World of Warships: Legends ship guide

Z-23

Beta
Smoke destroyerThe smoke cycle holds cap edges and trades gunfire from cover.
Playstyle
  • Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
  • The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
  • Avoid: Rotating mid-smoke
Key characteristics
Heavy HE shellsHigh fire chanceSmoke + SonarEngine BoostDeep-fuse APStiff AP fuse
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Community Data

Z-23 Community Stats

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Playstyle

Overview

Z-23 is a Tier VII German smoke destroyer: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes. Standout traits: best HE alpha in T7 DDs (2,200) and best HE fire chance in T7 DDs (12).

Positioning

Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (4.4 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.4 km) and radar (about 9.5 km) read straight in regardless. Both phases of a turn are slow (4.5 s on the rudder, a 680 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Rotating mid-smoke

The smoke is a static firing position; if you leave it before the cycle ends, you give up the trade you set up and the next contest opens without a smoke to fall back on.

Signature Traits

Engine Boost

+8% speed (about +3 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE MAIN BATTERY
  • Heavy HE shells · 2200 damage
  • High fire chance · 12%
  • Deep-fuse AP · 0.03 s
MIXED MAIN BATTERY
  • Stiff AP fuse · 25 mm
  • Pattern widens fast with range
Acquisition

How to get Z-23

Z-23 is available in the Area-Control Destroyers branch of the Germany Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,950,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Z-23 sits in the Area-Control Destroyers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds

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

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Cohort position

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Where Z-23 sits among Tier VII DDs (39 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.

BestHE shell damage2,200 (1 of 5 tied) BestHE fire chance12% (1 of 4 tied) BestAP fuse timer0.03 s (1 of 8 tied) Top 10%AP shell damage3,700 (4/31) Top 25%Stealth profile6.82 km / 3.41 km (11/40 / 11/40) Top 25%Main dispersion94.8 m (7/35) Top 25%Engine power70,000 hp (10/40) Top 25%Torpedo reload81 s (9/36) Bottom 25%Rudder shift4.5 s (34/40) Bottom 25%Turning circle680 m (31/40) Bottom 10%Traverse-to-turn ratio4.99 × (33/35) Bottom 10%Main battery range10.64 km (33/35) WorstNo secondaries (33 of 40 in cohort) WorstAP arming threshold25 mm (1 of 6 tied) WorstAP pen at 10 km44 mm (1 of 2 tied)
See 29 mid-pack stats

