World of Warships: Legends ship guide

Graf Zeppelin

Also called: 齐柏林伯爵 Beta
AP dive-bomber carrierCitadel broadside heavies with AP bombs; torpedoes handle the rest.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
  • Launch from positions where the recall path stays inside your team's AA umbrella
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsStrong secondaries (6 km)Fast torpedoesThick bow plateQuick acceleration
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Community Data

Graf Zeppelin Community Stats

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Playstyle

Overview

Graf Zeppelin is the Tier VII German carrier built around AP dive bombers: armor-piercing bombs that citadel broadside battleships and heavy cruisers, with fast 60-kn air torpedoes for the destroyers and angled targets the bombs glance off. Per-bomb damage is low, so the payout is reliable citadels off target selection rather than raw volume.

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 14.3 km and run at 32 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. A 1,140 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Replacing a lost aircraft takes 32 s at best, and your most fragile squadron flies at 2,450 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

ELITE AIRCRAFT
  • Long air-torp range · 6 km
  • Fast air torpedoes · 60 kn
Punch-through secondaries

38 mm best HE pen across secondary families, best of T7 CVs. Pens hull plates peers' secondaries shatter on.

Thick bow plate

25 mm bow, best of T7 CVs. Harder for same-tier AP to overmatch.

ELITE MOBILITY
  • Quick acceleration
  • Heavy powerplant · 200000 hp
  • Holds speed in turns · 175.4 hp
  • Nimble for the tonnage · 5.97 hp
Acquisition

How to get Graf Zeppelin

Graf Zeppelin is a Premium ship and not available to unlock in the Tech Tree. 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.

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
  • Spectral Vault 5.0 0.394737% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 38 ships
  • Spectral Vault 4.0 0.164474% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 38 ships
    Show 2 paths
    • Spectral Vault 4.00.105263%
    • Spectral Vault 4.0 → Spectral Vault 5.00.059211%
Show all 7 containers (4 more)
  • Spectral Vault 3.0 0.082566% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 38 ships
    Show 4 paths
    • Spectral Vault 3.00.052632%
    • Spectral Vault 3.0 → Spectral Vault 5.00.011842%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011579%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006513%
  • Mystic Lantern 0.078049% Tier VII Premium ship Event · Mystic Lantern · 1 of 41 ships
  • Spectral Vault 2.0 0.014178% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 38 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005263%
    • Spectral Vault 2.00.002632%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002105%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001184%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001184%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000651%
  • Spectral Vault 1.0 0.002102% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 38 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.000526%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000474%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000237%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000189%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000116%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000107%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000107%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000059%
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Graf Zeppelin Ship feature / release Start: 2022-07-27 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
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.

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Commanders frequently paired with this ship Hans Geisler

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Cohort position

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Where Graf Zeppelin sits among Tier VII CVs (10 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.

BestSecondary dispersion bracket8.4 (1/10) BestSecondary HE pen38 mm (1/10) BestAcceleration31.8 s (1/11) BestSecondary range5.5 km (1/10) BestBow armor25 mm (1 of 2 tied) BestAir torpedo range6 km (1 of 3 tied) BestAir torpedo speed60 kn (1/10) Top 10%Engine power200,000 hp (2/11) Top 10%Turn-speed retention175.4 hp/m (2/11) Top 10%Power-to-weight5.97 hp/t (2/11) Top 25%Deck armor60 mm (3/10) Top 25%Squadron restore time32 s (3/11) Bottom 25%AA DPS426 (10/11) Bottom 25%AA threat1,478 (10/11) WorstMax armor100 mm (1 of 3 tied) WorstCitadel belt100 mm (1 of 3 tied)
See 19 mid-pack stats

Not standouts for Graf Zeppelin -- here's where she sits on every other ranked stat in the cohort.

Hit points52,600 HP(4/11) Max speed32 kt(7/11) Concealment14.31 km(8/11) Air detection10.02 km(7/11) Rudder shift13.7 s(7/11) Turning circle1,140 m(9/11) Secondary DPM (per side)181,895(4/10) Secondary HE alpha1,700(8/10) Secondary fire chance8%(5/10) Displacement33,500 t(8/11) AA range4.5 km(9/11) Flak per wave (expected)1,890(4/10) Stern armor21 mm(4/10) Bomb damage4,000(9/11) Air torpedo damage5,100(5/10) Air torpedo stealth1.3 km(5/10) Squadron size18(5/11) Deck HP26,300 HP(5/11) Plane HP2,450 HP(5/11)
Survivability
Hit Points52,600
Displacement33,500 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.
262.5 x 31.5 m
Armor range9–100 mm
Plate armor thicknesses9, 13, 20, 21, 25, 40, 60, 80, 100 mm
Armor material/layer entries52
Fire resistance
ƒDoes 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 duration60 s
Fire damage
ƒEach fire ticks 0.4% of max HP per second for the full 60 s, so one unattended fire burns 24% of the pool (12,624 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 30 s duration, so one unattended flood costs 7.5% of the pool (3,945 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces 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%
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.
15,800
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Squadrons
Total plane capacity72
Flight deck HP26,300
Hangar HP26,300
Dive bomber
Plane HP2,900
Cruising speed175 kt
OrdnanceAP bomb, 4,000 dmg
Hangar max16
Hangar restore+1 every 37 s, start 12
Recovery time37 s
Torpedo bomber
Plane HP2,450
Cruising speed175 kt
Ordnancetorpedo, 5,100 dmg
Flooding chance29%
Torpedo arming time3.5 s
Torpedo arming distance108 m
Hangar max18
Hangar restore+1 every 32 s, start 14
Recovery time32 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4.5 km
37 mm Flak LM/4211×2 37mm
20 mm Flakvierling 387×4 20mm
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.
6×2 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
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 59 raw aura damage × 3.5 × 1 hit probability = 206 - the same in-game units as the Close-range AA DPS headline.
206
Range3.5 km
Total DPS in Aura
ƒFar 126 + Medium 206 = 332
332
Near aura
Guns20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.95 hit probability = 93 - the same in-game units as the Close-range AA DPS headline.
93
Range2 km
Total DPS in Aura
ƒFar 126 + Medium 206 + Near 93 = 425
425
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 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 × 4 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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves 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
Mounts14
Firing range5.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 8.4 + 48. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Arkansas / Graf Zeppelin (unique formula)
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 8.4 + 48 = 94.2 m.
94.2 m
105 mm L/65 Dop. L. C/31 (×6) (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 time4.5 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Show 1 more gun family
150 mm L/55 MLC/36 (×8)
Caliber150 mm
Reload time9.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Maneuverability
Engine power200,000 hp
Maximum speed32 kt
Turning circle radius1140 m
Rudder shift time13.7 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 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.
12.9 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 from in-game data. The full curve is on the acceleration chart.
35.1 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).
10.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
31.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
49.6 s
Concealment
Detectability by sea14.3 km
Detectability by air10.02 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (0 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.02 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
16.3 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
13.02 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 4 squadron size

