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Myōkō
Myōkō_wows_main.jpg
Cruiser | Japan | Tier VII
Tech Tree Position
Aoba
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Myōkō_icon_small.png
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Mogami
stock
 top
General
Research price72000 exp
Purchase price5,800,000 Credits
Hit Points37,400 
Main Battery
IDS_PJGM063_203MM50_TYPE_C_RF_MOD5 х 2 pcs.
Rate of Fire4.29 shots/min.
Reload Time14 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time36 sec.
Firing Range15.58 km.
Maximum Dispersion131 m.
HE Shell203 mm HE Type0 
Maximum HE Shell Damage3,300 
Chance of Fire on Target Caused by HE Shell17 %
Initial HE Shell Velocity840 m./s.
HE Shell Weight125.85 kg.
AP Shell203 mm AP Type91 
Maximum AP Shell Damage4,700 
Initial AP Shell Velocity840 m./s.
AP Shell Weight125.85 kg.
Secondary Armament #1
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs.
Firing Range5.6 km.
Rate of Fireshots/min.
Reload Time7.5 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 Shell%
Torpedo Tubes
610 mm Triple4 х 3 pcs.
Rate of Fire0.86 shots/min.
Reload Time70 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoType8 mod. 2 
Maximum Damage16,267 
Torpedo Speed59 knot
Torpedo Range9.99 km.
AA Defense
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs.
. . . Average Damage per Second40.4 
. . . Firing Range5.01 km.
13 mm/76 Type 93 on a twin mount6 х 2 pcs.
. . . Average Damage per Second12 
. . . Firing Range1.2 km.
7.7 mm/80 Type 92 on a single mount2 х 1 pcs.
. . . Average Damage per Second3.2 
. . . Firing Range0.99 km.
25 mm/60 Type 96 on a twin mount4 х 2 pcs.
. . . Average Damage per Second10.8 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed35 knot
Turning Circle Radius780 m.
Rudder Shift Time9.3 sec.
Concealment
Surface Detectability Range13.14 km.
Air Detectability Range6.55 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
VII
Ship_PJSC008_Myoko_1945.png
5,800,000

Myōkō — Japanese Tier VII cruiser.

The first Japanese cruiser built after the Washington Naval Treaty of 1922 came into force. Unlike foreign Treaty Cruisers, Myoko’s armor was good enough to withstand artillery strikes from ships of the same type. One of the features of the project was well-developed torpedo protection. Following a series of upgrades, cruisers of this class got a substantially reinforced AA and torpedo armament.

Modules

Main Battery Guns Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
203 mm/50 3rd Year Type No.2 in a Model D turret4.3361313,300174,700 0500,000
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)
Myōkō (A)37,4006102546/4/2/44 0530,000
Myōkō (B)39,2006102544/26/4/84 17,5001,300,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type8 mod. 20.9707.216,2665910 0400,000
Type90 mod. 10.8767.217,2336210 16,4001,300,000
Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type7 mod. 1015.6 0400,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 132,000 hp35 0400,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Damage Control Party Modification 1
 Slot 2  Damage Control System Modification 1 Defensive AA Fire Modification 1 Hydroacoustic Search Modification 1 Engine Room Protection
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1 Torpedo Tubes Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 1 Steering Gears Modification 1 Airstrike Modification 1

Player Opinion

Performance

For the most part, Myoko is the first proper heavy cruiser within the Japanese cruiser branch; it brings together all of the lessons captains have learned playing through Furutaka and Aoba. Her impressively low detection range will most certainly aid captains in firefights with other cruisers. Her guns turn and load relatively slowly, and getting into a medium range firefight with a fast firing cruiser — such as Dallas, Shchors, or Fiji — is inadvisable.

Captains should take care to remember that even as a proper heavy cruiser, Myoko is still very much prone to citadel hits, particularly from other cruisers despite having the offensive capability to do the same herself. In this aspect she can be played in two ways: an anti-cruiser and anti-destroyer escort or an aggressive raider forming ad-hoc squadrons with other cruisers or destroyers. She must take special care when engaging battleships, and hold the range open as best as possible.

Pros:

  • Largest amount of hit points for a Tier VII cruiser.
  • Torpedo bulges cover 85% of the citadel which makes it really small and hard to hit, something that almost all non-Japanese cruisers can only dream of.
  • Torpedo bulges which is a rare addition to a heavy cruiser shatter small shells often when they hit it rather than penetrating.
  • The main battery's high explosive shells have high damage, penetration, and fire chance, making them effective against most targets Myoko may encounter.
  • The ship carries six torpedo launchers per side. Additionally, her torpedoes have a high top speed and long range, making them effective for area denial or hitting distant targets.
  • High top speed and quick rudder shift time allows the ship to dodge long range fire easily.
  • Thick central deck armor (32 mm): only AP shells > 457 mm never ricochet.

Cons:

  • Very weak armor for a heavy cruiser, often takes a large chunk of damage from anything fired at her.
  • Shorter main battery range than other heavy cruisers at her tier.
  • Rather slow reload time and turret traverse speed for a heavy cruiser.
  • Turrets often gets knocked out or destroyed because of its thin 25mm armor.
  • Torpedo bulges are largely useless against battleship AP shells.
  • Torpedo mounts are also rear facing and with very narrow firing arcs, requiring the ship to expose her side to make use of them.
  • Thin bow/stern armor (16 mm): all battleship and some cruiser AP shells (>228 mm) never ricochet, penetrated even by destroyer HE shells.

Research

Captains must research Myoko’s second hull upgrade. Next, captains can choose to upgrade the ship's anti aircraft armament by researching the ship's final hull upgrade, or upgrade the ship's torpedo armament by researching the torpedo module.

