World of Warships: Legends ship guide

Zieten

Also called: 齐滕 Beta
Turtleback brawlerBuilt to brawl: the sloped belt bounces point-blank shells while secondaries work.
Playstyle
  • Push to within secondary range (~7.5 km) so the auto-fire battery starts contributing
  • Avoid: Spending damage control on the first fire
Key characteristics
Strong secondaries (7.5 km)Improved HE penStealthy (14.8 km)SonarTurtleback armorLow HE DPM
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Community Data

Zieten Community Stats

Across 11,000+ Standard battles from 290+ players, Zieten averages a 58% win rate, 69,700 damage and 1.0 kills per battle, and survives 27% of them.

Community Data

Zieten Community Stats

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Playstyle

Overview

Zieten is a Tier VII German turtleback brawler: her angled deck armor roofs the citadel and deflects low-angle fire up and away, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 7.5 km that punish anyone who closes. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE damages angled targets her AP can't, but her HE volume is low: a tool for bow-on targets, not a damage plan. Standout traits: surface detection in T7 BBs (14.8 km, 3rd of 49) and best Sonar ship range in T7 BBs (5.6 km, 2nd of 7). The trade is low HE DPM in T7 BBs (76,557, 44th of 48).

Positioning

Push to within secondary range (~7.5 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge.

Potato Avoidance

Spending damage control on the first fire

Almost every ship in the game repairs indefinitely, so the habit is to press it the moment anything catches; she carries 3 charges and no more. Ride a single fire when your health allows and save the charge for a flood or a multi-fire stack, because the salvo after the one you repaired is the one that sinks you.

Signature Traits

Turtleback armor

Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.

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 15/49 T7 BBs.

Best-in-class stealth ↗

14.8 km surface detect, top decile of T7 BBs. Stays dark longer.

Big torpedo salvo ↗

4 tubes per side, best of the 16 T7 BBs with torpedoes. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.

ELITE SONAR ↗
  • Long-range sonar · 5.6 km
  • Long-duration sonar · 118 s
  • Wide torpedo · 3.8 km
WEAK MAIN BATTERY ↗
  • Low HE DPM · 76557 HE
  • Short gun range · 16.7 km
Acquisition

How to get Zieten

Zieten is available in the Breakthrough Battlecruisers branch of the Germany Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

History: Early Access Aug 2022 – Sep 2022 (temporary crate drops, now ended).

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

Show Germany tech-tree branch diagram

Best listed chance for this ship

Official WG availability sources
  • Eagles Take-off: German Battleships in Early Access Early Access Start: 2022-08-31 · End: 2022-09-28
    • The battleships each come with a personal mission, and they can be acquired from German Battleship regular and Big crates, with the guarantee system active for the latter.
    • The guaranteed drop thresholds are 20 containers for Tier IV Derfflinger and Tier V Mackensen, 30 for Tier VI Prinz Heinrich, and 40 for Tier VII Zieten.
  • Autumn Update: In the Shadow of Leaves Early Access Start: 2022-08-25
    • The Early Access framework stays the same: You can get the new ships from German Battleship regular and Big crates, with one important addition being the inclusion of a Tier VII ship.
    • Tier VII Zieten
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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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 Zieten sits among Tier VII BBs (48 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.

Top 10%Stealth profile14.81 km / 11.77 km (3/49 / 3/49) Top 10%Main battery reload22.5 s (4/49) Top 10%Main dispersion188.2 m (3/49) Top 10%Secondary dispersion bracket33 (5/49) Top 10%Secondary range7.5 km (4/49) Top 25%Secondary HE pen38 mm (7/46) Top 25%Displacement44,120 t (11/49) Top 25%Torpedo damage≈15,533 (5/16) Bottom 25%Main battery range16.69 km (43/49) Bottom 25%Sigma1.7 (41/49) Bottom 25%HE DPM76,557 (44/48) Bottom 25%AP DPM183,418 (43/49) Bottom 25%Secondary HE alpha1,700 (41/46) Bottom 25%Effective HE DPM (incl. fire)121,509 (41/48) Bottom 25%AA range4.5 km (39/49) Bottom 25%Torpedo speed56 kt (13/16) Bottom 25%Torpedo reaction time8 s (13/16) Bottom 25%Torpedo reload110 s (15/16) Bottom 25%End plates27 mm (41/48 / 39/48)
See 31 mid-pack stats

