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Graf Zeppelin
Tech Tree Position
Purchase pricepromo  Doubloons
Hit Points52,600 
Squadrons under Command pcs.
Aircraft in Squadron pcs.
Hangar Capacity 72 pcs.
Secondary Armament #1
150 mm L/55 MLC/368 х 2 pcs.
Firing Range6.25 km.
Rate of Fireshots/min.
Reload Time7.5 sec.
HE Shell150 mm Spr.Gr. L/4.5 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity875 m./s.
Chance of Fire on Target Caused by HE Shel%
Secondary Armament #2
105 mm L/65 Dop. L. C/316 х 2 pcs.
Firing Range6.25 km.
Rate of Fire17.91 shots/min.
Reload Time3.35 sec.
HE Shell105 mm Spr.Gr. Kz. 
Maximum HE Shell Damage1,200 
Initial HE Shell Velocity900 m./s.
Chance of Fire on Target Caused by HE Shel%
AA Defense
37 mm Flak LM/4211 х 2 pcs.
. . . Average Damage per Second113.3 
. . . Firing Range3.51 km.
20 mm Flakvierling 387 х 4 pcs.
. . . Average Damage per Second44.8 
. . . Firing Range2.01 km.
105 mm L/65 Dop. L. C/316 х 2 pcs.
. . . Average Damage per Second99.6 
. . . Firing Range4.5 km.
Maximum Speed32 knot
Turning Circle Radius1 140 m.
Rudder Shift Time13.7 sec.
Surface Detectability Range16.2 km.
Air Detectability Range11.06 km.
Battle Levels

Graf Zeppelin — German promo premium Tier VIII aircraft сarrier.

A high-speed aircraft carrier armed with numerous secondary and dual-purpose guns. She had the most powerful propulsion among all German Navy ships. The carrier was never completed because Germany's shipbuilding program priorities changed during the course of World War II.

Graf Zeppelin was first released for sale worldwide on 21 August 2017. She was not well-received by the player base, and Wargaming removed her from sale after only five days. She was re-worked and will be re-released for sale at a future date; the only ones currently found on live servers were are owned by those who originally purchased her in August 2017.


Flight Control Fighters
Torpedo Bombers
Dive Bombers
Research price
Purchase price
FID Typ 8 Mod. 1111 00
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Graf Zeppelin52,60091008/611/7/672 00
Attack Aircraft Cruise Speed
Average Damage per Second
LoadoutHit Points
Research price
Purchase price
Me-155A136001,130 00
Torpedo Bombers Maximum Torpedo Damage
Cruise Speed
Hit Points
Research price
Purchase price
Ta-152C-1/R146,0001811,470 00
Dive Bombers Maximum Bomb Damage
Cruise Speed
Hit Points
Research price
Purchase price
Ta-152C-1/R147,0001811,410 00
Engine Maximum Speed
Research price
Purchase price
Propulsion: 200,000 hp32 00

Compatible Upgrades

 Slot 1  Air Groups Modification 1 Auxiliary Armaments Modification 1
 Slot 2  Damage Control System Modification 1 Aircraft Engines Modification 1
 Slot 3  Secondary Battery Modification 1 AA Guns Modification 1 Torpedo Bombers Modification 1 Attack Aircraft Modification 1
 Slot 4  Damage Control System Modification 2 Attack Aircraft Modification 2 Torpedo Bombers Modification 2 Dive Bombers Modification 2
 Slot 5  Flight Control Modification 1 Concealment System Modification 1

Player Opinion


Though never fully finished in real life, Graf Zeppelin comes alive in World of Warships as the first carrier to enter the game from a nation other than Japan or America. Historically, she was the first carrier in the world to utilize catapult launching technology; this trait carries over in-game as she gets planes off her deck faster than any other carrier.

