World of Warships: Legends ship guide

ZF-6 Golden

Also called: 金色ZF-6 · ZF-6 золотой Beta
Germany · Tier VII · Destroyer · Premium / golden variant · ZF-6 Variant
Torpedo destroyerFast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Playstyle
  • 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
Key characteristics
Torpedoes (8 km)SmokeReload BoosterEngine BoostDefensive AAVisible torps
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Community Data

ZF-6 Golden Community Stats

ZF-6 Golden has 19 Standard battles from 3 players so far, too few for stable community averages.

Community Data

ZF-6 Golden Community Stats

Log in to GamingDiver and upload your data to see Community Data for ZF-6 Golden: community win rate, damage, survival, spotting, and your own comparison.

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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

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, shared by 6/42 T7 DDs.

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

Long-reach AA ↗

5.2 km AA reach, best of T7 DDs.

ELITE MAIN BATTERY ↗
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
Visible torps ↗

1.8 km torpedo detect, bottom decile of T7 DDs. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get ZF-6 Golden

ZF-6 Golden is not a regular Tech Tree unlock. Acquisition path: Containers. 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Grand Explorer's Chest 0.033333% One of these ships Event · Grand Explorer's Chest · 1 of 3 ships
  • Explorer's Chest 0.003333% One of these ships Event · Explorer's Chest → Grand Explorer's Chest · 1 of 3 ships
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Build for concealment, gun reload, survivability, torpedo utility, and consumable uptime. Preserve HP for decisive cap fights.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where ZF-6 Golden sits among Tier VII DDs (41 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 ricochet start60° (1 of 7 tied) BestAA range5.2 km (1 of 5 tied) Top 25%Concealment6.82 km (11/42) Top 25%AP DPM221,250 (9/33) Top 25%Time to 90% speed16.4 s (9/42) Top 25%AP auto-bounce angle67.5° (5/33) Top 25%Power-to-weight21.23 hp/t (11/42) Top 25%AA threat921 (9/42) Top 25%Torpedo speed75 kt (9/38) Bottom 25%AP pen at 10 km48 mm (29/32) Bottom 25%Torpedo range8 km (31/38) Bottom 25%Torpedo reaction time8.9 s (32/38) Bottom 10%HE shell damage1,450 (33/35) WorstNo secondaries (35 of 42 in cohort)
See 32 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.

Hit points18,000 HP(23/42) Max speed35 kt(29/42) Smoke fire bloom2.56 km(19/42) Air detection3.41 km(12/42) Rudder shift3.9 s(22/42) Turning circle670 m(31/42) Traverse-to-turn ratio6.5 ×(25/37) Main battery caliber128 mm(17/37) Main battery range10.8 km(25/37) Main battery reload4 s(14/37) HE fire chance6%(27/35) Fires per minute4.5(23/35) HE DPM108,750(23/35) Main dispersion96 m(15/37) AP velocity880 m/s(11/33) HE velocity880 m/s(10/35) Acceleration (0-12 kt)5.1 s(15/42) AP arming threshold21 mm(15/33) Engine power62,000 hp(15/42) Turn-speed retention92.5 hp/m(19/42) Displacement2,920 t(17/42) Effective HE DPM (incl. fire)142,130(25/35) AA DPS233(13/42) Flak damage per salvo (expected)1,050(10/17) Torpedo damage≈17,200(11/38) Torpedo reload90 s(17/38) Max armor20 mm(27/42) Citadel belt20 mm(25/42) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormAP fuse timer0.01 s(25 of 33 tied at this value) NormTurn speed retained81%(40 of 42 tied at this value)
Survivability
Hit Points18,000
Displacement2,920 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
125.9 x 12.4 m (measured from the ship model)
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries23
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Does not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 18,000 HP = 1,620 HP on this ship. 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.25% of max HP per second × 40 s = 10% of the pool = 10% × 18,000 HP = 1,800 HP on this ship. Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
9,000
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.
5,400
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,600
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
13,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,500
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 128 mm/61 KM40
Mounts / barrels4 mounts / 5 barrels
Reload time4 s
Firing range10.8 km
Turret traverse10 °/s
Turret armor7 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±150°, ±165°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.8 km) shells land in an ellipse about 96 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1079630·8−0.51000+0.5)·30=96m
96 m at 10.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96·0.6=57.6m
57.6 m at 10.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96·0.62=28.8m
28.8 m at 10.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.6·0.62=17.3m
17.3 m at 10.8 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero 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.
Initial: 75 → 83.3
HE shells
HE alpha1,450
HE Velocity880 m/s
Fire Chance6%
HE fire DPM vs T7 BB33380
Effective HE DPM vs T7 BB142130
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
ƒ1,450 HE damage x 5 broadside guns = 7,250.
7,250
HE DPM
ƒZero 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.
Initial: 108,750 → 120,833
Fires/min
ƒZero 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.
Initial: 4.5 → 5
AP shells
AP alpha2,950
AP Velocity880 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 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=10−7·K·m0.69·d−1.07·v01.38 =10−7·1640·260.69·0.128−1.07·8801.38=162.1mm. Matches the in-game spec card.
162.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.8 km), where the shell has slowed to 343.5 m/s: P=10−7·1640·260.69·0.128−1.07·343.51.38=44.3mm.
44.3 mm at 10.8 km
AP full-salvo alpha
ƒ2,950 AP damage x 5 broadside guns = 14,750.
14,750
AP DPM
ƒZero 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.
Initial: 221,250 → 245,833
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
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed75 kt
Range8 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=51,600·0.333=17,200.
≈ 17,200
Maximum damage (ammunition)
ƒ51,600 warhead alpha / 3 + 1,200 blast = 18,400. 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.
18,400
Torpedo detectability1.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.8 km75 kt×2.6855=8.9 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.11 per hit, shown as 3.11×100=311%. 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.
311%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming231 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 17,200 = 137,600.
137,600
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
5.2 km
55 mm L/77 Gerät 582×1 55mm
30 mm Flak 382×4 30mm
30 mm Flak 103/382×2 30mm
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 52 from dual-purpose main battery firing as AA in this range band.
52
Range5.2 km
Medium aura
Guns55 mm L/77 Gerät 58
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 1 hit probability = 70 - the same in-game units as the Close-range AA DPS headline.
70
Range4.5 km
Total DPS in Aura
ƒFar 52 + Medium 70 = 122
122
Near aura
Guns30 mm Flak 103/38 + 30 mm Flak 38
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.95 hit probability = 110 - the same in-game units as the Close-range AA DPS headline.
110
Range3 km
Total DPS in Aura
ƒFar 52 + Medium 70 + Near 110 = 232
232
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires 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 dedicated 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 clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
Maneuverability
Engine power62,000 hp
Maximum speed35 kt
Turning circle radius670 m
Rudder shift time3.9 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.
13.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
16.4 s
Acceleration 0-99%
ƒTime 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.
27.8 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·35.0·0.5144670=1.54°/s, so ratio=ωturretωhull=101.54=6.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.5× slow
Concealment
Detectability by sea6.82 km
Detectability by air3.41 km
Smoke firing penalty2.56 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.82 km) = 10.8 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
10.8 km
Detect when firing (air)
ƒAir detectability 3.41 km + gun-firing bloom 2.56 km = 5.97 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
5.97 km
Detect when on fire (sea)
ƒSea detectability 6.82 km + 2.0 km while burning = 8.82 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
8.82 km
Detect when on fire (air)
ƒAir detectability 3.41 km + 3.0 km while burning = 6.41 km; matches the in-game 'Detect Fire Air' value on every captured ship.
6.41 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
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
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, 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

