World of Warships: Legends ship guide

Zaō

Also called: 藏王 Beta
Japan · Tier ★ · CA Cruiser · Premium
Improved-AP cruiserIts improved AP fuse citadels cruisers other heavies over-pen; commit to AP and hunt broadsides.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Heavy, fast torpedoesSonarTight dispersionSlow torp reload
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Community Data

Zaō Community Stats

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Playstyle

Overview

Zaō is a Legendary Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Lean on AP into broadsides and short-angled cruisers - HE-spamming this hull leaves the cohort's best damage tool on the rack. Sonar (4.4 km on ships and 3.1 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best torpedo alpha in Legendary CAs (22,267) and top-decile torpedo speed in Legendary CAs (67 kt).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 44,900-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, unique in Legendary CAs.

ELITE TORPEDOES
  • Heavy · 22267.0 damage
  • Fast · 67.0 kt
Tight dispersion

131.1 m max horizontal dispersion, top decile of Legendary CAs. Accurate at range.

WEAK TORPEDOES
  • Slow torp reload · 171.0 s
  • Visible torps · 1.7 km
Acquisition

How to get Zaō

Zaō is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

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Cohort position

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Where Zaō sits among Legendary CAs (22 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.

BestTorpedo damage≈22,267 (1/13) Top 10%Rudder shift7.7 s (3/22) Top 10%Main dispersion131.1 m (2/22) Top 25%AP velocity920 m/s (6/22) Top 25%HE velocity920 m/s (6/21) Top 25%Displacement17,958 t (6/22) Top 25%Torpedo speed67 kt (3/13) Bottom 25%Hit points44,900 HP (18/22) Bottom 25%Secondary HE pen17 mm (12/14) Bottom 25%AA DPS471 (19/22) Bottom 25%AA threat1,780 (20/22) Bottom 25%Deck armor25 mm (19/22) WorstTorpedo reload171 s (13/13)
See 35 mid-pack stats

Not standouts for Zaō -- 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.

Max speed34.5 kt(8/22) Concealment12.74 km(9/22) Air detection7.64 km(9/22) Traverse-to-turn ratio4.96 ×(15/22) Main battery caliber203 mm(13/22) Main battery range15.48 km(17/22) Main battery reload12.2 s(11/22) Sigma2.05(13/22) HE shell damage3,400(11/21) HE fire chance19%(10/21) Fires per minute11.21(8/21) HE DPM200,656(9/21) AP shell damage5,400(13/22) AP DPM318,689(12/22) Secondary DPM (per side)204,000(7/15) HE alpha1,700(9/14) Secondary fire chance6%(8/14) Acceleration25.9 s(8/22) AP arming threshold34 mm(10/22) Engine power159,000 hp(11/22) Turn-speed retention189.3 hp/m(12/22) Power-to-weight8.85 hp/t(7/22) AA range5 km(17/22) Torpedo range11.01 km(6/13) Repair heal rate0.6 %/s(10/22) Max armor203 mm(12/22) Citadel belt152 mm(12/22) Bow armor25 mm(13/22) Stern armor25 mm(13/22) NormSecondary dispersion bracket57(11 of 15 tied at this value) NormAP fuse timer0.03 s(12 of 22 tied at this value) NormAP ricochet start45°(15 of 22 tied at this value) NormAP auto-bounce angle60°(15 of 22 tied at this value) NormSecondary range5 km(12 of 15 tied at this value) NormRepair charges2(16 of 22 tied at this value)
Survivability
Hit Points44,900
Displacement17,958 t
Armor range6–203 mm
Plate armor thicknesses6, 16, 25, 30, 40, 50, 55, 65, 67, 75, 89, 90, 100, 105, 127, 130, 152, 160, 203 mm
Armor material/layer entries62
Fire resistance40%
Fire duration30 s
Torp Reduction19%
Main Battery
ModuleArtillery: 203 mm 18th Year Type
Mounts / barrels4 mounts / 12 barrels
Reload time13.5 s
Firing range15.5 km
Turret traverse6 °/s
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1547930·80.51000+0.5)·30=131.1m
131.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =131.1·0.6=78.7m
78.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =131.1·0.314(σ=2.05)=41.1m
41.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.7·0.314(σ=2.05)=24.7m
24.7 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ12 broadside guns x 60 / 13.5 s base reload = 53.3.
53.3
HE shells
HE Damage3,400
HE Velocity920 m/s
Fire Chance19%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,400 HE damage x 12 broadside guns = 40,800.
40,800
Base HE DPM
ƒ40,800 HE full-salvo alpha x 60 / 13.5 s base reload = 181,333.
181,333
Installed HE DPM
ƒ40,800 HE full-salvo alpha x 60 / 12.2 s installed reload (Main Battery Mod. 3 = -10%) = 200,656.
200,656
Base fires/min
ƒ53.3 shells/min x 19% fire chance = 10.13.
10.13
AP shells
AP Damage5,400
AP Velocity920 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
Improved AP FuseYes
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2468·1550.69·0.2031.07·9201.38=542.9mm. Matches the in-game spec card.
542.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 438.1 m/s: P=107·2468·1550.69·0.2031.07·438.11.38=195mm.
195 mm
AP full-salvo alpha
ƒ5,400 AP damage x 12 broadside guns = 64,800.
64,800
Base AP DPM
ƒ64,800 AP full-salvo alpha x 60 / 13.5 s base reload = 288,000.
288,000
Installed AP DPM
ƒ64,800 AP full-salvo alpha x 60 / 12.2 s installed reload (Main Battery Mod. 3 = -10%) = 318,689.
318,689
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.
35
Torpedoes
ModuleTorpedoes: 610 mm quintuple
Launchers / tubes4 launchers × 5 tubes = 20 tubes
Reload time171 s
Projectile speed67 kt
Range11.01 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=66,800·0.333=22,267.
≈ 22,267
Torpedo detectability1.7 km
Flooding chance406%
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 = 10 x 22,267 = 222,670.
222,670
AA Defense
AA mount points40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.9) + (61×3.5×0.85) + (43×3.5×0.9) = 471. 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.
471
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 59×2 40mm
25 mm Type96 mod. 111×3 25mm
25 mm/60 Type96 mod. 120×1 25mm
100 mm Type98 (DP)6×2 100mm
Far aura
DPS
ƒIncludes 43 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
43
Range5 km
Medium aura
DPS49
Range3.5 km
Total DPS in Aura
ƒFar 43 + Medium 49 = 92
92
Near aura
DPS61
Range3.1 km
Total DPS in Aura
ƒFar 43 + Medium 49 + Near 61 = 153
153
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 159,000 hp
Engine power159,000 hp
Maximum speed34.5 kt
Turning circle radius840 m
Rudder shift time7.7 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
25.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
42.1 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·34.5·0.5144840=1.21°/s, so ratio=ωturretωhull=61.21=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× drags
Concealment
Detectability by sea12.74 km
Detectability by air7.64 km
Smoke firing penalty7.29 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.74 km
Detect Fire Sea14.74 km
Detect Fire Air10.64 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
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
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 80 s reload · 90 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
· 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 7,543 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 15,086 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 269 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (44,900 HP) per second = 269 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (1)

