World of Warships: Legends ship guide

ZF-6

Beta
Germany · Tier VII · Destroyer · Premium
Torpedo destroyerLives on its torpedoes; deal damage from concealment rather than the gun duel.
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)SmokeEngine BoostDefensive AAWide always-pen zoneVisible torps
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Community Data

ZF-6 Community Stats

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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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 5/34 T7 DDs.

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Wide always-pen zone · 60.0°
  • Late auto-bounce · 67.5°
Long-reach AA

5.2 km AA reach, best of T7 DDs.

Visible torps

1.8 km torpedo detect, bottom decile of T7 DDs. Easy to dodge if targets are looking.

Wide dispersion

Shell pattern widens about 8.89 m per km of range, bottom decile of T7 DDs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get ZF-6

ZF-6 is a Premium ship and not available to unlock in the Tech Tree. 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.

Best listed chance for this ship

  • Super VII crate 4.166667% One of the Tier VII Premium ships Event · Super VII crate · 1 of 24 ships
  • Fleet Celebration crate 1% One of these ships Event · Fleet Celebration crate · 1 of 3 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
Show all 17 containers (14 more)
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 40 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Archived · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Archived · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
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

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 Beta

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

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Cohort position

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Where ZF-6 sits among Tier VII DDs (34 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 5 tied) BestAP auto-bounce angle67.5° (1 of 5 tied) BestAA range5.2 km (1 of 4 tied) Top 25%Stealth profile6.82 km / 3.41 km (8/34 / 9/34) Top 25%AP DPM245,833 (6/32) Top 25%AP velocity880 m/s (9/32) Top 25%HE velocity880 m/s (7/34) Top 25%Acceleration16.4 s (6/34) Top 25%Power-to-weight21.23 hp/t (9/34) Top 25%AA threat917 (8/34) Top 25%Torpedo damage≈17,200 (9/33) Top 25%Torpedo speed75 kt (6/33) Bottom 25%Max speed35 kt (28/34) Bottom 25%AP pen at 10 km46 mm (29/32) Bottom 25%Torpedo range8 km (29/33) Bottom 10%HE shell damage1,450 (33/34)
See 25 mid-pack stats

Not standouts for ZF-6 -- 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(17/34) Rudder shift3.9 s(16/34) Traverse-to-turn ratio6.5 ×(22/34) Main battery caliber128 mm(15/34) Main battery range10.8 km(25/34) Main battery reload3.6 s(13/34) HE fire chance6%(25/34) Fires per minute5(20/34) HE DPM120,833(21/34) Main dispersion96 m(21/34) AP arming threshold21 mm(14/32) Engine power62,000 hp(15/34) Turn-speed retention92.5 hp/m(18/34) Displacement2,920 t(16/34) Effective HE DPM (incl. fire)157,922(23/34) AA DPS232(12/34) Flak per wave (expected)1,050(9/15) Torpedo reload90 s(11/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) Deck armor19 mm(11/28) NormAP fuse timer0.01 s(25 of 32 tied at this value) NormTurn speed retained81%(32 of 34 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit Points18,000
Displacement2,920 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries23
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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
HE fire DPM vs T7 BB33380
Effective HE DPM vs T7 BB142130
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 =(1079630·80.51000+0.5)·30=96m
96 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96·0.6=57.6m
57.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =96·0.32(σ=2)=30.7m
30.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.6·0.319(σ=2)=18.4m
18.4 m
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 Damage1,450
HE Velocity880 m/s
Fire Chance6%
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 Damage2,950
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=107·K·m0.69·d1.07·v01.38 =107·1640·260.69·0.1281.07·8801.38=162.1mm. Matches the in-game spec card.
162.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.5 km), where the shell has slowed to 293.4 m/s: P=107·1640·260.69·0.1281.07·293.41.38=35.6mm.
35.6 mm
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)
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.
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×2.6=9.2 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.
9.2 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
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (33×3.5×0.95) + (15×3.5×1) = 232. 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.
232
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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 bursts
Bursts
ƒEach ~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.
2 salvos × 2 clouds + 1 outer
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 wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 main battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop.
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
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 after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.82 km
Detect Fire Sea8.82 km
Detect Fire Air6.41 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 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

Show

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 Disp96 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1079630·80.51000+0.5)·30=96m
Shell scatter width @ 5 km52.5 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
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
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96·0.6=57.6m
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.
Med Horiz Disp30.7 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =96·0.32(σ=2)=30.7m
Med Vert Disp18.4 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.6·0.319(σ=2)=18.4m
AP Pen Close162.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1640·260.69·0.1281.07·8801.38=162.1mm. Matches the in-game spec card.
AP Pen Far35.6 mm
Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 293.4 m/s: P=107·1640·260.69·0.1281.07·293.41.38=35.6mm.
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=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 km46 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 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.
Broadside guns used for alpha5
All 5 barrels 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 time9.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed75 kt
Travel time to max range41 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (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

Close-range AA DPS232
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (33×3.5×0.95) + (15×3.5×1) = 232. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index917
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

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 the exact in-game values, not estimated.

Bow & stern19 mm

Overmatched by 136+ 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)2,600 (14% of HP)
Overmatch not possible in its bracketAngle 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 mm13,500 (75% of HP)
Overmatch not possible in its bracketAngle 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)1,500 (8% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 mm1,300 (7% 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 HP9,000 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.
AA mount (55 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 HP5,400 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting ZF-6. Cards are condensed; use each source link for full context.

Buff ×7Consumable ×1
2025-05-15

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.
Read the full official post
2023-05-11

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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior ZF-6 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.