Shokaku
Revision as of 15:01, 22 August 2017 | Revision as of 01:25, 22 October 2017 Reworked upgrades section; reworked commander skills section; added recommended signals tree | |||
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|Upgrades=<!-- write text about best upgrades below --> | |Upgrades=<!-- write text about best upgrades below --> | |||
? | As a | + | As a Tier VIII carrier with four upgrade slots, the following upgrades are recommended on ''{{#var:ship_name}}'': | |
+ | ====Slot 1==== | |||
+ | *[[Ship:Upgrades#Air_Groups_Modification.C2.A01|Air Groups Modification 1]], in order to improve the fighters' damage capabilities and increase their chances of winning dogfights. | |||
+ | ====Slot 2==== | |||
+ | *[[Ship:Upgrades#Air_Groups_Modification.C2.A02|Air Groups Modification 2]], in order to further improve the fighters' chances of winning dogfights through increasing their survivability. | |||
+ | ====Slot 4==== | |||
+ | *[[Ship:Upgrades#Damage_Control_System_Modification.C2.A01|Damage Control System Modification 1]] is the top pick of the bunch, in order to reduce fire and flooding chance on the ship (as carriers rarely have their engine or rudder incapacitated). | |||
+ | ====Slot 5==== | |||
+ | *[[Ship:Upgrades#Propulsion_Modification.C2.A02|Propulsion Modification 2]], so that captains can quickly relocate their ship if any potential threat is approaching quickly. | |||
+ | ====Slot 6==== | |||
+ | *[[Ship:Upgrades#Concealment_System_Modification.C2.A01|Concealment System Modification 1]], in order to greatly decrease the chances of being detected. | |||
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
? | + | ''{{#var:ship_name}}'' uses the standard IJN CV captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. '''Aircraft Servicing Expert''', '''Torpedo Acceleration''', and '''Air Supremacy''' are "must have" skills. '''Dogfighting Expert''' is also useful if ''{{#var:ship_name}}'' faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm. | ||
+ | ||||
+ | For AA defense, ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'' is a Tier VIII carrier, the player has access to the special IJN carrier '''Defensive Fire''' consumable, 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 not recommended because it only affects bombers that have dropped their payload and are returning to the carrier. | |||
+ | ||||
+ | 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. ''{{#var:ship_name}}'' has a low HP pool and is large and unarmored, and will not survive an attack by any ship larger than a destroyer. ''{{#var:ship_name}}'' 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. | |||
+ | {{block|!|content= ATTENTION | |||
+ | *Due to dive bombers having over 100% chance of causing fires, Demolition Expert is '''not''' recommended.}} | |||
{{Commander Skills | {{Commander Skills | |||
? | | Priority Target = | + | | Priority Target = | |
? | | Preventative Maintenance = | + | | Preventative Maintenance = | |
| Expert Loader = | | Expert Loader = | |||
| Aircraft Servicing Expert = 3 | | Aircraft Servicing Expert = 3 | |||
| Direction Center for Catapult Aircraft = | | Direction Center for Catapult Aircraft = | |||
| Dogfighting Expert = 2 | | Dogfighting Expert = 2 | |||
? | | Incoming Fire Alert = | + | | Incoming Fire Alert = | |
| Evasive Maneuver = 2 | | Evasive Maneuver = 2 | |||
? | | High Alert = | + | | High Alert = | |
| Jack of All Trades = | | Jack of All Trades = | |||
| Expert Marksman = | | Expert Marksman = | |||
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| Expert Rear Gunner = 2 | | Expert Rear Gunner = 2 | |||
| Adrenaline Rush = | | Adrenaline Rush = | |||
? | | Last Stand = | + | | Last Stand = | |
| Survivability Expert = | | Survivability Expert = | |||
? | | Basics of Survivability = | + | | Basics of Survivability = | |
| Torpedo Armament Expertise = 3 | | Torpedo Armament Expertise = 3 | |||
? | | Emergency Takeoff = | + | | Emergency Takeoff = 1 | |
? | | Basic Firing Training = | + | | Basic Firing Training = 1 | |
| Superintendent = | | Superintendent = | |||
? | | Demolition Expert = | + | | Demolition Expert = | |
? | | Vigilance = | + | | Vigilance = | |
| Manual Fire Control for Secondary Armament = | | Manual Fire Control for Secondary Armament = | |||
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| Inertia Fuse for HE Shells = | | Inertia Fuse for HE Shells = | |||
| Air Supremacy = 3 | | Air Supremacy = 3 | |||
? | | Advanced Firing Training = | + | | Advanced Firing Training = 1 | |