As a Tier VIII carrier, Graf Zeppelin will inevitably face powerful AA ships such as Tier X cruisers Des Moines and Minotaur and will be forced to evade or work around these ships to attack with her bombers. Her planes can be quickly and easily shot down by ships that are built for anti-air; however, they are very fast and can strike swiftly before the enemy has a chance to knock many of them down. In short, the plane durability is very much akin to Tier VIII Japanese counterpart Shokaku. Where Zeppelin differs significantly from Shokaku is in the variety of ways she can be loaded out prior to queuing for a battle: Graf Zeppelin has two flight control module options, each vastly different from the other.

The first squadron configuration features one over-sized fighter squadron with eight (8) planes, and another eight (8) fighters in reserve. Her strike planes are divided into two (2) torpedo squadrons of 5 planes each (with 17 more in the reserve), and one dive bomber squadron of nine (9) planes (and 20 more in her hangar). The cycle time required for the fighters and dive bombers is rather long, while the torpedo bombers rearm and launch in the blink of an eye. This loadout is very balanced, though exterminating enough enemy fighters to achieve air superiority is difficult due to the low fighter reserves.

The torpedo bombers in this configuration have the option of equipping deep water torpedoes, the first planes in the game to have this option. The difference between these regular torpedoes and deep water ones is that the latter are unable to hit destroyers in exchange for having a higher flooding chance once they do hit cruisers, battleships, or aircraft carriers. In practice, deep water torpedoes on aerial drops are fairly pointless, and equipping them deprives Zeppelin captains of the flexibility of targeting enemy destroyers with her potent torpedo loadout.

The second squadron configuration is a bit more specialized, and features two fighter squadrons of five (5) planes each (and 14 more in her hangar) paired with three dive bomber squadrons, also made up of five (5) planes each (plus 33 more ready in reserve). The servicing times are reasonable, and not as unforgiving as the ones for the first loadout. This loadout allows captains to fend off enemy aircraft better, due to both the larger fighter reserves and the advantage of having two squadrons which can be set up for strafes. The focus on dive bombers means that the choice of bombs will dictate what targets can be engaged effectively.

Zeppelin’s HE bombs, like high-tier American HE bombs, pack quite a punch against cruisers and destroyers, while the AP bombs are devastating towards most battleships and cruisers she will face. The AP bombs in particular will frequently surprise opponents who are used to American AP bombs over-penetrating them, as the fuse threshold — the amount of armor they must penetrate in order to trigger the fuse — is significantly less than those found on American bombs. Furthermore, as there is a somewhat large reserve of the bombers, captains can afford to sacrifice some planes to attack certain strategically positioned targets. However, captains must be careful of losing entire squadrons as the respawn time for a lost squadron is quite long. The bomb drop reticle for Graf Zeppelin is very friendly and easy to use: a simple circle, meaning that it the angle they approach a ship from is more-or-less irrelevant. Auto-drops can be as devastating as manual drops; when the manual drop reticle is properly timed against battleships, it's common to land all five or six bombs from the squadron.

Graf Zeppelin’s fighters have sufficient firepower to reliably strafe down enemy planes and are the fastest fighters of Tier VIII carriers. They are somewhat fragile, however, and captains should avoid dogfights with other enemy squadrons if possible; the fighters will routinely lose in straight up dogfights against other enemy fighters at Tier VIII due to their low average DPS. In such cases, a well-timed strafe to escape the fighter lock can save the squadron from complete devastation at the cost of one plane.

Another unique feature is that Graf Zeppelin has access to the Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).) consumable, with identical stats to same-tier non-German cruisers. While its practical use is debatable, it does allow for some interesting possibilities and shouldn't be discounted. Additionally, her secondary firepower is astonishing for an aircraft carrier, even surpassing that of Bismarck. While captains should not rely on her secondaries alone to fend off an attacking ship, they are more than capable of doing excellent damage against lighter units that wander too close.

Graf Zeppelin is a very comfortable carrier to play, and offers captains more variety in offensive strike power than any other aircraft carrier currently in the game.