Optimal Configuration

Upgrades

The recommended upgraded for Myoko are as follows:

Commander Skills

The key skills for Myoko are similar to her predecessor and several options exist based on player preference and which upgrades were selected. If you have opted for improving her accuracy with Aiming Systems Modification 1 Increases the firing accuracy of the main battery and secondary battery, accelerates the traverse speed of torpedo tubes, and extends the firing range of the secondary battery: -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion. in Upgrade Slot 3, it's highly suggested to pick up Grease the Gears as your Level 1 skill in order to make her sluggish turret traverse more comfortable. If you opted for using Upgrade Slot 3 to improve her turret traverse, it is suggested to either choose Gun Feeder, making it faster to switch to AP when presented with a broadside cruiser, or Incoming Fire Alert, to help with dodging incoming fire, as your Level 1 skill. If Incoming Fire Alert was not taken at Level 1, it's suggested that you take Priority Target at Level 2 to help with situational awareness and dodging incoming fire. Otherwise, captains are encouraged to either take Expert AA Marksman, to give her relatively weak AA suite a bit more bite, or Fill the Tubes, to increase the reload speed of her torpedoes. While Pyrotechnician would increase her fire starting ability, the percent boost is too low and her rate of fire too slow to make it worth the points. The key skill at Level 3 is Adrenaline Rush, boosting her relatively slow rate of fire as the ship takes damage. Captains who find themselves exhausting their consumables in Myoko may wish to also take Superintendent; otherwise, Enhanced Torpedo Explosive Charge can be taken to buff her torpedo damage. At Level 4, the key skill is Concealment Expert as Myoko relies on dropping off detection when she gets too much unwanted attention. Captains may also want to take Top Grade Gunner to boost her fire rate when the enemy is too close for her to drop off detection.

Consumables

Myōkō can equip the following consumables:

Captains looking to fill an anti-destroyer role on their team should choose Hydroacoustic Search over Defensive AA Fire.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Myoko with Type 17 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Signals

Myoko captains should mount the standard flags to improve the ship's performance in battle. To improve upon the ship's armaments, 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.), 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.), and Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) flags are recommended to increase the fire chance and flooding chances respectively. To improve the ship’s survivability, captains should mount November Foxtrot (-5% reload time on all consumables.) and India Yankee (-20% to fire duration.) flags. Sierra Mike (+5% to the ship's maximum speed.) flags are recommended to increase the ship’s already high top speed. Lastly, economic and special signal flags can be mounted to improve the ship’s economic gains per battle.

Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery

References

  1. Japanese cruiser Myōkō - Wikipedia
  2. Myōkō-class cruiser - Wikipedia

Ship Change Log

See here for links to Update notes.

  • Added in Update 0.2.2.5 (alpha) as a researchable Tier VIII cruiser.
  • Update 0.3.1:
    • Moved from Tier VIII to Tier VII.
  • Update 0.5.0:
    • Main battery reload time increased from 12 to 14 s.
    • The hull fire reduction coefficient was increased by 6.6%.
    • The Experience and Credit earnings were reduced by a value in the range of 5-10%.
  • Update 0.5.0.1:
    • Torpedo tubes Type 90 mod 1 were added. An identical module is used on the destroyer Hatsuharu, so researching the module on one of the ships allows you to unlock it on the other without spending experience. Players who had the module unlocked on Hatsuharu were compensated in ship experience.
  • Update 0.5.2:
    • Experience earnings increased by 2%.
  • Update 0.5.3.2:
    • The firing range was reduced to 15.6 km.
  • Update 0.5.6:
    • Received a new type of permanent camouflage: "Type 17".
  • Update 0.5.8:
    • The armor model of the hull was refined.
  • Update 0.5.8.1:
    • Fixed a bug that led to the absence of voice lines for the captain.
  • Update 0.6.2:
    • The national flag was moved from the stern to the mast.
  • Update 0.6.8:
    • Improved appearance with the use of a special technology for rendering thin elements (mainly rigging).
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 7.6 km.
  • Update 0.6.13:
    • Fire extinguishing time now 30 s instead of 60 s.
  • Update 0.6.14:
    • Reload time of Type 8 mod. 2 torpedo tubes decreased from 76 to 70 s.
    • Reload time of Type 90 mod. 1 torpedo tubes decreased from 82 to 76 s.
    • Improved display of thin elements. The changes do not affect the game balance in any way.
  • Update 0.6.15:
    • For the permanent Type 17 camouflage, the discount on ship maintenance was increased from -5% to -10%.
  • Update 0.7.2:
    • Players who have collected the "Uniform Elements" sub-collection of the "Yamomoto Isoroku" collection can use an alternate permanent camouflage color.
  • Update 0.7.6:
    • Fixed a bug where there was no torpedo protection on the base hull. Protection returned to the ship and is now equal to the indicator on the researched hull.
    • Improved display of thin elements on the hull.
  • Update 0.7.10:
    • The range of the Hydroacoustic Search consumable was unified: 4 km for detecting ships, 3 km for detecting torpedoes.
  • Update 0.7.11:
    • Turret traverse speed increased from 4 to 5 degrees per second.
    • Accuracy of the main battery was improved to be similar to that of Zao.
  • Update 0.9.2:
    • Central armor was reinforced from 16 to 25 mm.
  • Update 0.10.0:
    • The firing range of the secondary battery was increased to 5.6 km.
  • Update 0.10.3:
    • Hulls (A) and (B) were removed, Hull (C) was renamed to Hull (B). A new base hull was created on the basis of Hull (C) with a modified air defense composition.
  • Update 0.10.5:
    • Fixed geometry and textures of the ship.

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