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

TorpedoesTrade-off
  • Range8.01 → 11.01 km
  • Reload104 → 171 s
  • Alpha damage59,600 → 66,800
  • Display damage19,867 → 22,267
  • Speed76 → 67 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)2.05
Max Horiz Disp131.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15479}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 131.1\,\text{m}$
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 Disp78.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 131.1 \cdot 0.6 = 78.7\,\text{m}$
Shell scatter height @ 10 km47.6 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.
Med Horiz Disp41.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 131.1 \cdot 0.314\;(\sigma = 2.05) = 41.1\,\text{m}$
Med Vert Disp24.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 78.7 \cdot 0.314\;(\sigma = 2.05) = 24.7\,\text{m}$
AP Pen Close542.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2468 \cdot 155^{0.69} \cdot 0.203^{-1.07} \cdot 920^{1.38} = 542.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far195 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 438.1 m/s: $P = 10^{-7}\cdot 2468 \cdot 155^{0.69} \cdot 0.203^{-1.07} \cdot 438.1^{1.38} = 195\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius35
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha40,800
3,400 HE damage x 12 broadside guns = 40,800.
AP full-salvo alpha64,800
5,400 AP damage x 12 broadside guns = 64,800.
Base HE DPM181,333
40,800 HE full-salvo alpha x 60 / 13.5 s base reload = 181,333.
Base AP DPM288,000
64,800 AP full-salvo alpha x 60 / 13.5 s base reload = 288,000.
Installed HE DPM200,656
40,800 HE full-salvo alpha x 60 / 12.2 s installed reload (Main Battery Mod. 3 = -10%) = 200,656.
Installed AP DPM318,689
64,800 AP full-salvo alpha x 60 / 12.2 s installed reload (Main Battery Mod. 3 = -10%) = 318,689.
Base shells/min53.3
12 broadside guns x 60 / 13.5 s base reload = 53.3.
Installed shells/min59
12 broadside guns x 60 / 12.2 s installed Artillery reload = 59.
Base fires/min10.13
53.3 shells/min x 19% fire chance = 10.13.
Installed fires/min11.21
59 shells/min x 19% fire chance = 11.21.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range63.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count20
4 launchers x 5 tubes.
Per-side salvo10 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage445,340
All tubes hitting one target: tubes x per-torpedo simulated damage = 20 x 22,267 = 445,340.
Per-side salvo damage222,670
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 22,267 = 222,670.

AA defense

Close-range AA DPS471
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.9) + (61×3.5×0.85) + (43×3.5×0.9) = 471. 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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1780
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 range3.1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)204,000
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: 6×2 100 mm (6/side) × 60/3 × 1700 = 204,000. 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 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor Beta

Hull HP 44,900, 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 51+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel152 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,900 (4% of HP)
Overmatched by 380mm+ (Alsace, Bourgogne)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)30 mm primary (range 25–203 mm)33,700 (75% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–40 mm)2,700 (6% of HP)
Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 6–152 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.
Superstructure16 mm2,200 (5% 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 HP22,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (100 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 (40 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 HP13,500 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Zaō default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Zao ZayaDecorative

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.