Not standouts for Zieten -- 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 points62,900 HP(36/49) Max speed31 kt(17/49) Smoke fire bloom14.27 km(23/49) Rudder shift15.3 s(18/49) Turning circle820 m(17/49) Main battery caliber406 mm(17/49) HE fire chance38%(15/48) Fires per minute6.06(34/48) Secondary DPM (per side)239,400(19/49) Secondary fire chance8%(29/46) AP velocity810 m/s(27/49) HE velocity810 m/s(31/48) Time to 90% speed33.9 s(23/49) Acceleration (0-12 kt)13.1 s(25/49) AP arming threshold68 mm(35/49) Engine power152,000 hp(27/49) Power / turn radius185.4 hp/m(23/49) Power-to-weight3.45 hp/t(23/49) AP pen at 10 km578 mm(21/49) AA DPS378(33/49) AA threat1,323(33/49) Flak damage per salvo (expected)1,575(17/49) Torpedo range7.5 km(9/16) Repair charges3(23/49) Max armor350 mm(35/49) Citadel belt350 mm(19/48) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.033 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value)
Survivability
Hit PointsInitial: 57,200 → 62,900
Displacement44,120 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
239.9 x 32.64 m
Armor range19–350 mm
Plate armor thicknesses19, 20, 27, 32, 50, 60, 70, 90, 100, 120, 150, 170, 250, 260, 350 mm
Armor material/layer entries72
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 33.3% → 36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 62,900 HP = 11,322 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 62,900 HP = 12,580 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
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.
31,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
18,900
Effective HP
ƒBase 62,900 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 62,900 HP = 8,806 HP per charge, × 3 charges = 26,418 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
69,889–89,318
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,800
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 11,700 = 23,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
11,700
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 47,200 = 94,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
47,200
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,100 = 8,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
4,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,300 = 2,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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
Citadel 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
Main Battery
ModuleArtillery: 406 mm/52 SK L/52
Mounts / barrels3 mounts / 6 barrels
Reload time22.5 s
Firing range (base)15.2 km
Firing range (top fire control)16.7 km
Turret traverse6 °/s
Turret armor380 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.
2x ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
35° off bow / 35° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (16.7 km) than a standard battleship: about 188 m wide × 113 m tall, against 227 m × 136 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(16691.430·10−1.61000+1.6)·30=188.2m
188.2 m at 16.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =188.2·0.6=112.9m
112.9 m at 16.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =188.2·0.61.7=66.4m
66.4 m at 16.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =112.9·0.61.7=39.9m
39.9 m at 16.7 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 22.571 s (22.5 s = 158 ticks) base reload = 15.9. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 20.286 s (20.2 s = 142 ticks) all-upgrades reload (22.5 s × 0.9 Main Battery Mod. 3 = 20.2 s) = 17.7.
Initial: 15.9 → 17.7
HE shells
HE alpha4,800
HE Velocity810 m/s
Fire Chance38%
HE fire DPM vs T7 BB44958
Effective HE DPM vs T7 BB121514
HE penetration
ƒ101 mm ≈ 406 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
101 mm
HE full-salvo alpha
ƒ4,800 HE damage x 6 broadside guns = 28,800.
28,800
HE DPM
ƒZero upgrades: 28,800 HE full-salvo alpha x 60 / 22.571 s (22.5 s = 158 ticks) base reload = 76,557. All upgrades (Main Battery Mod. 3 = -10% reload): 28,800 HE full-salvo alpha x 60 / 20.286 s (20.2 s = 142 ticks) all-upgrades reload (22.5 s × 0.9 Main Battery Mod. 3 = 20.2 s) = 85,183.
Initial: 76,557 → 85,183
Fires/min
ƒZero upgrades: 15.9 shells/min × 0.38 (38% fire chance) = 6.06. All upgrades (Main Battery Mod. 3 = -10% reload): 17.7 shells/min × 0.38 (38% fire chance) = 6.74.
Initial: 6.06 → 6.74
AP shells
AP alpha11,500
AP Velocity810 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range480 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2800·8400.69·0.406−1.07·8101.38=789.8mm.
789.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.7 km), where the shell has slowed to 564.5 m/s: P=10−7·2800·8400.69·0.406−1.07·564.51.38=479.8mm.
479.8 mm at 16.7 km
AP full-salvo alpha
ƒ11,500 AP damage x 6 broadside guns = 69,000.
69,000
AP DPM
ƒZero upgrades: 69,000 AP full-salvo alpha x 60 / 22.571 s (22.5 s = 158 ticks) base reload = 183,418. All upgrades (Main Battery Mod. 3 = -10% reload): 69,000 AP full-salvo alpha x 60 / 20.286 s (20.2 s = 142 ticks) all-upgrades reload (22.5 s × 0.9 Main Battery Mod. 3 = 20.2 s) = 204,085.
Initial: 183,418 → 204,085
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.
250
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time110 s
Projectile speed56.0 kt
