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Shokaku

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Shokaku
Shokaku_wows_main.jpg
Aircraft Carrier | Japan | Tier VIII
Tech Tree Position
Ryujo
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Shokaku_icon_small.png
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Hakuryu
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General
Research price158000 exp
Purchase price11,500,000 Credits
Hit Points50,100 
Aircraft
Squadrons under Command pcs.
Aircraft in Squadron pcs.
Hangar Capacity 72 pcs.
Secondary Armament #1
127 mm/40 Type89 A16 х 2 pcs.
Firing Range4.5 km.
Rate of Fire12 shots/min.
Reload Timesec.
HE Shell127 mm HE Type0 
Maximum HE Shell Damage2,100 
Initial HE Shell Velocity725 m./s.
Chance of Fire on Target Caused by HE Shel%
Secondary Armament #2
127 mm/40 Type89 A1 mod. 22 х 2 pcs.
Firing Range4.5 km.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell127 mm HE Type0 
Maximum HE Shell Damage2,100 
Initial HE Shell Velocity725 m./s.
Chance of Fire on Target Caused by HE Shel%
AA Defense
127 mm/40 Type89 A16 х 2 pcs.
. . . Average Damage per Second60.6 
. . . Firing Range5.01 km.
127 mm/40 Type89 A1 mod. 22 х 2 pcs.
. . . Average Damage per Second20.2 
. . . Firing Range5.01 km.
25 mm/60 Type96 mod. 136 х 1 pcs.
. . . Average Damage per Second64.8 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed34 knot
Turning Circle Radius1 130 m.
Rudder Shift Time18.3 sec.
Concealment
Surface Detectability Range12.42 km.
Air Detectability Range11.97 km.
Battle Levels
12345678910
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VIII
Ship_PJSA108_Shokaku.png
11,500,000

Shokaku — Japanese Tier VIII aircraft сarrier.

The Hiryu-class heavy aircraft carrier whose design stemmed from the experience gained in building ships of the same type. Compared to her predecessor, Shōkaku came with reinforced anti-aircraft armament, a larger air group and somewhat improved armor. During the course of World War II, the ship's AA capabilities were significantly enhanced.

Modules

Flight Control Fighters
(sqdr.)
Torpedo Bombers
(sqdr.)
Dive Bombers
(sqdr.)
Research price
(exp)
Purchase price
(Credits)
Type8 mod. 1111 0700,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Shokaku (A)50,10062152/636/6/272 01,200,000
Shokaku (B)51,40062152/620/32/6/272 27,0003,000,000
Attack Aircraft Cruise Speed
(knot)
Average Damage per Second
(HP/min)
LoadoutHit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A6M5 Zero144001,110 0600,000
N1K Kyōfū151001,260 18,0001,500,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Cruise Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
B6N Tenzan7,2331331,230 0600,000
B7A Ryusei7,2331371,450 18,0001,500,000
Dive Bombers Maximum Bomb Damage
(HP)
Cruise Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
D4Y3 Suisei Type 3 №25 Mk46,1001421,100 0600,000
B7A Ryusei Type 99 №80 Mk57,6001451,350 18,0001,500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 152,000 hp34 0500,000

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

Performance

Just like Hiryu, Shokaku almost has the same play style as its predecessor. Again 72 planes means you can inflict heavy damage to any enemies you encounter. This carrier is also a lot tougher and armored compared to her predecessor, although you will still rely for protection from other ships.

Pros:

  • Same play style as predecessor Hiryu.
  • Large hangar capacity, 72 planes in total.
  • More armored than her predecessor.
  • Fully-upgraded can deal huge amounts of damage to enemy ships in a single attack run.
  • Excellent AA protection.
  • Difficult-to-hit citadel; the hitbox is located well below the waterline.
  • 34 knot top speed means easier relocation when necessary.

Cons:

  • Expensive maintenance, especially if you are not fully upgraded.
  • Poor concealment (Although purchasing the Concealment upgrade can negate the problem somewhat).
  • Painful grind, expensive XP and expensive upgrades.
  • Stock torpedo bomber (the Tier VI Nakajima B5N2) is highly vulnerable to the level of anti-aircraft fire she will find aboard ships in her tier.
  • Loses a lot of speed during turns.
  • Very vulnerable to dive bomb attacks.

Research

This is a suggested research path:

  1. Type 8 mod. 2 or mod. 3 Flight Control
  2. Kawanishi N1K5-A fighters
  3. Nakajima B6N torpedo bombers
  4. Hull (B)
Researching mod. 2 or mod. 3 Flight Control depends on the player's preference.

Optimal Configuration

Upgrades

The recommended upgrades for Shokaku are as follows:

Upgrade Slot 3 is the main choice of upgrades with Shokaku. For players looking to improve their fighter's capabilities, Air Groups Modification 2 (+7.5% to aircraft HP.) is highly recommended, especially when using the Type 8 mod. 3 flight control system. Otherwise, the Flight Control Modification 1 (-5% aircraft restoration time, +2 aircraft carrier deck places available.) helps players land and launch Shokaku`s multiple flight squadrons, as Shokaku has six separate plane squadrons to manage.

