 5 tubes.
Per-side salvo10 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage445,340
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage222,670
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS471
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.9) + (61×3.5×0.85) + (43×3.5×0.9) = 471. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1780
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 range3.1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)204,000
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: 6×2 100 mm (6/side) × 60/3 × 1700 = 204,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
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: 17 mm from the 100 mm family.

Armor

Hull HP 44,900, 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
Bow25 mm primary (range 25–40 mm)1,900 (4% of HP)
Overmatched by 380mm+ (Bismarck, 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)16 mm primary (range 16–203 mm)33,700 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–40 mm)2,700 (6% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 6–152 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure203 mm2,200 (5% 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 HP22,500 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.
Secondary mount (100 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 (40 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 HP13,500 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Zaō default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Zao ZayaDecorative

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.