Zao CLR: Tier X Japanese Heavy Cruiser 1941
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 cancelled altogether.
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Zao CLR Game Flag
Green, commonly associated with nature and harmony, is one of the most calming colors. In many cultures, it symbolizes prosperity, abundance, youth, and life itself. In Europe and the United States, the color green has historically related to wealth and status—in the Middle Ages, merchants, bankers, and the gentry wore green clothes to show their social status.
Zao CLR Info
Ship Name: X Zao CLR
Level: 10
Class: WG Project Heavy Cruiser
WG introduction: July 6, 2024
Staus during testing and Final Special Ship
Estimated release: 13.7
Base Value: 34 650
Nation: Japan
Current development status: Released
How to obtain Zao CLR on final release
1st week has a coupon available for -25% price in Colorful Tokens.
Normal price is 690 Colorful Tokens
100 Colorful Tokens available in Free Event Pass
110 Colorful Tokens from Paid Event Pass
50 Colorful Tokens can be bought for real money, ~$10 per bundle.
Armor
Health Points: 44,900 hp
Armour: 16-203 mm
Side Plating: Fore/Mid/Aft: 25/30/25 mm
Deck: Fore/Mid/Aft: 25/30/25 mm
Superstructure: 16 mm
Fore Athwartships: 30 mm
Aft Athwartships: 30 mm
Citadel Fore Athwartships: 127-203 mm
Citadel Aft Athwartships: 105-160 mm
Armor Belt: 30 mm
Citadel Armor Belt: 100-152 mm
Citadel Torpedo Bulkhead: 90 mm
Citadel Deck Slopes: 65 mm
Citadel Deck: 55 mm
Citadel Bottom: 40 mm
Turret Plating: 50-127 mm
Torpedo Protection: 19%
Tonnage: 17,958 t
Main Battery Armament
4x3 203 mm/50 3rd Year Type No.2 in a triple turret:
Max Range: 16.2 km
Reload: 13.7 s
180° Turn Time: 30.0 s
Dispersion at Max Range: 137 m
Sigma: 2.05σ
Shell Types
HE Shells
12x 203 mm HE Type1:
Alpha Damage: 3,400
Ammo Type: High Explosive
Alpha Piercing HE: 34.0 mm
Shell Air Drag: 0.337
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 203 mm
Shell Krupp: 560.0
Shell Mass: 155.0 kg
Velocity: 920.0 m/s
Burn Probability: 19%
AP Shells
12x 203 mm AP Type92:
Alpha Damage: 5,400
Ammo Type: Armor Piercing
Shell Air Drag: 0.337
Shell Always Ricochet At: 60.0
Normalization: 7.0
Shell Detonator: 0.033
Shell Detonator Threshold: 34.0 mm
Shell Diameter: 203 mm
Shell Krupp: 2468.0
Shell Mass: 155.0 kg
Shell Ricochet At: 45.0
Velocity: 920.0 m/s
Torpedoes
4x5 610 mm Quintuple/Type F3
Reload: 104 s
180° Turn Time: 7.2 s
Range: 8.0 km
Damage: 21,367 hp
Speed: 76 kts
Visibility Distance: 1.8 km
4x5 610 mm Quintuple/Type 93 mod.3
Reload: 171 s
180° Turn Time: 7.2 s
Range: 12.0 km
Damage: 23,367 hp
Speed: 67 kts
Visibility Distance: 1.7 km
Secondaries
6x2 100 mm HE Type98:
Max HE Shell Damage: 1,700
Range: 7.3 km
Reload: 3.0 s
Alpha Piercing HE: 30 mm
Ammo Type: High Explosive
Shell Speed: 1000 m/s
Burn Probability: 6%
Depth Charge Airstrike
Reload time: 30.0 s
Available flights: 2
Number of Aircraft in Attacking Flight: 1
Maximum range: 8.0 km
Number of Bombs in Payload: 2x Type 1 No. 25 MK 2 Mod. 1
Maximum bomb damage: 4900
Burn Probability: 28%
AA Defence:
Long Range
6×2 100 mm/65 Type 98 on a Model A mount:
Firing range: 5.8 km
Hit Probability: 90 %
Damage by Zone Area AA: 151
Damage Caused by Shell Explosions: 1540
Number of Explosions Per Salvo: 6
Continuous damage: 285
Action zone: 3.5-5.8 km
Mid Range
9×2 40 mm/60 Type 5 on a twin mount:
Firing range: 3.5 km
Hit Probability: 90 %
Damage by Zone Area AA: 172
Short Range
20×1 25 mm/60 Type 96 on a single mount:
11×3 25 mm/60 Type 96 on a triple mount:
11×3 25 mm/60 Type 96 on a triple mount:
Firing range: 2.5 km
Hit Probability: 85 %
Damage by Zone Area AA: 151
Mobility
Maximum Speed: 34.5 kts
Turning Circle Radius: 840 m
Rudder Shift Time: 7.7 s
Propulsion: 159,000 hp
Detection
Surface Detectability: 12.2 km
Air Detectability: 7.5 km
Detectability after Firing Main Guns in Smoke: 7.2 km
Consumables
Slot 1 Damage Control Party:
Charges: infinite.
Action Time: 5 s.
Reload Time: 60 s.
Slot 2 Repair Party:
Charges: 3.
Action Time: 28 s.
Reload Time: 80 s.
HP per Second: +224 hp/s.
Slot 3: Fighter:
Charges: 3
Action time: 60 s
Reload time: 90 s
Radius: 3 km
Fighters: 4
Slot 3: Spotting Aircraft:
Charges: 4
Action time: 100 s
Reload time: 240 s
Firing distance: +20%
Slot 4 Defensive AA Fire:
Charges: 3.
Action Time: 40 s.
Reload Time: 80 s.
Average AA Damage: +50%
Damage within the explosion radius of shells fired from medium and long-range AA defenses: 300%.
Slot 4 Hydroacoustic Search:
Charges: 3.
Action Time: 100 s.
Reload Time: 120 s.
Torpedo Detection: 3.5 km.
Ship Detection: 5 km.
Slot 5: Submarine Surveillance:
Charges: 3
Action time: 20 s
Reload time: 120 s
Sub Detection: 7 km