Upgrade Slot 5 offers players Concealment System Modification 1 (-10% to detectability radius. / +5% to the maximum dispersion of enemy shells that fire on your ship.), which stacks with Concealment Expert and camouflage to bring Shokaku`s surface detection down to a tiny range of 9.1 km.

Commander Skills

Shokaku uses the standard Japanese carrier captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. Aircraft Servicing Expert, Torpedo Acceleration, Torpedo Armament Expertise, and Air Supremacy are "must have" skills. Dogfighting Expert is also useful if Shokaku faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.

For AA defense, Shokaku has large-caliber 127mm guns that benefit greatly from Manual Fire Control for AA Armament. Basic Firing Training is also a good choice to boost all AA guns' DPS by 20%. And as Shokaku is a Tier VIII carrier, the player has access to the special Japanese carrier version of Defensive AA Fire (While active, damage per second of large caliber anti-aircraft guns increased.), which lasts for two minutes and increases the ship's AA DPS by a factor of 1.75. Coupled with Basic Firing Training and Manual Fire Control for AA Armament, the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively and greatly reduce the damage taken from an enemy carrier's attack.

Evasive Maneuvers is recommended as it increases the bombers' survivability when returning to the carrier, and is especially useful when the enemy targets have activated Defensive AA Fire (While active, damage per second of large caliber anti-aircraft guns increased.).

Any skills that are related to an enemy vessel firing on your carrier are not useful, as the cost-benefit of investing in survivability skills is not worth the minimal benefit they offer. Shokaku is large and unarmored, and will not survive an attack by any ship larger than a destroyer. Shokaku captains must position their ship near friendlies and far back from the enemy fleet. Concealment Expert may be taken to further reduce detection range if the captain so desires.

Consumables

Shokaku has access to the following consumables:

Premium Defensive AA Fire II (While active, damage per second of large caliber anti-aircraft guns increased.) is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Damage Control Party II (While active, instantly repairs any module incapacitations, fires, and floods.) is not recommended as it is typically needed only in dire moments, or when the player is the last one alive.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.

Players who wish to spend doubloons can equip Shokaku with Type 18 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns.

Shokaku also has an alternate premium camouflage called "The Great Gorgon", in which she appears as she does during the Halloween scenario "Sunray in the Darkness".

Signals

As a carrier, Shokaku can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (+50% XP earned for the battle.), Zulu Hotel (+50% Commander XP earned for the battle.), and, for the last two: 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.) and Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.).

Gallery

Historical Info

Historical Gallery


Ships of Japan
Destroyers  II Tachibana Doubloons • II Umikaze • II Tachibana Lima Doubloons • III Wakatake • IV Isokaze • V Minekaze • V Fūjin Doubloons • V Kamikaze Doubloons • V Kamikaze R Doubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome Doubloons • VII Akatsuki • VII Shiratsuyu • VIII Akizuki • VIII Kagero • VIII Asashio Doubloons • VIII Asashio B Doubloons • VIII HSF Harekaze Doubloons • IX Yūgumo • IX Kitakaze • X Shimakaze • X Harugumo 
Cruisers  I Hashidate • II Chikuma • III Tenryu • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • V Yahagi • VI Aoba • VII Myoko • VII ARP Myoko • VII ARP Ashigara • VII ARP Haguro • VII Southern Dragon • VII Eastern Dragon • VII ARP Nachi • VIII Mogami • VIII Atago Doubloons • VIII Atago B Doubloons • VIII ARP Takao • IX Ibuki • IX Azuma • X Zao 
Battleships  II Mikasa Doubloons • III Kawachi • IV Myogi • IV Ishizuchi Doubloons • V Kongo • V ARP Kongō • V ARP Kirishima • V ARP Haruna • V ARP Hiei • VI Fuso • VI Mutsu Doubloons • VII Nagato • VII Ashitaka Doubloons • VIII Amagi • VIII Kii Doubloons • IX Izumo • IX Musashi • X Yamato 
Aircraft Carriers  IV Hosho • V Zuiho (old) • VI Ryujo • VII Hiryu (old) • VIII Shokaku • VIII Kaga Doubloons • IX Taiho (old) • X Hakuryu
Aircraft Carriers
Japan  IV Hosho • V Zuiho (old) • VI Ryujo • VII Hiryu (old) • VIII Shokaku • VIII Kaga Doubloons • IX Taiho (old) • X Hakuryu 
U.S.A.  IV Langley • V Bogue (old) • VI Independence (old) • VI Ranger • VIII Lexington • VIII Enterprise Doubloons • VIII Saipan Doubloons • IX Essex (old) • X Midway 
U.S.S.R.  
Germany  VIII Graf Zeppelin Doubloons 
U.K.  IV Hermes • VI Furious • VIII Implacable • VIII Indomitable • X Audacious 
France  
Pan-Asia  
Italy  
Commonwealth  
Pan-America  
Poland