World of Warships: Legends ship guide

Zara

Also called: 扎拉 Beta
Italy · Tier VI · CA Cruiser · Tech Tree
SAP cruiserTrade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Playstyle
  • Hold 12-15 km angles with islands close enough to break line of sight when focus comes; wait for soft c…
  • The kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (10 km)55 mm SAP penStealthy (10.9 km)Wide SAP fragmentsHeavy magazine armorLow HE DPM
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Community Data

Zara Community Stats

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Playstyle

Overview

Zara is a Tier VI Italian SAP cruiser: her 203mm main battery fires semi-armor-piercing shells (54.9mm of fixed penetration) in place of HE. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Standout traits: top-decile long-range AP brick in T6 CAs (188 mm) and best wide SAP fragments in T6 CAs (30 m).

Positioning

Hold 12-15 km angles with islands close enough to break line of sight when focus comes; wait for soft cruisers and exposed superstructures where SAP lands full penetration rather than firing into the belt or bow armor it shatters on. The kit pays best when you choose your salvo target, not when you chase one.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled battleship are wasted damage. Her 37,100-HP hull does not recover from a punished salvo, so hunt the broadsides, soft cruisers, and exposed superstructures SAP bites cleanly, and angle to survive the return fire while you wait for them.

Signature Traits

ELITE MAIN BATTERY
  • Long-range AP brick · 188.03 mm
  • Wide SAP fragments · 30.0 m
ELITE ARMOR
  • Heavy magazine · 150.0 mm
  • Armored casemates · 150.0 mm
  • Hardened superstructure · 19.0 mm
Strong torpedo belt

19.0% torpedo damage reduction, top decile of T6 CAs.

Low HE DPM

85500 HE DPM, bottom decile of T6 CAs. Don't bank on burn pressure.

Weak torpedoes

12500.0 damage per torpedo, bottom decile of T6 CAs.

Acquisition

How to get Zara

Zara 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 Zara sits among Tier VI CAs (43 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.

BestAP fuse timer0.03 s (1 of 21 tied) Top 10%Stealth profile10.92 km / 6.55 km (4/43 / 5/43) Top 25%Hit points37,100 HP (11/43) Top 25%Main dispersion124.9 m (7/43) Top 25%AP pen at 10 km238 mm (7/42) Top 25%Torpedo reload71 s (7/33) Top 25%Max armor150 mm (9/43) Top 25%Citadel belt150 mm (7/41) Top 25%Deck armor80 mm (6/40) Bottom 25%Max speed32 kt (37/43) Bottom 25%Rudder shift9.8 s (36/43) Bottom 25%Main battery reload16 s (39/43) Bottom 25%Fires per minute4.5 (36/39) Bottom 25%Power-to-weight6.54 hp/t (35/43) Bottom 25%AA range4 km (38/43) Bottom 10%HE DPM85,500 (38/39) Bottom 10%AP DPM144,000 (39/42) Bottom 10%Effective HE DPM (incl. fire)119,151 (38/39) Bottom 10%Flak per wave (expected)306 (39/42) Bottom 10%Torpedo damage≈12,500 (31/33) Bottom 10%Torpedo speed53 kt (31/33)
See 26 mid-pack stats

Not standouts for Zara -- 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.