| Manual Fire Control for AA Armament = 2 | | Manual Fire Control for AA Armament = 2 | |||
| Radio Position Finding = | | Radio Position Finding = | |||
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|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
? | As a Tier VIII carrier, '' | + | As a Tier VIII carrier, ''{{#var:ship_name}}'' has access to the following consumables: | |
? | * | + | *{{Damage Control Party}} | |
? | * | + | *{{Defensive AA Fire}} | |
? | Premium Defensive AA Fire 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). Premium Damage Control Party II is not recommended as it is only needed in dire moments, or when the player is the last one alive. | + | 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). Premium '''Damage Control Party II''' is not recommended as it is only needed in dire moments, or when the player is the last one alive. | |
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> | |||
[[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce the chance of being detected. | [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce the chance of being detected. | |||
? | Players who wish to spend doubloons can equip '' | + | Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|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. | |
|Signals=<!-- write text about best set of signals below --> | |Signals=<!-- write text about best set of signals below --> | |||
? | As a carrier, '' | + | As a carrier, ''{{#var:ship_name}}'' can only mount at most four signals at a time and has no risk of detonating. Players should mount '''Equal Speed Charlie London''' (for faster XP grinding / increased XP gain per battle), '''Zulu Hotel''' (when coupled with Equal Speed Charlie London greatly helps increase commander (re)training), and, for the last two / pair, '''November Echo Setteseven''' (for better bomber self-defense against fighters) and '''Juliet Whiskey Unaone''' (to have a better chance at causing flooding and dealing damage via flooding). | |
+ | {{block|!|content= ATTENTION | |||
+ | *Due to dive bombers having over 100% chance of causing fires, Victor Lima and India X-Ray are '''not''' recommended.}} | |||
+ | ||||
+ | {{Signal Flags | |||
+ | | November Echo Setteseven = 3 | |||
+ | | Mike Yankee Soxisix = | |||
+ | | India X-Ray = | |||
+ | | Juliet Yankee Bissotwo = | |||
+ | | Victor Lima = | |||
+ | | Hotel Yankee = | |||
+ | ||||
+ | | November Foxtrot = | |||
+ | | Sierra Mike = 1 | |||
+ | | India Delta = | |||
+ | | Juliet Whiskey Unaone = 3 | |||
+ | | India Yankee = | |||
+ | | Juliet Charlie = | |||
+ | ||||
+ | | Zulu = 1 | |||
+ | | India Bravo Terrathree = | |||
+ | | Equal Speed Charlie London = 3 | |||
+ | | Zulu Hotel = 3 | |||
+ | | Papa Papa = | |||
+ | ||||
+ | | Wyvern = 1 | |||
+ | | Red Dragon = 1 | |||
+ | | Dragon Flag = 1 | |||
+ | | Ouroboros = | |||
+ | | Hydra = 1 | |||
+ | }} | |||
|Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> | |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> |
Revision as of 01:25, 22 October 2017
127 mm/40 Type 89 on a Model A1 mount6 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 Shell8 % |
127 mm/40 Type 89 on a Model A1 Mod.3 mount2 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 Shell8 % |
127 mm/40 Type 89 on a Model A1 mount6 х 2 pcs. |
. . . Average Damage per Second60.6 |
. . . Firing Range5.01 km. |
127 mm/40 Type 89 on a Model A1 Mod.3 mount2 х 2 pcs. |
. . . Average Damage per Second20.2 |
. . . Firing Range5.01 km. |
25 mm/60 Type 96 on a single mount36 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 Range12.06 km. |
Air Detectability Range9.58 km. |
Shōkaku — 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, Shokaku 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
Maximum Torpedo Damage (HP) | Speed (knot) | Hit Points (HP) |
Research price (exp) |
Purchase price () | ||
---|---|---|---|---|---|---|
B6N Tenzan | 7,233 | 133 | 1,600 | 0 | 600,000 | |
B7A Ryūsei | 7,233 | 137 | 1,670 | 18,000 | 1,500,000 |
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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 Citadel, the box 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
Get the Type8 mod.2 or mod.3 researched first depending on the play style you want. Choose mod.2 if you would still like the strike capability, but if you want to equally match with other carriers at this tier when in stock mode, you might want to get the mod.3 then.
