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Myoko

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[[File:<value_unset_error>_wows_main.jpg|298px]]
Submarine | N/A | Tier
Tech Tree Position
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General
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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.
HE ShellIDS_PJPA009_SHELL_203MM_HE_C_TYPE_0 
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 ShellIDS_PJPA008_SHELL_203MM_AP_AP_TYPE_91 
Maximum AP Shell Damage4,700 
Initial AP Shell Velocity840 m./s.
AP Shell Weight125.85 kg.
Secondary Armament #1
IDS_PJGS042_127MM40_TYPE89_34 х 2 pcs.
Firing Range5.6 km.
Rate of Fireshots/min.
Reload Time7.5 sec.
HE ShellIDS_PJPA004_SHELL_127MM_HE_C_TYPE_0 
Maximum HE Shell Damage2,100 
Initial HE Shell Velocity725 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
IDS_PJGT028_610MM3_TYPE_93R4 х 3 pcs.
Rate of Fire0.86 shots/min.
Reload Time70 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoIDS_PJPT017_610MM_TYPE_8_MOD_2 
Maximum Damage16,267 
Torpedo Speed59 knot
Torpedo Range9.99 km.
AA Defense
IDS_PJGS042_127MM40_TYPE89_34 х 2 pcs.
. . . Average Damage per Second40.4 
. . . Firing Range5.01 km.
IDS_PJGA020_13MM76_TYPE93_DOUBLE6 х 2 pcs.
. . . Average Damage per Second12 
. . . Firing Range1.2 km.
IDS_PJGA052_7_7MMLEWIS2 х 1 pcs.
. . . Average Damage per Second3.2 
. . . Firing Range0.99 km.
IDS_PJGA019_25MM_TYPE96_DOUBLE4 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 Range12.76 km.
Air Detectability Range6.56 km.
Battle Levels
12345678910
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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.
HE ShellIDS_PJPA009_SHELL_203MM_HE_C_TYPE_0 
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 ShellIDS_PJPA008_SHELL_203MM_AP_AP_TYPE_91 
Maximum AP Shell Damage4,700 
Initial AP Shell Velocity840 m./s.
AP Shell Weight125.85 kg.
Secondary Armament #1
IDS_PJGS042_127MM40_TYPE89_34 х 2 pcs.
Firing Range5.6 km.
Rate of Fireshots/min.
Reload Time7.5 sec.
HE ShellIDS_PJPA004_SHELL_127MM_HE_C_TYPE_0 
Maximum HE Shell Damage2,100 
Initial HE Shell Velocity725 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
IDS_PJGT028_610MM3_TYPE_93R4 х 3 pcs.
Rate of Fire0.79 shots/min.
Reload Time76 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoIDS_PJPT018_610MM_TYPE90_MOD_1 
Maximum Damage17,233 
Torpedo Speed62 knot
Torpedo Range9.99 km.
AA Defense
IDS_PJGS042_127MM40_TYPE89_34 х 2 pcs.
. . . Average Damage per Second40.4 
. . . Firing Range5.01 km.
IDS_PJGA018_25MM_TYPE96_SINGLE26 х 1 pcs.
. . . Average Damage per Second46.8 
. . . Firing Range2.49 km.
IDS_PJGA010_25MM_TYPE964 х 3 pcs.
. . . Average Damage per Second13.2 
. . . Firing Range2.49 km.
IDS_PJGA019_25MM_TYPE96_DOUBLE8 х 2 pcs.
. . . Average Damage per Second21.6 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed35 knot
Turning Circle Radius780 m.
Rudder Shift Time7.1 sec.
Concealment
Surface Detectability Range12.76 km.
Air Detectability Range6.56 km.
Battle Levels
12345678910
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Ship_PJSC008_Myoko_1945.png
5,800,000

[[Ship:<value_unset_error>|<value_unset_error>]] — N/A Tier  submarine.

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

Compatible Upgrades

Player Opinion

Performance

Warning: The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.


Tier VII Myōkō marks a major improvement over her predecessors. She mounts a heavier main battery compared to Aoba with more torpedoes, providing a much more powerful punch. She continues the trend of the Japanese cruisers, with accurate guns which fire some of the strongest HE shells at her tier, but poor turret traverse and weak AA.

The Ship

Myōkō has a top speed of 35 knots, one of the fastest at her tier, and she can outpace most opponents she will face. Her maneuverability is a mixed bag. Although her turning circle of 780 meters is rather large, her rudder shift of 7.1 seconds is one of the best at Tier VII. She will change directions quickly but needs space to complete her turns, which makes maneuvering in confined spaces difficult. Her concealment of 12.76 km is worse than Aoba, and leaves her more vulnerable to being spotted.

Myōkō mounts a standard cruiser Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration., which is active for 5 seconds with a 60 second cool down. Her second slot has a choice of consumables – Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. or Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. Hydroacoustic Search is the optimal choice, to detect torpedoes at 3 km and ships at 4 km for 100 seconds. The Defensive AA Fire will provide a 50% boost to her continuous AA damage, but her weaker AA means the benefits are rather limited. In her third slot, Myōkō carries a Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. which launches a pair of fighters that patrol around the ship for up to 1 minute. Finally, she mounts a Submarine SurveillanceDetect submarines underwater. which will detect submerged submarines out to 5 km for 20 seconds.