Shell Grouping (σ)2
Dispersion typeStandard destroyer
In practice: the baseline curve for a standard destroyer -- at max range (10.8 km) shells land in an ellipse about 96 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
vs standard DDStandard
The standard destroyer dispersion curve.
Max Horiz Disp96 m at 10.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1079630·8−0.51000+0.5)·30=96m
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 Disp57.6 m at 10.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96·0.6=57.6m
Shell scatter height @ 5 km25.1 m
How tall the scatter ellipse is at a fixed 5 km, from the same verified model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10796=5398 m, and radiusOnMax=0.6 at 10796 m. Below the kink: k=0.2+(0.5−0.2)·50005398=0.4779, so σV=σH·k=52.5·0.4779=25.1m.
Shell scatter height @ 10 km52.7 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10796=5398 m, and radiusOnMax=0.6 at 10796 m. Above the kink: k=0.5+(0.6−0.5)·10000−539810796−5398=0.5853, so σV=σH·k=90·0.5853=52.7m.
Med Horiz Disp28.8 m at 10.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =96·0.62=28.8m
Med Vert Disp17.3 m at 10.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =57.6·0.62=17.3m
AP Pen Close162.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1640·260.69·0.128−1.07·8801.38=162.1mm. Matches the in-game spec card.
AP Pen Far44.3 mm at 10.8 km
Same formula at the ship's max firing range (10.8 km), where the shell has slowed to 343.5 m/s: P=10−7·1640·260.69·0.128−1.07·343.51.38=44.3mm.
AP pen 5 km86 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=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km48 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=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km6.71 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3035·0.12828·26=7.51×10−5. 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.
AP flight time @ 10 km6.71 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3035·0.12828·26=7.51×10−5. 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.
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.
Guns per full salvo (alpha, DPM)5
4 mounts × 1.25 barrels = 5; all 5 bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha7,250
1,450 HE damage x 5 broadside guns = 7,250.
AP full-salvo alpha14,750
2,950 AP damage x 5 broadside guns = 14,750.
HE DPMInitial: 108,750 → 120,833
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.
AP DPMInitial: 221,250 → 245,833
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.
Shells/minInitial: 75 → 83.3
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.
Fires/minInitial: 4.5 → 5
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

Torpedo detectability1.8 km
Estimated torpedo reaction time8.9 s
1800 m / (75 kt × 2.6855) = 8.9 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed75 kt
Travel time to max range39.7 s
8000 m / (75 kt × 2.6855) = 39.7 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,200
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centerline launchers train across - full salvo to either side).
Full-salvo damage137,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 17,200 = 137,600.
Per-side salvo damage137,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 17,200 = 137,600.

AA defense

AA DPS at max range53
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.
Maximum AA range5.2 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.
AA DPS layered by range53 DPS @ 5.2 km, 123 DPS @ 4.5 km, 233 DPS @ 3 km
@ 5.2 km: 53 from one family; @ 4.5 km: 70 + 53 = 123; @ 3 km: 70 + 55 + 55 + 53 = 233. 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.
AA DPS at point-blank233
70 + 55 + 55 + 53 = 233 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index921
70 × 4.5 + 55 × 3 + 55 × 3 + 53 × 5.2 = 921. 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 km
Open in Charting Tool

Ship Charts

Background

One of the unfinished French Le Hardi-class destroyers, captured by Germany in 1940. The project for the ship's completion planned for her armament to be completely replaced with German equipment.

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.

Bow & stern19 mm

Overmatched by 137+ AP 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 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 900 (~5% of HP)
Overmatched by 283mm+ AP (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+ AP (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.
Stern19 mm primary (range 19–20 mm)≈ 900 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 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.
Superstructure19 mmno 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.

Exteriors

Skins & permanent camouflages

Every custom exterior ZF-6 Golden can equip.

  • ZF-6 Golden default exterior
    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.

Source status No high-context source card yet Filtered for precision