After getting air modification, upgrade your fighters to the Kawanishi N1K5-A, followed by the Nakajima B6N.
You can then research the Type B hull of Shokaku for extra HP and AA-protection before proceeding on to the Yokosuka D4Y2 dive bombers.Optimal Configuration
Upgrades
As a Tier VIII carrier with four upgrade slots, the following upgrades are recommended on Shōkaku:
Slot 1
- Air Groups Modification 1, in order to improve the fighters' damage capabilities and increase their chances of winning dogfights.
Slot 2
- Air Groups Modification 2, in order to further improve the fighters' chances of winning dogfights through increasing their survivability.
Slot 4
- Damage Control System Modification 1 is the top pick of the bunch, in order to reduce fire and flooding chance on the ship (as carriers rarely have their engine or rudder incapacitated).
Slot 5
- Propulsion Modification 2, so that captains can quickly relocate their ship if any potential threat is approaching quickly.
Slot 6
- Concealment System Modification 1, in order to greatly decrease the chances of being detected.
Commander Skills
Shōkaku uses the standard IJN CV captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. Aircraft Servicing Expert, Torpedo Acceleration, and Air Supremacy are "must have" skills. Dogfighting Expert is also useful if Shōkaku faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.
For AA defense, Shōkaku 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 Shōkaku is a Tier VIII carrier, the player has access to the special IJN carrier Defensive Fire consumable, 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 not recommended because it only affects bombers that have dropped their payload and are returning to the carrier.
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. Shōkaku has a low HP pool and is large and unarmored, and will not survive an attack by any ship larger than a destroyer. Shōkaku 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.
ATTENTION
- Due to dive bombers having over 100% chance of causing fires, Demolition Expert is not recommended.
Recommended Commander Skills | ||||||||
---|---|---|---|---|---|---|---|---|
Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
|
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★★★ |
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2 |
|
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★★★ |
|
|
|
|
3 |
|
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★★★ |
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★ |
|
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4 |
|
|
|
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★ |
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|
★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
As a Tier VIII carrier, Shōkaku has access to the following consumables:
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). Premium Damage Control Party II is not recommended as it is only needed 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 the chance of being detected.
Players who wish to spend doubloons can equip Shōkaku 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.
Signals
As a carrier, Shōkaku can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (for faster XP grinding / increased XP gain per battle), Zulu Hotel (when coupled with Equal Speed Charlie London greatly helps increase commander (re)training), and, for the last two / pair, November Echo Setteseven (for better bomber self-defense against fighters) and Juliet Whiskey Unaone (to have a better chance at causing flooding and dealing damage via flooding).
ATTENTION
- Due to dive bombers having over 100% chance of causing fires, Victor Lima and India X-Ray are not recommended.
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
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|
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★★★ |
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★★★ |
★ |
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|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
Japan | IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII Kaga • VIII Kaga B • X Hakuryū • ★ Sekiryu |
U.K. | IV Hermes • VI Furious • VI Ark Royal • VIII Implacable • VIII Indomitable • VIII Colossus • X Audacious • X Malta • ★ Eagle |
France | VI Béarn |
U.S.S.R. | IV Komsomolets • VI Serov • VIII Pobeda • VIII Chkalov • VIII Chkalov B • X Admiral Nakhimov |
U.S.A. | IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII Enterprise • VIII Saipan • VIII Hornet • VIII Saipan B • X Essex • X Midway • X Franklin D. Roosevelt • ★ United States |
Germany | IV Rhein • VI Weser • VI Erich Loewenhardt • VIII August von Parseval • VIII Graf Zeppelin • VIII Graf Zeppelin B • X Manfred von Richthofen • X Max Immelmann |
Pan-Asia | VIII Sanzang |
Spain | |
Europe | |
Netherlands | |
Italy | VIII Aquila |
Commonwealth | |
Pan-America |