Range7.5 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=46,600·0.333=15,533. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 15,533
Maximum damage (ammunition)
ƒ46,600 warhead alpha / 3 + 1,000 blast = 16,533. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,533
Torpedo module damage
ƒPer-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.
1,000
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km56 kt×2.6855=8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. 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.
279%
Torpedo launcher traverse25 °/s
Launch arcswing 158° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
62,132
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
4.5 km
30 mm Flak 38Initial: 30 mm Flak 103/38 (12×2) → 30 mm Flak 38 (12×4)
105 mm L/65 Dop. L. C/31 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/31 (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 126 from dual-purpose secondaries firing as AA in this range band.
126
Range4.5 km
Near aura
Guns30 mm Flak 38
Continuous DPS
ƒInitial: 75 × 3.5 × 0.7 = 184 → 103 × 3.5 × 0.7 = 252. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 184 → 252
Range3 km
Total DPS in Aura
ƒFar 126 + Near 252 = 378
378
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 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, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 4.5 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.
2.5-4.5 km
S
Secondary Battery
Mounts16
Firing range7.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 7 + 2.2 + 1.1 = 10.4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
10.4
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 105 mm (8/side) × 60/3.429 s (3.35 s = 24 ticks) × 1200 = 168,000 + 4×2 150 mm (4/side) × 60/8.571 s (8.57 s = 60 ticks) × 1700 = 47,600 + 4×1 150 mm (2/side) × 60/8.571 s (8.57 s = 60 ticks) × 1700 = 23,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
239,400
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 10.4 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 76,848. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
76,848
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 239,400 + secondary fire DPM 76,848 = 316,248: shell damage plus fire damage against one T7 battleship, every shell hitting.
316,248
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 7.5 km
ƒ7.5 km × 33 + 30 = 277.5 m.
277.5 m
105 mm L/65 Dop. L. C/31 (8×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber105 mm
Reload time3.35 s
HE alpha1,200
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 3.429 s (3.35 s = 24 ticks) × 0.05 (5% fire chance) = 7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
7
HE Pen20 mm
Show 2 more gun families
150 mm/55 SK C/28 (4×2)
Caliber150 mm
Reload time8.57 s
HE alpha1,700
Muzzle Velocity875 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 8.571 s (8.57 s = 60 ticks) × 0.08 (8% fire chance) = 2.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
2.2
HE Pen38 mm
150 mm/55 SK C/28 (4×1)
Caliber150 mm
Reload time8.57 s
HE alpha1,700
Muzzle Velocity875 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 8.571 s (8.57 s = 60 ticks) × 0.08 (8% fire chance) = 1.1. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
1.1
HE Pen38 mm
Maneuverability
Engine power152,000 hp
Maximum speed31.0 kt
Turning circle radius820 m
Rudder shift timeInitial: 21.5 s → 15.3 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 31 / 4 + 4.9 = 12.7 kt. Base value; speed modifiers scale it.
12.7 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
44.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.9 kt of 31.0 kt).
33.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.7 kt of 31.0 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.
53.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.1 = +1.9°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.81 km x 0.955 = 14.14 km. Camouflage does not change detectability by air.
14.81 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.81 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.14 km.
14.14 km
Detectability by air11.77 km
Smoke firing penalty14.27 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.81 km) = 16.69 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.69 km
Detect when firing (air)
ƒAir detectability 11.77 km + gun-firing bloom 8.12 km = 19.89 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
19.89 km
Detect when on fire (sea)
ƒSea detectability 14.81 km + 2.0 km while burning = 16.81 km.
16.81 km
Detect when on fire (air)
ƒAir detectability 11.77 km + 3.0 km while burning = 14.77 km.
14.77 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,806 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 62,900 HP = 8,806 HP: up to 14% of max HP restored per charge.
· 26,418 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 62,900 HP = 26,418 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 314 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 62,900 HP = 314 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Sonar2 charges · 180 s reload · 118 s active · 5.58 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 186×301000=5.58 km
· 3.84 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 128×301000=3.84 km
Module options (3)

