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Zuiho

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General
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[[Ship:|]] — N/A promo premium Tier  N/A.

A small and reasonably fast aircraft carrier originally built as a submarine tender then subsequently converted into a carrier. Despite her small size, that did not allow her to carry a large air group, Zuiho was equipped with good torpedo protection and sufficiently powerful artillery for her type.

Modules

Compatible Upgrades

 Slot 1  Air Groups Modification 1 Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Aiming Systems Modification 0
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1 Aircraft Engines Modification 1
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Artillery Plotting Room Modification 1 Aiming Systems Modification 1 Torpedo Bombers Modification 1 Attack Aircraft Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2 Attack Aircraft Modification 2 Torpedo Bombers Modification 2 Bombers Modification 2
 Slot 5  Flight Control Modification 1 Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3
 Slot 6  AA Guns Modification 2 Main Battery Modification 3 Torpedo Tubes Modification 3 Gun Fire Control System Modification 2 Flight Control Modification 2 Air Groups Modification 2 Secondary Battery Modification 2 Artillery Plotting Room Modification 2

Player Opinion

Performance

Zuiho is almost twice as fast as Bogue and has better surface concealment, but is more easily detected by aircraft. She has the speed and maneuverability to flee and evade incoming fire, but can put up surprisingly stiff resistance with her AA and secondary batteries. However, its aircraft are easily shredded, and your plane reserve only contains enough to replace each squadron once.

Pros:

  • Reasonable AA and secondary battery capabilities.
  • Good concealment, speed and maneuverability.
  • Upgraded flight control loadout gives enemy ships a real pain when played correctly.
  • Decent armor, allowing for HE shells to be negated somewhat.
  • Ship speed almost twice as fast as its American counterpart Bogue.
  • Aircraft speed is superior to any planes Bogue has access to.
  • Plane reserve holds 2 more planes than Bogue.
  • 4 squadrons compared to Bogue’s maximum of 3 squadrons , allowing for better projection of airpower across more of the map at once.
  • A fighter squadron comes with every loadout.

Cons:

  • Aircraft are easily outclassed and shot down by American fighters, have low HP and easily get knocked out by surface AA.
  • Can only deploy one squadron of fighters.
  • Planes are still very fragile, and the increasing AA is a threat to be wary of.
  • Small reserve, can only replace the entire air group once, making it very hard to play.
  • Depends heavily on allied AA.

Research

Researching the flight control first to trade a dive bomber squadron for a second torpedo squadron is a solid plan, but you can't go wrong researching things in any order on this one. Just note that the rudder shift time only improves on the "C" hull. The 5 km AA remains the same on all three hulls, while the 3 km AA increases considerably with each.

Optimal Configuration

Upgrades

The recommended upgrades for Zuiho are as follows: The recommended upgrades for ' are as follows:

Upgrade Slot 3 is the main choice of upgrades with '. For players looking to improve their fighter's capabilities, Air Groups Modification 2 (+7.5% to aircraft HP.) is highly recommended, as Bogue is capable of having up to 7 fighters in the air at once. Otherwise, the Flight Control Modification 1 (-5% aircraft restoration time, +2 aircraft carrier deck places available.) helps players land and launch '`s multiple flight squadrons.

Commander Skills

' 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 ' faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.

For AA defense, ' has large-caliber 127mm guns that benefit from Manual Fire Control for AA Armament. Basic Firing Training is also a good choice to boost all AA guns' DPS by 20%. While '’​‍s AA DPS output is not sufficient to wipe out entire squadrons, it can knock out a few planes and, in combination with maneuvering, can help avoid taking serious damage.

For bomber aircraft, Evasive Maneuvers increases the bombers' survivability when returning to the carrier, and is especially useful when the enemy targets have activated Defensive 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. ' has a low HP pool, is large, unarmored, and will not survive an attack by any ship larger than a destroyer. ' 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.

As of Update 0.6.3, this carrier can no longer use the manual attack function.

Consumables

' can equip the following consumables:

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce chances of being detected by the enemy.

Signals

As a carrier, ' 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.). However, the latter two signal flags are not highly recommended if the player wishes to conserve the signals for later tiers.

Gallery

Historical Info

Historical Gallery


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