  • Ability to choose between AP and HE bombs.
  • Secondary armament provides decent protection from close-in attacks, a very big pain for most ships if fully built for secondaries.
  • AP bombs can devastate enemy battleships, cruisers, and carriers.
  • HE bombs can devastate enemy destroyers.
  • Fighters are Tier VII, which allows them near-guaranteed benefits from the Dogfighting Expert commander skill.
  • Adequate anti-aircraft suite for self-defense.
  • User-friendly targeting reticle for dive bombers.


  • As a Tier VIII aircraft carrier, captains may face off against large amounts of high tier AA.
  • Unable to train captains for any other carriers, and requires a specialized German captain to perform well.
  • No torpedo bombers FID Typ 8 Mod. 2, making it very difficult to deal with enemy destroyers effectively without using HE bombs.
  • Poor base surface detectability range at 16.2km.
  • AP bombs are somewhat unpredictable to land hits due to circular drop pattern.


As a Premium ship, Graf Zeppelin doesn't have any upgrades to research.

Optimal Configuration


The recommended upgrades for Graf Zeppelin are as follows:

Upgrade Slot 1 provides two viable options. Air Groups Modification 1 is highly recommended to improve her weak fighters, but some players may choose to specialize in anti-aircraft duties or the secondary battery to defend against attacking aircraft and ships. For either specialization, Auxiliary Armaments Modification 1 (+100% to secondary battery survivability. / +100% to AA mounts survivability.) should be equipped.

Upgrade Slot 3 provides options for different roles and specializations. Air Groups Modification 2 is highly recommended to increase the ammunition and hit points (HP) of fighter aircraft. Some players may choose to mount Flight Control Modification 1 (-5% aircraft restoration time, +2 aircraft carrier deck places available.) in order to get planes airborne faster. For specialization in anti aircraft duties or the secondary battery, either AA Guns Modification 1 (+2 to number of explosions produced by salvos from medium- and long-range AA defenses.) or Secondary Battery Modification 2 (+20% to secondary battery maximum firing range. /    -20% to maximum dispersion of secondary battery shells.) should be mounted, depending on the desired specialization.

Commander Skills

Graf Zeppelin is in a unique position as far as her Commander Skills go. She features a fearsome secondary armament sure to surprise any ships that venture too close in the hopes of an easy kill; as such, choosing skills that increase the performance of her secondaries is certainly a viable way to go. Captains must make hard choices between investing in skills to boost torpedo bomber attacks, increased fire damage effects, and skills to support aggressive carrier positioning, all while being mindful of their preferred flight module.


Graf Zeppelin can equip the following consumables:

Shelling out credits (or doubloons) for Damage Control Party II (While active, instantly repairs any module incapacitations, fires, and floods.) will prove useful for captains trying to take advantage of Graf Zeppelin’s secondary battery guns, while Defensive AA Fire II (While active, damage per second of large caliber anti-aircraft guns increased.) may be useful if players find themselves subjected to repeated attacks by the enemy carrier.


As a Premium ship, Graf Zeppelin comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.


As a premium aircraft carrier, Graf Zeppelin can mount only four signal flags simultaneously. Captains using high explosive bombs should mount India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) and Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) flags for a boost to their fire chance. November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) flags are recommended to boost the ship’s anti-aircraft damage. Captains can also mount November Foxtrot (-5% reload time on all consumables.) and India Yankee (-20% to fire duration.) flags for increased survivability. Lastly, economic and special flags can be used to increase the ship’s credit and experience gain per battle.


Historical Info

Historical Gallery


  • Chesneau, R., Gardiner, R. (1980). Conway’s All the World’s Fighting Ships: 1922-1946. London UK: Conway Maritime Press.
  • Breyer, S. (1989). Graf Zeppelin: The German Aircraft Carrier. West Chester. PA: Schiffer Publishing Ltd.
  • SANTI Expedition to Graf Zeppelin
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