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

HullUpgrade
  • Hit points57,200 → 62,900
  • Rudder shift21.5 → 15.3 s
  • Close-range AA DPS75 → 103
Fire controlUpgrade
  • Main battery range15,174 → 16691.4 m
EngineUpgrade
  • Time to 12 kt14.5 → 13.1 s

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.7 km) with the same model as Max Horiz/Vert Disp: horizontal 188 / 227 m − 1 = -17%, vertical 113 / 136 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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.
Shell scatter width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km34.2 m
How tall the scatter ellipse is at a fixed 5 km, from the same 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=0.5·16691.4=8346 m, and radiusOnMax=0.6 at 16691.4 m. Below the kink: k=0.2+(0.5−0.2)·50008346=0.3797, so σV=σH·k=90·0.3797=34.2m.
Shell scatter height @ 10 km68.6 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=0.5·16691.4=8346 m, and radiusOnMax=0.6 at 16691.4 m. Above the kink: k=0.5+(0.6−0.5)·10000−834616691.4−8346=0.5198, so σV=σH·k=132·0.5198=68.6m.
Shell scatter height @ 15 km100.9 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·16691.4=8346 m, and radiusOnMax=0.6 at 16691.4 m. Above the kink: k=0.5+(0.6−0.5)·15000−834616691.4−8346=0.5797, so σV=σH·k=174·0.5797=100.9m.
AP pen 5 km673 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2800·8400.69·0.406−1.07·721.71.38=673mm, where 721.7 m/s is the shell's speed when it arrives at 5 km (from 810 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km578 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2800·8400.69·0.406−1.07·645.61.38=578mm, where 645.6 m/s is the shell's speed when it arrives at 10 km (from 810 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km501 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2800·8400.69·0.406−1.07·582.91.38=501mm, where 582.9 m/s is the shell's speed when it arrives at 15 km (from 810 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.02 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·0.2994·0.40628·1030=1.88×10−5. That runs from a 810 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.02 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·0.245·0.40628·840=1.89×10−5. That runs from a 810 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
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) - 0.249 in this case. Lets HE pen ~101mm armor instead of ~67mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,800
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass840 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.245
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity810 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity810 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time8 s
1200 m / (56.0 kt × 2.6855) = 8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range49.9 s
7500 m / (56.0 kt × 2.6855) = 49.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range126
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 30mm Flak 38 12x4 -> 252 DPS @ 3 km; 105mm SKC 33 8x2 -> 126 DPS @ 4.5 km.
AA DPS layered by range126 DPS @ 4.5 km, 378 DPS @ 3 km
@ 4.5 km: 126 from one family; @ 3 km: 252 + 126 = 378. 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-blank378
252 + 126 = 378 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index1323
252 × 3 + 126 × 4.5 = 1323. 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

Secondary battery dispersion

Secondary dispersion @ 5 km195 m
Same per-type line evaluated at a fixed 5 km: 5 km × 33 + 30 = 195 m.

Secondary battery firepower

Max HE alpha1700
max(1200 (105 mm), 1700 (150 mm), 1700 (150 mm)) = 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
max(5% (105 mm), 8% (150 mm), 8% (150 mm)) = 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 mm
max(20 mm (105 mm), 38 mm (150 mm), 38 mm (150 mm)) = 38 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: 38 mm from the 150 mm family.
Open in Charting Tool

Ship Charts

Background

A fast battleship armed with six 406 mm guns. The architecture and arrangement of her guns can be traced back to battlecruiser projects that were designed not long before World War I.

Armor Beta

Hull HP 57,200 → 62,900 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern27 mm

Overmatched by 69+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–60 mm)1,800 (3% of HP)
Overmatched by 406mm+ AP (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)170 mm primary (range 20–350 mm)47,200 (75% of HP)
No common AP caliber overmatches170 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–260 mm)1,300 (2% of HP)
Overmatched by 406mm+ AP (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 32–350 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 19–50 mm)4,100 (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 HP31,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (150 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 (30 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.
Engine (module, research)engine coefficient (unconfirmed)-0.080 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP18,900 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.

Balance History

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

Buff ×1
2023-01-26

February Update: The Dragon Strikes Back

  • Multiple ships that suffered from hindered shooting abilities due to turret elevation at particular turn angles had those shooting angles improved: Mackensen, Zieten, Prinz Heinrich, Prinz Rupprecht, Ibuki, Ibuki B.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Zieten can equip.

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.