ZF-6 Golden
Also called: 金色ZF-6 · ZF-6 золотой Beta- Push deep into caps with 6.8 km detection - closer than peer DDs can match
- Avoid: Burning the 6.8 km concealment advantage on guns
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ZF-6 Golden Community Stats
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ZF-6 Golden Community Stats
Record History
Playstyle
Overview
ZF-6 is a Tier VII German stealth destroyer with cohort-best surface detection (6.8 km). The kit opens detection windows other DDs cannot, so her value is contesting caps her peer DDs cannot reach unspotted. Standout traits: best AP always-pen window in T7 DDs (60°) and best AP guaranteed-ricochet angle in T7 DDs (67.5°).
Positioning
Push deep into caps with 6.8 km detection - closer than peer DDs can match. The advantage opens windows for free torpedo drops and unspotted reposition; treat the cap as yours to take rather than yours to contest.
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
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, shared by 6/41 T7 DDs.
+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
- Wide always-pen zone · 60°
- Late auto-bounce · 67.5°
5.2 km AA reach, best of T7 DDs.
1.8 km torpedo detect, bottom decile of T7 DDs. Spotted early, so targets get a long look and room to turn out.
How to get ZF-6 Golden
ZF-6 Golden is not a regular Tech Tree unlock. Acquisition paths: Containers and Campaign. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CampaignEarnable in the Shock and Awe campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
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Grand Explorer's Chest
0.033333%
One of these ships
New · Grand Explorer's Chest · 1 of 3 ships
-
Explorer's Chest
0.003333%
One of these ships
New · Explorer's Chest → Grand Explorer's Chest · 1 of 3 ships
Official WG availability sources
- "Shock and Awe" Campaign Breakdown Campaign Start: 2021-07-25 · End: 2021-08-29 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Grand Explorer's Chest 0.033333% · One of these ships
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.
Builds
Build for concealment, gun reload, survivability, torpedo utility, and consumable uptime. Preserve HP for decisive cap fights.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where ZF-6 Golden sits among Tier VII 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.
See 26 mid-pack stats
Not standouts for ZF-6 Golden -- 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.
Peers in this cohort
Compare Tier VII DestroyersShow all 39 peers
Stats & specs
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Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
Zero upgrades: 5 broadside guns x 60 / 4 s base reload = 75. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 3.6 s all-upgrades reload = 83.3.HE shells
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32 mm ≈ 128 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
1,450 HE damage x 5 broadside guns = 7,250.ƒ
Zero upgrades: 7,250 HE full-salvo alpha x 60 / 4 s base reload = 108,750. All upgrades (Main Battery Mod. 3 = -10% reload): 7,250 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 120,833.ƒ
Zero upgrades: 75 shells/min x 6% fire chance = 4.5. All upgrades (Main Battery Mod. 3 = -10% reload): 83.3 shells/min x 6% fire chance = 5.AP shells
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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: . 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 293.4 m/s: .ƒ
2,950 AP damage x 5 broadside guns = 14,750.ƒ
Zero upgrades: 14,750 AP full-salvo alpha x 60 / 4 s base reload = 221,250. All upgrades (Main Battery Mod. 3 = -10% reload): 14,750 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 245,833.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
Estimate 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: .ƒ
The 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): , equivalently . Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 3.11 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 17,200 = 137,600.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.ƒ
Effective 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 52 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 20 raw aura damage × 3.5 × 1 hit probability = 70 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 52 + Medium 70 = 122ƒ
Effective DPS: 33 raw aura damage × 3.5 × 0.95 hit probability = 110 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 52 + Medium 70 + Near 110 = 232ƒ
Each ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 210 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every 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.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.ƒ
The 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 5.2 km - once planes get inside the band, new waves stop.ƒ
Time to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (34.6 kt of 35 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
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
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 10796 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 293.4 m/s: .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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 880 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 880 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.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 5 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,450 HE damage x 5 broadside guns = 7,250.2,950 AP damage x 5 broadside guns = 14,750.Zero upgrades: 7,250 HE full-salvo alpha x 60 / 4 s base reload = 108,750. All upgrades (Main Battery Mod. 3 = -10% reload): 7,250 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 120,833.Zero upgrades: 14,750 AP full-salvo alpha x 60 / 4 s base reload = 221,250. All upgrades (Main Battery Mod. 3 = -10% reload): 14,750 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 245,833.Zero upgrades: 5 broadside guns x 60 / 4 s base reload = 75. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 3.6 s all-upgrades reload = 83.3.Zero upgrades: 75 shells/min x 6% fire chance = 4.5. All upgrades (Main Battery Mod. 3 = -10% reload): 83.3 shells/min x 6% fire chance = 5.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).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 17,200 = 137,600.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 17,200 = 137,600.AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 55mm 77 Gerat 2x1 -> 70 DPS @ 4.5 km; 30mm Flak 38 2x4 -> 55 DPS @ 3 km; 30mm Flak 38 twin 2x2 -> 55 DPS @ 3 km; Far AA (?) -> 53 DPS @ 5.2 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.Sum of every family's average DPS, achievable only inside the closest-range family (3 km).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 Beta
Hull HP 18,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | ≈ 900 (~5% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle 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 mm | ≈ 13,500 (~75% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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 | 19 mm primary (range 19–20 mm) | ≈ 900 (~5% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 mm) | 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. |
| Superstructure | 19 mm | no cap | 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). |
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.
Ship Charts
Balance History
Balance updates affecting ZF-6 Golden. Cards are condensed; use each source link for full context.
Grand Explorer's Chest (official container catalog)
- No mechanical differences from ZF-6. Every in-game stat matches the base ship.
- Ships with the golden permanent exterior (PGES743_ZF_6_GOLDEN) in place of ZF-6's default camouflage.
Ministry of Balance: New Horizons, Greater Heights
- The Defensive AA Fire consumable now has at least one additional charge across all ships. Some ships received even greater buffs: ZF-6 and Yūbari now have 3 charges instead of 1, while Kansas and Minnesota now have 4 charges instead of 1.
Ministry of Balance Reports: Ship Trimming
- Health Pool increased from 17,000 to 18,000.
- Bow HP increased from 2,500 → 2,600.
- Stern HP increased 1,400 → 1,500.
- Hull HP increased 12,800 → 13,500.
- Magazine HP increased 8,500 → 9,000.
- Steering Gear HP increased 5,100 → 5,400.
- Superstructure HP increased 1,200 → 1,300.
Skins & permanent camouflages
Every custom exterior ZF-6 Golden can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