Traverse-to-turn ratio4.3 ×(33/43) Main battery caliber203 mm(14/43) Main battery range14.65 km(32/43) Sigma2(23/43) HE shell damage2,850(16/39) HE fire chance15%(11/39) Secondary DPM (per side)90,000(21/38) HE alpha1,500(21/38) Secondary fire chance6%(23/38) Secondary HE pen17 mm(27/38) AP velocity900 m/s(13/42) HE velocity850 m/s(19/39) Acceleration26.6 s(27/43) AP arming threshold34 mm(29/42) Engine power95,000 hp(27/43) Turn-speed retention163.8 hp/m(13/43) Displacement14,530 t(29/43) AA DPS263(26/43) AA threat834(31/43) Torpedo range9.99 km(11/33) Bow armor16 mm(25/41) Stern armor16 mm(25/41) NormAP ricochet start45°(33 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value) NormTurn speed retained81%(39 of 43 tied at this value) NormSecondary range4.5 km(26 of 38 tied at this value)
Survivability
Hit PointsInitial: 32,700 → 37,100
Displacement14,530 t
Armor range13–150 mm
Plate armor thicknesses13, 16, 19, 20, 25, 30, 65, 70, 80, 90, 120, 140, 150 mm
Armor material/layer entries63
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 203 mm/53 Ansaldo 1927
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 14.5 s → 16 s
Firing range (base)13.3 km
Firing range (top fire control)14.6 km
Turret traverse7 °/s
HE fire DPM vs T6 BB33651
Effective HE DPM vs T6 BB119151
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 =(1331730·81.11000+1.1)·30=124.9m
124.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =124.9·0.6=74.9m
74.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =124.9·0.319(σ=2)=39.9m
39.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =74.9·0.319(σ=2)=23.9m
23.9 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 14.5 s base reload = 33.1. All upgrades (top gun): 8 broadside guns x 60 / 16 s all-upgrades reload = 30.
Initial: 33.1 → 30
HE shells
HE Damage2,850
HE Velocity850 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 8 broadside guns = 22,800.
22,800
HE DPM
ƒZero upgrades: 22,800 HE full-salvo alpha x 60 / 14.5 s base reload = 94,345. All upgrades (top gun): 22,800 HE full-salvo alpha x 60 / 16 s all-upgrades reload = 85,500.
Initial: 94,345 → 85,500
Fires/min
ƒZero upgrades: 33.1 shells/min x 15% fire chance = 4.97. All upgrades (top gun): 30 shells/min x 15% fire chance = 4.5.
Initial: 4.97 → 4.5
SAP shells
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
30
AP shells
AP Damage4,800
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
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: P=107·K·m0.69·d1.07·v01.38 =107·2450·125.30.69·0.2031.07·9001.38=451.4mm. Matches the in-game spec card.
451.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.3 km), where the shell has slowed to 424.8 m/s: P=107·2450·125.30.69·0.2031.07·424.81.38=160.2mm.
160.2 mm
AP full-salvo alpha
ƒ4,800 AP damage x 8 broadside guns = 38,400.
38,400
AP DPM
ƒZero upgrades: 38,400 AP full-salvo alpha x 60 / 14.5 s base reload = 158,897. All upgrades (top gun): 38,400 AP full-salvo alpha x 60 / 16 s all-upgrades reload = 144,000.
Initial: 158,897 → 144,000
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 53 kt); the stock torpedo module runs 51 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
53 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=37,500·0.333=12,500.
≈ 12,500
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.
13,500
Torpedo detectability1 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 km53 kt×2.6=7.3 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.
7.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.07 per hit, shown as 2.07×100=207%. 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.
207%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming164 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,500 = 37,500.
37,500
AA Defense
AA mount pointsInitial: 10 → 20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (41×3.5×0.9) + (26×3.5×0.85) + (18×3.5×0.9) = 263. 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.
263
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 1938Initial: 4×2 → 6×2 37mm
20 mm/65 Breda 1939 (upgraded hull only)10×1 20mm
20 mm/65 Breda 19354×2 20mm
13.2 mm/76 Breda 1931 (stock hull only)2×2 13mm
100 mm /47 OTO 1928 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 100mm
Far aura
Guns100 mm /47 OTO 1928 (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 57 from dual-purpose secondaries firing as AA in this range band.
57
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 41 raw aura damage × 3.5 × 0.9 hit probability = 129 - the same in-game units as the Close-range AA DPS headline.
Initial: 91 → 129
Range3.5 km
Total DPS in Aura
ƒFar 57 + Medium 129 = 186
186
Near aura
Guns20 mm/65 Breda 1935 + 20 mm/65 Breda 1939
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 0.85 hit probability = 77 - the same in-game units as the Close-range AA DPS headline.
Initial: 30 → 77
Range2 km
Total DPS in Aura
ƒFar 57 + Medium 129 + Near 77 = 263
263
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 170 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary 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 4 km - once planes get inside the band, new waves stop.
2.5-4 km
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
100 mm /47 OTO 1928 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 100mm
Caliber100 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity850 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power95,000 hp
Maximum speed32 kt
Turning circle radius580 m
Rudder shift time9.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
26.6 s
Acceleration 0-99%
ƒTime 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.
43.6 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·32.0·0.5144580=1.63°/s, so ratio=ωturretωhull=71.63=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea10.92 km
Detectability by air6.55 km
Smoke firing penalty6.02 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.92 km
Detect Fire Sea12.92 km
Detect Fire Air9.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active · 450 m radius
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (4)