Not standouts for Z-23 -- 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 points19,500 HP(13/40) Max speed37 kt(13/40) Smoke fire bloom2.54 km(13/40) Main battery caliber128 mm(17/35) Main battery reload5.4 s(27/35) Fires per minute6.67(13/34) HE DPM122,222(21/34) AP DPM205,556(14/31) AP velocity835 m/s(20/31) HE velocity835 m/s(22/34) Acceleration17.8 s(25/40) Turn-speed retention102.9 hp/m(15/40) Displacement3,660 t(29/40) Power-to-weight19.13 hp/t(23/40) Effective HE DPM (incl. fire)171,699(19/34) AA DPS192(17/40) AA range3.5 km(23/40) AA threat537(19/40) Torpedo range9.51 km(18/36) Torpedo damage≈13,400(26/36) Torpedo speed66 kt(17/36) Torpedo reaction time7.9 s(21/36) Max armor20 mm(25/40) Citadel belt20 mm(25/40) Bow armor19 mm(21/40) Stern armor19 mm(21/40) NormAP ricochet start45°(24 of 31 tied at this value) NormAP auto-bounce angle60°(24 of 31 tied at this value) NormTurn speed retained81%(38 of 40 tied at this value)
Survivability
Hit PointsInitial: 14,700 → 19,500
Displacement3,660 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.
127 x 12 m (published figure)
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries25
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.
Initial: 33.3% → 36.6%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,755 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (1,950 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%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
9,800
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
5,900
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 150 mm L/48 Tbts KC/36
Mounts / barrels4 mounts / 4 barrels
Reload timeInitial: 4 s → 6 s
Firing range (base)9.7 km
Firing range (top fire control)10.6 km
Turret traverse8 °/s
Turret armorInitial: 10 mm → 30 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. 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.
±142°, ±151°, ±153°, ±154°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
38° off bow / 26° off stern
HE fire DPM vs T7 BB17803
Effective HE DPM vs T7 BB77803
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 =(10642.530·80.51000+0.5)·30=94.8m
94.8 m at 10.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.8·0.6=56.9m
56.9 m at 10.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =94.8·0.62=28.4m
28.4 m at 10.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.9·0.62=17.1m
17.1 m at 10.6 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 4 s base reload = 60. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 5.4 s all-upgrades reload = 55.6.
Initial: 60 → 55.6
HE shells
HE Damage1,500 → 2,200
HE Velocity830 m/s → 835 m/s
Fire Chance6% → 12%
HE penetration
ƒIn-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒZero upgrades: 1,500 HE damage x 4 broadside guns = 6,000. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 2,200 HE damage x 5 broadside guns = 11,000.
Initial: 6,000 → 11,000
HE DPM
ƒZero upgrades: 6,000 HE full-salvo alpha x 60 / 4 s base reload = 90,000. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 11,000 HE full-salvo alpha x 60 / 5.4 s all-upgrades reload = 122,222.
Initial: 90,000 → 122,222
Fires/min
ƒZero upgrades: 60 shells/min x 12% fire chance = 7.2. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 55.6 shells/min x 12% fire chance = 6.67.
Initial: 7.2 → 6.67
AP shells
AP Damage3,000 → 3,700
AP Velocity830 m/s → 835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 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 =107·1933·45.30.69·0.151.07·8351.38=220mm. Matches the in-game spec card.
220 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.6 km), where the shell has slowed to 315.8 m/s: P=107·1933·45.30.69·0.151.07·315.81.38=57.5mm.
57.5 mm at 10.6 km
AP full-salvo alpha
ƒZero upgrades: 3,000 AP damage x 4 broadside guns = 12,000. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 3,700 AP damage x 5 broadside guns = 18,500.
Initial: 12,000 → 18,500
AP DPM
ƒZero upgrades: 12,000 AP full-salvo alpha x 60 / 4 s base reload = 180,000. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 18,500 AP full-salvo alpha x 60 / 5.4 s all-upgrades reload = 205,556.
Initial: 180,000 → 205,556
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.
15
Torpedoes
ModuleTorpedoes: G7 Schildbutt
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 90 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 81×0.85=68.8 s.
81 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 66 kt); the stock torpedo module runs 65 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
66 kt
Range9.51 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=40,200·0.333=13,400.
≈ 13,400
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.
14,400
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km66 kt×2.6855=7.9 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.4 per hit, shown as 2.4×100=240%. 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.
240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming207 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.
107,200
AA Defense
AA mount pointsInitial: 8 → 10
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.
3.5 km
37 mm Flak LM/42Initial: 37 mm Flakzwilling 30 (2×2) → 37 mm Flak LM/42 (4×2)
20 mm Flakvierling 38 (upgraded hull only)4×4 20mm
20 mm Flakzwilling 38 (upgraded hull only)2×2 20mm
20 mm Flak 38 (stock hull only)6×1 20mm
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 29 raw aura damage × 3.5 × 1 hit probability = 102 - the same in-game units as the Close-range AA DPS headline.
Initial: 18 → 102
Range3.5 km
Near aura
Guns20 mm Flakvierling 38 + 20 mm Flakzwilling 38
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 0.95 hit probability = 90 - the same in-game units as the Close-range AA DPS headline.
Initial: 63 → 90
Range2 km
Total DPS in Aura
ƒMedium 102 + Near 90 = 192
192
Maneuverability
Engine power70,000 hp
Maximum speed37 kt
Turning circle radius680 m
Rudder shift time4.5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 37 / 4 + 4.9 = 14.2 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.
14.2 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.
15.2 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 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.
17.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 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.
30.4 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·37.0·0.5144680=1.60°/s, so ratio=ωturretωhull=81.60=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× drags
Concealment
Detectability by sea6.82 km
Detectability by air3.41 km
Smoke firing penalty2.54 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
10.64 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.41 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.
8.82 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.
6.41 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 69 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Module options (4)

