Ship:Zao
| 203 mm/50 3rd Year Type No.2 in a triple-gun turret4 х 3 pcs. |
| Rate of Fire4.4 shots/min |
| Reload Time13 sec |
| Rotation Speed6 deg/sec |
| 180 Degree Turn Time30 sec |
| Firing Range16.2 km |
| Maximum Dispersion136 m |
| HE Shell203 mm HE Type1 |
| Maximum HE Damage3,400 |
| Chance of Fire19 % |
| Initial HE Velocity920 m/s |
| HE Shell Weight155 kg |
| AP Shell203 mm AP Type92 |
| Maximum AP Shell Damage5,400 |
| Initial AP Shell Velocity920 m/s |
| AP Shell Weight155 kg |
| 610 mm Quintuple4 х 5 pcs. |
| Rate of Fire0.6 shots/min |
| Reload Time104 sec |
| Rotation Speed deg/sec |
| 180 Degree Turn Time7.2 sec |
| TorpedoType F3 |
| Maximum Damage21,366 |
| Torpedo Speed76 knot |
| Torpedo Range8 km |
| Maximum Speed34.5 knot |
| Turning Circle Radius840 m |
| Rudder Shift Time7.7 sec |
| Surface Detectability Range12.2 km |
| Air Detectability Range7.5 km |
Zaō — Japanese Tier X cruiser.
Eight heavy cruisers were supposed to be built under the Japanese naval building program. They were a further development of the Takao, Tone, and Mogami classes. It was planned to arm these ships with twelve 203 mm guns in four turrets—a traditional arrangement. Their armor was designed to withstand 203 mm HE shell hits. The number of ships was later reduced to four, and their construction was then canceled altogether.
Modules
Compatible Upgrades
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| Slot 3 |
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| Slot 4 |
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| Slot 5 |
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| Slot 6 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
The ninja among Tier X cruisers, Zao specializes in striking with a single massive salvo, then slipping away before the enemy can retaliate.
Japanese cruiser captains will be delighted to know that Zao finally gets an entire new model of gun, replacing the venerable 3rd Year Type that has been the trademark of the line since the Furutaka all the way back in Tier V. And what an upgrade it is! The HE and especially AP shells gain considerable potency, and Zaō delivers them with an accuracy and velocity unprecedented in the line. To further sweeten the deal, Zaō also gains two barrels for a total of twelve, and they are mounted in a friendlier setup of four triple turrets. The one downside is that the turret traverse---already a drawback of the line---suffers a further setback. This makes it especially important that Zaō is doing the ambushing rather than the reverse.
Fortunately this is not difficult to ensure: Zaō can reach a detectability radius of 9.90 km with a (highly recommended) stealth build, which is the best among all Tier X heavy cruisers and nearly as good as the light cruisers. This stealth combines well with her high-alpha, low-rate-of-fire main battery: she can fire a punishing salvo, then go dark before the enemy can effectively return fire.
Her upgraded torpedoes offer another opportunity to use her stealth: with a 12 km range, she can launch these from beyond her detection radius, and even from beyond the range of radar. With two quintuple launchers on each side they can easily devastate unwary victims, and can serve as a good area denial tool. However, their poor firing angles and extremely long reload means they must be used judiciously, with their poor usefulness in brawls being worth a special mention because of their poor firing angles. (The stock torpedoes offer ludicrous speed and a faster reload, but their much shorter range renders them useless in most situations.)
Zaō's survivability is on the lower side of Tier X cruisers, and can sometimes be a mixed bag. She has the smallest health pool of all Tier X cruisers, even counting the light cruisers (with the exception of Smolensk and Colbert), and her armor is mediocre. Her turret angles are horrible. Her anti-aircraft suite and consumable toolkit are unremarkable. However, she does have a few factors working in her favor. She is relatively fast and has a good rudder shift (albeit with a lackluster turning circle), giving her decent ability to reposition and dodge incoming fire. Her citadel is quite hard to hit, is protected by a small but steeply angled turtleback, and her hull is rather narrow allowing her to seem to cheat death by the virtue of avoiding taking citadel hits and yielding over penetrations against large caliber AP when broadside. Still, taking Zaō into a stand-up fight is not advisable, as her low HP pool can prove to be her undoing in fights against enemy BBs with large caliber (431mm+) guns due to overmatch, as well as against some cruisers.
Pros:
- Best accuracy of all cruisers (uses DD dispersion formula)
- Good ballistics performance with fast flight time at all ranges
- Good HE firepower with high alpha damage and fire starting ability
- Good AP performance with high damage per volley and decent penetration
- Fast, powerful torpedoes, with two quintuple launchers on each side of the ship
- High base speed of 34.5 knots
- Good maneuverability (7.7 seconds rudder shift)
- Excellent concealment with all relevant upgrades
Cons:
- One of the lowest health pools among Tier 10 cruisers
- Poor main battery firing angles - bringing all guns to bear can be dangerous
- Subpar turret traverse speed
- Poor torpedo firing arcs, with the launchers being located in the aft section
- Because of their exposed position, her torpedo launchers are prone to incapacitations and destruction
- Has the longest torpedo reload in the game
Research
Optimal Configuration
Zaō is most effective with a stealth build. With already-good accuracy, non-accuracy buffs may benefit the ship more.
Upgrades
The recommended upgrades for Zaō are as follows:
- Slot 1: Main Armaments Modification 1
or Spotting Aircraft Modification 1 
- Slot 2: Engine Room Protection

- Slot 3: Aiming Systems Modification 1
gives her guns more accuracy. Captains who plan to take Main Battery Modification 3
in Upgrade Slot 6 may wish to take Main Battery Modification 2
here instead to improve her turret traverse. - Slot 4: Steering Gears Modification 1
or Propulsion Modification 1 
- Slot 5: Concealment System Modification 1

- Slot 6: Gun Fire Control System Modification 2
or Improved Bridge (
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Commander Skills
Sitting at the top of the tech tree, the suggested skill selections for Zao continue to focus on her stealth aspects. Key skills include Gun Feeder at Level 1, Priority Target at Level 2, Superintendent at Level 3, and Concealment Expert at Level 4. Captains who chose to take Main Battery Modification 3
in Upgrade Slot 6 and Aiming Systems Modification 1
in Upgrade Slot 3 may wish to take Grease the Gears as their Level 1 skill to improve her turret traverse.
Consumables
Zaō can equip the following:
- Slot 1: Damage Control Party

- Slot 2: Defensive AA Fire
– 3 charges or Hydroacoustic Search
– 3 charges - Slot 3: Catapult Fighter
– 3 charges or Spotting Aircraft
– 4 charges - Slot 4: Repair Party
– 3 charges - Slot 5: Submarine Surveillance
– 3 charges
Signals
Recommended Signal Flags
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Gallery
Historical Info
Historical Gallery
References




















