AL Z24
Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
- Avoid: Trading guns in open water against peer DDs
Variant of Z-23
Al Z24 is a variant of Z-23 with artillery tweaks and different consumables.
Show all differences
Artillery
- main-gun reload6.2 s+2.2 sWorse
- AP damage3,700+700Better
- HE damage1,900+400Better
- HE fire chance12%+6%Better
- HE penetration25 mm+4 mmBetter
- artillery module: Artillery: 150 mm L/48 Tbts LC/36 vs Artillery: 150 mm L/48 Tbts KC/36
- main-gun caliber150 mm+22 mm
Consumables
- Sonar: active 100 s vs 96 s
Torpedoes
- torpedoes module: Torpedoes: 533 mm Vierling vs Torpedoes: G7 Schildbutt
On this page
AL Z24 Community Stats
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AL Z24 Community Stats
Record History
Playstyle
Overview
AL Z24 is a Tier VII German gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: best HE fire chance in T7 DDs (12) and best AP fuse timer in T7 DDs (0.03 s).
Positioning
Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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.
Potato Avoidance
Trading guns in open water against peer DDs
Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.
Signature Traits
+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
- High fire chance · 12.0%
- Deep-fuse AP · 0.03 s
- Big-caliber overmatch · 10.4 mm
- Overmatch specialist
Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.
- Stiff AP fuse · 25.0 mm
- Short gun range · 10.64 km
How to get AL Z24
AL Z24 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
- Azur Lane VII Crate 1% One of the Azur Lane Tier VII Premium Ships Collaboration containers · Azur Lane VII Crate · 1 of 2 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Azur Lane VII Crate 1% · One of the Azur Lane Tier VII Premium Ships
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where AL Z24 sits among Tier VII DDs (34 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 21 mid-pack stats
Not standouts for AL Z24 -- 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.
Peers in this cohort
Show all 33 peers
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
5 broadside guns x 60 / 6.2 s base reload = 48.4.HE shells
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25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 5 broadside guns = 9,500.ƒ
9,500 HE full-salvo alpha x 60 / 6.2 s base reload = 91,935.ƒ
9,500 HE full-salvo alpha x 60 / 5.6 s installed reload (Main Battery Mod. 3 = -10%) = 101,786.ƒ
48.4 shells/min x 12% fire chance = 5.81.AP shells
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floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 343.5 m/s: .ƒ
3,700 AP damage x 5 broadside guns = 18,500.ƒ
18,500 AP full-salvo alpha x 60 / 6.2 s base reload = 179,032.ƒ
18,500 AP full-salvo alpha x 60 / 5.6 s installed reload (Main Battery Mod. 3 = -10%) = 198,214.ƒ
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.ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (27×3.5×0.95) = 191. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Medium 29 + Near 27 = 56ƒ
Time to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 69 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9675}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 87.6\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 87.6 \cdot 0.6 = 52.5\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 87.6 \cdot 0.32\;(\sigma = 2) = 28\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 52.5 \cdot 0.32\;(\sigma = 2) = 16.8\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1933 \cdot 45.3^{0.69} \cdot 0.15^{-1.07} \cdot 835^{1.38} = 220\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 343.5 m/s: $P = 10^{-7}\cdot 1933 \cdot 45.3^{0.69} \cdot 0.15^{-1.07} \cdot 343.5^{1.38} = 64.6\,\text{mm}$.25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 5 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.1,900 HE damage x 5 broadside guns = 9,500.3,700 AP damage x 5 broadside guns = 18,500.9,500 HE full-salvo alpha x 60 / 6.2 s base reload = 91,935.18,500 AP full-salvo alpha x 60 / 6.2 s base reload = 179,032.9,500 HE full-salvo alpha x 60 / 5.6 s installed reload (Main Battery Mod. 3 = -10%) = 101,786.18,500 AP full-salvo alpha x 60 / 5.6 s installed reload (Main Battery Mod. 3 = -10%) = 198,214.5 broadside guns x 60 / 6.2 s base reload = 48.4.5 broadside guns x 60 / 5.6 s installed Artillery reload = 53.6.48.4 shells/min x 12% fire chance = 5.81.53.6 shells/min x 12% fire chance = 6.43.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.8 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (27×3.5×0.95) = 191. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.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.Armor Beta
Hull HP 19,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 135+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | ≈ 975 (~5% of HP) | Overmatched by 283mm+ (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) | ≈ 14,625 (~75% of HP) | Overmatched by 283mm+ (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. |
| Stern | 19 mm primary (range 16–20 mm) | ≈ 975 (~5% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 mm) | no cap | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
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.
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior AL Z24 can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAzur Z24Azur Lane
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.
