Shokaku
Squadrons under Command 3 pcs. |
Aircraft in Squadron 8 pcs. |
Hangar Capacity 72 pcs. |
127 mm/40 Type89 A16 х 2 pcs. |
Firing Range4.5 km. |
Rate of Fire12 shots/min. |
Reload Time5 sec. |
HE Shell127 mm HE Type0 |
Maximum HE Shell Damage2,100 |
Initial HE Shell Velocity725 m./s. |
Chance of Fire on Target Caused by HE Shel8 % |
127 mm/40 Type89 A1 mod. 22 х 2 pcs. |
Firing Range4.5 km. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
HE Shell127 mm HE Type0 |
Maximum HE Shell Damage2,100 |
Initial HE Shell Velocity725 m./s. |
Chance of Fire on Target Caused by HE Shel8 % |
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. |
Maximum Speed34 knot |
Turning Circle Radius1 130 m. |
Rudder Shift Time18.3 sec. |
Surface Detectability Range12.42 km. |
Air Detectability Range11.97 km. |
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
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Fighters (sqdr.) | Torpedo Bombers (sqdr.) | Dive Bombers (sqdr.) |
Research price (exp) |
Purchase price ( ![]() | |
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Type8 mod. 1 | 1 | 1 | 1 | 0 | 700,000 |
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Cruise Speed (knot) | Average Damage per Second (HP/min) | Loadout | Hit Points (HP) |
Research price (exp) |
Purchase price ( ![]() | |
---|---|---|---|---|---|---|---|
A6M5 Zero | 144 | 0 | 0 | 1,110 | 0 | 600,000 | |
N1K Kyōfū | 151 | 0 | 0 | 1,260 | 18,000 | 1,500,000 |
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Maximum Torpedo Damage (HP) | Cruise Speed (knot) | Hit Points (HP) |
Research price (exp) |
Purchase price ( ![]() | |
---|---|---|---|---|---|---|
B6N Tenzan | 7,233 | 133 | 1,230 | 0 | 600,000 | |
B7A Ryusei | 7,233 | 137 | 1,450 | 18,000 | 1,500,000 |
Compatible Upgrades
Slot 1 | ![]() |
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Slot 3 | ![]() |
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Slot 4 | ![]() |
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Slot 5 | ![]() |
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Player Opinion
Performance
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:
- Type 8 mod. 2 or mod. 3 Flight Control
- Kawanishi N1K5-A fighters
- Nakajima B6N torpedo bombers
- Hull (B)
Optimal Configuration
Upgrades
The recommended upgrades for Shokaku are as follows:
- Slot 1: Air Groups Modification 1 (
)
- Slot 2: Damage Control System Modification 1 (
)
- Slot 3: Air Groups Modification 2 (
)
- Slot 4: Propulsion Modification 2 (
)
- Slot 5: Concealment System Modification 1 (
)
Upgrade Slot 3 is the main choice of upgrades with Shokaku. For players looking to improve their fighter's capabilities, Air Groups Modification 2 () is highly recommended, especially when using the Type 8 mod. 3 flight control system. Otherwise, the Flight Control Modification 1 (
) 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 (), 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 (), 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 ().
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.
Recommended Commander Skills ![]() | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
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2 |
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3 |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Shokaku has access to the following consumables:
- Slot 1: Damage Control Party (
)
- Slot 2: Defensive AA Fire (
)
Premium Defensive AA Fire II () 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 (
) 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 (), Zulu Hotel (
), and, for the last two: November Echo Setteseven (
) and Juliet Whiskey Unaone (
).
Recommended Signal Flags ![]() | |||||
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Economic | |||||
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Special | |||||
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Gallery
Historical Info
Historical Gallery
Japan | IV Hosho • V Zuiho (old) • VI Ryujo • VII Hiryu (old) • VIII Shokaku • VIII Kaga ![]() |
U.S.A. | IV Langley • V Bogue (old) • VI Independence (old) • VI Ranger • VIII Lexington • VIII Enterprise ![]() ![]() |
U.S.S.R. | |
Germany | VIII Graf Zeppelin ![]() |
U.K. | IV Hermes • VI Furious • VIII Implacable • VIII Indomitable • X Audacious |
France | |
Pan-Asia | |
Italy | |
Commonwealth | |
Pan-America | |
Poland |