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.

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: 37mm Flak M42 Zwilling 11x2 -> 207 DPS @ 3.5 km; 20mm Flak 38 C35 7x4 -> 93 DPS @ 2 km; 105 mm SKC 33 6x2 -> 126 DPS @ 4.5 km.
Maximum AA range4.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range126 DPS @ 4.5 km, 333 DPS @ 3.5 km, 426 DPS @ 2 km
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-blank426
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1478
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeArkansas / Graf Zeppelin (unique formula)
Max dispersion = range (km) × 8.4 + 48. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.5 km94.2 m
5.5 km × 8.4 + 48 = 94.2 m.
Secondary dispersion @ 5 km90 m
Same per-type line evaluated at a fixed 5 km: 5 km × 8.4 + 48 = 90 m.

Secondary battery firepower

Secondary DPM (per side)181,895
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 105 mm (6/side) × 60/4.5 × 1200 = 96,000 + 8×2 150 mm (8/side) × 60/9.5 × 1700 = 85,895. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
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
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.

Armor Beta

Hull HP 52,600, 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 & stern25 mm

Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming9 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
Bow25 mm primary (range 21–40 mm)1,600 (3% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)21 mm primary (range 20–80 mm)39,500 (75% of HP)
Overmatched by 305mm+ AP (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern21 mm primary (range 21–80 mm)900 (2% of HP)
Overmatched by 305mm+ AP (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 20–100 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.
Superstructure9 mm primary (range 9–60 mm)300 (1% 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).
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 (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP15,800 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

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Ship Charts

Balance History

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

Nerf ×11Buff ×12Rework ×3Airstrike ×2Main Battery ×3
2025-07-31

Ministry of Balance: Back to the Naval Academy

  • Replaced the High Octane Fuel ship trait with Fast Aircraft.
Read the full official post
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Torpedo bomber restoration time increased from 25 to 37 s.
  • Dive bomber restoration time increased from 30 to 37 s.
Read the full official post
2024-05-31

Ministry of Balance: Carriers 2.0 – First Update

  • Base speed reduced from 195 to 175 knots.
  • Torpedo bombers:
  • Torpedo damage reduced from 6,700 to 6,200.
  • Base speed reduced from 199 to 175 knots.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Bombs per aircraft increased from 1 to 2.
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 50 to 75%.
  • Maximum HP per aircraft reduced from 3,360 to 2,900 (squadron HP reduced from 26,880 to 23,200).
  • Base flight speed increased from 140 to 195 knots.
  • Maximum acceleration multiplier reduced from 135 to 122%.
  • Maximum flight range set to 31 kilometers.
  • Bomb damage reduced from 7,800 to 4,000.
  • AP bomb penetration multiplier reduced by 7.7%.
  • Maximum hangar aircraft increased from 15 to 16.
  • Starting hangar aircraft reduced from 15 to 12.
  • +4 more official change lines in the source post.
Read the full official post
2022-11-03

November Update: Under the Black Flag

  • AP bomb damage increased from 7,600 to 7,800.
  • Torpedo speed increased from 45 to 48 kts.
  • Torpedoes now arm quicker: 3.5 s, down from 4 s.
  • ATBA (secondaries!) range increased from 5 to 5.5 km.
  • 15 planes instead of 14.
  • Planes have been made more maneuverable.
  • We’ve been looking at the popularity and usability of our modernizations lately, and this is the first take. Main Battery Mod. 2 was severely lacking, so to make it more attractive, we've removed the tradeoff and buffed the traverse:
  • Main battery 180° turn time bonus increased from 15 to 20%.
  • Gun Fire Control System Mod.2 is receiving a substantial buff as well - main battery range bonus increased from 5 to 10%.
  • Adjusted ship traits.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 12.1 to 14.3 km; air detectability range changed from 8.5 km to 10 km.
  • Dive bomber HP changed from 3,200 to 3,360; torpedo bomber HP changed from 2,300 to 2,530.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Graf Zeppelin default exterior
    DefaultThe ship’s standard exterior

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.