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

HullUpgrade
  • Hit points14,700 → 19,500
  • Rudder shift8.2 → 5.9 s
  • AA mounts8 → 10
  • Close-range AA DPS24 → 56
Fire controlUpgrade
  • Main battery range9,675 → 10642.5 m
ArtilleryUpgrade
  • Base reload4 → 6 s
TorpedoesUpgrade
  • Range8.49 → 9.51 km
  • Reload90 → 81 s
  • Speed65 → 66 kt

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 Disp94.8 m at 10.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(10642.530·80.51000+0.5)·30=94.8m
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 Disp56.9 m at 10.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.8·0.6=56.9m
Shell scatter height @ 10 km52.9 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=0.5·10642.5=5321 m, and radiusOnMax=0.6 at 10642.5 m. Above the kink: k=0.5+(0.60.5)·10000532110642.55321=0.5879, so σV=σH·k=90·0.5879=52.9m.
Med Horiz Disp28.4 m at 10.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =94.8·0.62=28.4m
Med Vert Disp17.1 m at 10.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =56.9·0.62=17.1m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close220 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1933·45.30.69·0.151.07·8351.38=220mm. Matches the in-game spec card.
AP Pen Far57.5 mm at 10.6 km
Same formula at the ship's max firing range (10.6 km), where the shell has slowed to 315.8 m/s: P=107·1933·45.30.69·0.151.07·315.81.38=57.5mm.
AP pen 5 km81 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 km44 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.
AP flight time @ 10 km7.32 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·0.3447·0.12828·28=7.92×105. That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km7.32 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·0.3447·0.12828·28=7.92×105. That runs from a 830 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration25 mm
In-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).
AP overmatch8 mm
floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alphaInitial: 4 → 5
Stock guns: 4 of 4 barrels bear on one beam. Top guns: 5 of 5. Alpha and DPM pair each configuration's salvo with its own reload.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alphaInitial: 6,000 → 11,000
Zero upgrades: 1,500 HE damage x 4 broadside guns = 6,000. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 2,200 HE damage x 5 broadside guns = 11,000.
AP full-salvo alphaInitial: 12,000 → 18,500
Zero upgrades: 3,000 AP damage x 4 broadside guns = 12,000. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 3,700 AP damage x 5 broadside guns = 18,500.
HE DPMInitial: 90,000 → 122,222
Zero upgrades: 6,000 HE full-salvo alpha x 60 / 4 s base reload = 90,000. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 11,000 HE full-salvo alpha x 60 / 5.4 s all-upgrades reload = 122,222.
AP DPMInitial: 180,000 → 205,556
Zero upgrades: 12,000 AP full-salvo alpha x 60 / 4 s base reload = 180,000. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 18,500 AP full-salvo alpha x 60 / 5.4 s all-upgrades reload = 205,556.
Shells/minInitial: 60 → 55.6
Zero upgrades: 4 broadside guns x 60 / 4 s base reload = 60. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 5.4 s all-upgrades reload = 55.6.
Fires/minInitial: 7.2 → 6.67
Zero upgrades: 60 shells/min x 12% fire chance = 7.2. All upgrades (top gun, 5-gun broadside + top hull shells + Main Battery Mod. 3 = -10% reload): 55.6 shells/min x 12% fire chance = 6.67.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.9 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed66 kt
Travel time to max range53.7 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage107,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.
Per-side salvo damage107,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.

AA defense

AA DPS at max range102
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 4x2 -> 102 DPS @ 3.5 km; 20mm Flack 38 quad 4x4 -> 60 DPS @ 2 km; 20mm Flak 38 2x2 -> 30 DPS @ 2 km.
Maximum AA range3.5 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 range102 DPS @ 3.5 km, 192 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-blank192
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index537
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

Armor Beta

Hull HP 14,70019,500 with hull upgrade, 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+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 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)2,900 (15% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–19 mm)14,600 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 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 16–20 mm)1,700 (9% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP9,800 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.
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 HP5,900 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Z-23. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×3
2025-11-27

Holiday Update: Christmas on the Waves

  • Upgraded main battery reload time reduced from 6.4 to 6.0 seconds.
Read the full official post
2023-06-15

Ministry of Balance: Italian Concerto

  • Upgraded Main Battery reload time reduced from 6.7 to 6.4 s.
  • Upgraded Torpedo reload time reduced from 90 to 81 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Z-23 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.