Survivability

With 16 mm of plating, Myōkō’s bow and stern can bounce most heavy cruiser AP when sufficiently angled. However, she is vulnerable to all calibers of HE round, as well as AP overmatch from larger cruiser and all battleship guns. Her citadel runs from the forward turrets all the way to the aft turrets. Although much of it is below the waterline, there is a large raised section between her bridge and rear superstructure. With 102 mm of citadel armor, Myōkō’s citadel is vulnerable to cruiser AP at most ranges, although the presence of anti-torpedo bulges adds a small amount of extra protection. Myōkō has one of the largest health pools for a Tier VII cruiser.

Armament

Myōkō introduces a much-improved main battery from her predecessors. With ten 203 mm guns she has better DPM despite having a slower reload. These guns will become familiar to players, as they form the main armament of the rest of the line with the possible exception of Mogami. Myōkō has the usual improved dispersion common to Japanese 203 mm guns, so players can expect their shells to group closer together. With her larger main battery, Myōkō can land some seriously damaging salvos. A 15.6 km main battery range is decent, although Myōkō faces cruisers with much greater range when downtiered.

Myōkō has typical Japanese HE rounds, with some of the highest damage at her tier and a good fire chance per shell. Between her improved dispersion and high HE damage, Myōkō poses a serious threat to destroyers and even armored targets. Under ideal conditions Myōkō can set up to 7 fires a minute; while this does not match the fire starting potential of many light cruisers, Myōkō will cause more direct damage in between starting fires. Her AP rounds are best used against broadside cruisers, but they lack penetration compared to most 203 mm guns at Tier VII.

As expected, Myōkō mounts a powerful torpedo armament with two triple launchers on each side. A 10 km range is good, but Myōkō lacks the ability to safely launch them from stealth. These also have very restrictive launch arcs, with almost nonexistent forward angles. Her torpedoes are a poor choice as an offensive option, as positioning to attack a target will require showing an almost flat broadside. As such, her torpedoes are more suited for launching at pursuing enemies.

Anti-Air

Myōkō has fairly poor anti-air defenses. Her long-range weapons reach out to 5.8 km but her DPS and flak count are low. She lacks any medium-range weapons, and with her light AA only starting to fire at 2.5 km, they offer little deterrent to any carriers wanting to make an attack.

Anti-Submarine

Myōkō has access to an ASW airstrike, allowing her to attack submarines at up to 6 km away. Each strike drops two charges, and she can have 2 attacks ready to use with a 30 second reload. She can use her Submarine SurveillanceDetect submarines underwater. consumable to aid in spotting submerged submarines from safe distances. However, her weak armor and poor concealment mean she shouldn’t actively hunt them.

Battle Performance

Myōkō is poorly suited to close range combat, where her slow turret traverse means that tracking maneuvering targets is difficult. Rather she should stay at medium ranges, where she will be able to use her concealment to reach good firing positions and her improved dispersion will allow accurate attacks.

Players will need to use effective positioning and ammunition selection in order to compensate for Myōkō’s low base damage output. A well-aimed salvo can potentially cripple an enemy cruiser or destroyer, if the right ammunition is selected. For this reason, the Gun Feeder captain skill is recommended as it will allow players to more quickly switch ammunition types.

Although her torpedoes can be devastating, their slow speed and high reaction time mean that they cannot be relied on to regularly land serious hits. Their poor launch angles also mean they are dangerous to use at close ranges. But their long range and relatively slow speed make them good area denial weapons, and they can be effective weapons when kiting away or engaging targets which are closing to engage.

Pros:

  • Guns are very accurate
  • Large main battery
  • Torpedoes have high damage
  • Good fire chance for a heavy cruiser
  • Has access to Hydroacoustic Search consumable
  • Thick central deck armor can ricochet shells smaller than 457 mm.

Cons:

  • Very weak armor for a heavy cruiser, often takes a large chunk of damage from anything fired at her.
  • Vulnerable citadel
  • Poor turret traverse
  • Restricted torpedo launch arcs
  • Poor AA defenses

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 upgrades are:

  • Slot 1: [[Ship:Upgrades#Main_Armaments_Modification.C2.A01|]] -20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time.
  • Slot 2: [[Ship:Upgrades#Engine_Room_Protection|]] : -20% to the risk of incapacitation. / -20% to repair time. or [[Ship:Upgrades#Hydroacoustic_Search_Modification.C2.A01|]] : +20% action time.
  • Slot 3: [[Ship:Upgrades#Main_Battery_Modification.C2.A02|]] : +15% to main battery traverse speed. or [[Ship:Upgrades#Aiming_Systems_Modification.C2.A01|]] : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion.
  • Slot 4: [[Ship:Upgrades#Steering_Gears_Modification.C2.A02|]] : -20% rudder shift time.

Commander Skills

Consumables

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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.), 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.) 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.


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.
  • Update 0.11.9:
    • Minor fixes to geometry and textures of the ship.
  • Update 13.1:
    • Added the Submarine Surveillance consumable with the following characteristics:
      • Range: 6 km.
      • Reload: 120 s.
      • Number of charges: 3.
      • Action time: 20 s.
  • Update 13.7:
    • Fixed an issue where the torpedo launchers would intersect with a hull on the ship at certain angles.

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