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

HullUpgrade
  • Hit points32,700 → 37,100
  • Rudder shift17.9 → 12.8 s
  • AA mounts10 → 20
  • Close-range AA DPS45 → 67
Fire controlUpgrade
  • Main battery range13,317 → 14648.7 m
ArtilleryUpgrade
  • Base reload14.5 → 16 s
TorpedoesTrade-off
  • Range12 → 9.99 km
  • Alpha damage35,000 → 37,500
  • Display damage11,667 → 12,500
  • Speed51 → 53 kt

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
Max Horiz Disp124.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1331730·81.11000+1.1)·30=124.9m
Shell scatter width @ 5 km67.5 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.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp74.9 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =124.9·0.6=74.9m
Shell scatter height @ 10 km56.1 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp39.9 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =124.9·0.319(σ=2)=39.9m
Med Vert Disp23.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =74.9·0.319(σ=2)=23.9m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close451.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·125.30.69·0.2031.07·9001.38=451.4mm. Matches the in-game spec card.
AP Pen Far160.2 mm
Same formula at the ship's max firing range (18.3 km), where the shell has slowed to 424.8 m/s: P=107·2450·125.30.69·0.2031.07·424.81.38=160.2mm.
AP pen 5 km330 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 km238 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 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 Radius30
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.
SAP Fragment Radius30
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha22,800
2,850 HE damage x 8 broadside guns = 22,800.
AP full-salvo alpha38,400
4,800 AP damage x 8 broadside guns = 38,400.
HE DPMInitial: 94,345 → 85,500
Zero upgrades: 22,800 HE full-salvo alpha x 60 / 14.5 s base reload = 94,345. All upgrades (top gun): 22,800 HE full-salvo alpha x 60 / 16 s all-upgrades reload = 85,500.
AP DPMInitial: 158,897 → 144,000
Zero upgrades: 38,400 AP full-salvo alpha x 60 / 14.5 s base reload = 158,897. All upgrades (top gun): 38,400 AP full-salvo alpha x 60 / 16 s all-upgrades reload = 144,000.
Shells/minInitial: 33.1 → 30
Zero upgrades: 8 broadside guns x 60 / 14.5 s base reload = 33.1. All upgrades (top gun): 8 broadside guns x 60 / 16 s all-upgrades reload = 30.
Fires/minInitial: 4.97 → 4.5
Zero upgrades: 33.1 shells/min x 15% fire chance = 4.97. All upgrades (top gun): 30 shells/min x 15% fire chance = 4.5.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed53 kt
Travel time to max range72.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage75,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,500 = 75,000.
Per-side salvo damage37,500
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,500 = 37,500.

AA defense

Close-range AA DPS263
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (41×3.5×0.9) + (26×3.5×0.85) + (18×3.5×0.9) = 263. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index834
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

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)90,000
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) × 60/6 × 1500 = 90,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 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 Beta

Hull HP 32,70037,100 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 & stern16 mm

Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel150 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)3,100 (8% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 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)140 mm primary (range 19–150 mm)27,800 (75% of HP)
No common caliber overmatches140 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–120 mm)2,500 (7% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel150 mm primary (range 13–150 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.
Superstructure19 mm primary (range 19–150 mm)2,200 (6% 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 HP18,600 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 (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 HP11,100 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.

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Ship Charts

Balance History

Balance updates affecting Zara. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×2
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Added SAP upgrade module — Artillery: 203 mm/53 Model 1927 SAP.
  • Increases reload time to 16 s.
  • SAP shell damage: 5,050.
  • Penetrates 55 mm of armor.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.