Welcome to Wargaming.net Wiki!
Variants

Shokaku

Jump to: navigation, search
Revision as of 08:49, 4 December 2017Revision as of 11:34, 22 July 2019
Fixed commander skill names
18 intermediate revisions by 5 users not shown
Line 3:Line 3:
  
 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
?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.+The notorious heavy aircraft carrier whose design stemmed from the experience gained in building the ''Hiryu''-class carriers. 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. <br><br>{{Model3DViewer|0f0a58e666614c6dba1c1d9d2a32385b}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?Just like ''[[Hiryu]]'', ''Shokaku'' almost has the same play style as its predecessor. Again 72 planes means you can inflict heavy damage to any enemies you encounter. This carrier is also a lot tougher and armored compared to her predecessor, although you will still rely for protection from other ships.+Shokaku is more of a anti-BB, cruiser carrier in its role as it lacks HE bombs of the Americans or the fast rockets of the British. Also it has one of the weakest planes with low health pools. This is a serious disadvantage compared to the Lexington or the Implacable as tier 8~10 battles intoduce cruisers and battleships with stong AA. Concealment of planes, use of islands to block AA are essential to keep up the air attacks till late in the game. Any vital mistakes that leads to annhiliation of squadrons will leave playes with only 1 or 2 planes per squadron. <br />
? +The attack aircraft has a very tight aiming circle and is useful for targeting all ship types. It also plays a vital role in attacking destroyers. <br />
?|Research=<!-- write text about priority sequence of research below -->+When fully upgraded, player can attack 4 times with double torpedoes per time. The torpedo range, speed and damage is excellent. With a full concealment build, players could drop their payload almost the instance the planes are spotted. The downside is that the planes are one of the weakest of all tier VIII carriers, and players need to utilize the long range of the torpedoes for longer duration of its usage. <br />
?This is a suggested research path:+Unlike most carriers, the Shokaku uses AP dive bombers. German battleships, cruisers; French battleships; Soviet battleships; American cruisers are good candidates for citadel hits. But keep in mind that these planes are very weak and using against the beforementioned targets may not be viable from early on in the match. Use islands and target HE saturated ships for finishing or devastating blows. As the AP fuse need time to arm, using against destroyers are quite ineffective. The aiming mechanism is different from USN dive bombers as the aiming circle initially dip backward slightly before moving forward at the very last minute. This can be useful if the player overshoot the target's momentum, but with less possibility of a citadel hit.
?# Type 8 mod. 2 or mod. 3 Flight Control+
?# Kawanishi N1K5-A fighters+
?# Nakajima B6N torpedo bombers+
?# ''{{#var:ship_name}}'' (B) Hull+
? +
? +
?Researching mod. 2 or mod. 3 Flight Control depends on the player's preference.+
  
 |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
?* Same play style as predecessor ''[[Hiryu]]''. 
?* Large hangar capacity, 72 planes in total. 
 * More armored than her predecessor. * More armored than her predecessor.
?* Fully-upgraded can deal huge amounts of damage to enemy ships in a single attack run.+* AP b0mbs can deal huge amounts of damage to select enemy ships.
?* Excellent AA protection.+* Good torpedo bombers torps with 55 kts and 5.6k range
?* Difficult to Citadel, the box is located well below the waterline.+* Better AA protection.
 +* Difficult-to-hit citadel; the hitbox is located well below the waterline.
 * 34 knot top speed means easier relocation when necessary. * 34 knot top speed means easier relocation when necessary.
 +* Excellent concealment for CV and planes.
  
 |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
?* 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. * Loses a lot of speed during turns.
 * Very vulnerable to dive bomb attacks. * Very vulnerable to dive bomb attacks.
 +* Limited capability to hunt destroyers
 +* Planes with one of the lowest health pools even with commander skills
 +* AP bombs only effective against selected targets in very special circumstances(low AA)
 +* Dropping torpedos from maximum distance has a very low success rate, combined with the low health pool of planes, making it less of an advantage.
 +
 +
 +|Research=<!-- write text about priority sequence of research below -->
 +This is a suggested research path:
 +# B7A Ryusei (Torpedo or AP bomber of choice)
 +# N1K2-J Shiden-Kai
 +# Hull(B) for better resistance against CV sniping.
 +
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
Line 40:Line 41:
 The recommended upgrades for ''{{#var:ship_name}}'' are as follows: The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
 *'''Slot 1''': {{Air Groups Modification 1}} *'''Slot 1''': {{Air Groups Modification 1}}
?*'''Slot 2''': {{Damage Control System Modification 1}}+*'''Slot 2''': {{Aircraft Engines Modification 1}}
?*'''Slot 3''': {{Air Groups Modification 2}}+*'''Slot 3''': {{Torpedo Bombers Modification 1}}
?*'''Slot 4''': {{Propulsion Modification 2}}+*'''Slot 4''': {{Torpedo Bombers Modification 2}} or {{Dive Bombers Modification 2}}
?*'''Slot 5''': {{Concealment System Modification 1}}+*'''Slot 5''': {{Concealment System Modification 1}}
  
 +'''Upgrade Slot 3''' offers the choice of {{AA Guns Modification 1}} for playes wanting to increase the AA firepower of the carrier itself. But the extra 2 flak burst it provides is questionable in its effectiveness.
  
?'''Upgrade Slot 3''' is the main choice of upgrades with ''{{#var:ship_name}}''. 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 ''{{#var:ship_name}}''`s multiple flight squadrons, as ''{{#var:ship_name}}'' has six separate plane squadrons to manage.+'''Upgrade Slot 5''' offers players {{Concealment System Modification 1}}, which stacks with [[Ship:Commander#Concealment_Expert|Concealment Expert]] and camouflage to bring ''{{#var:ship_name}}''`s torpedo bombers' concealment down to 6.1k. This means players can start their drop well beyond the detection range of the planes and surpirse ships with 5.4k range torpedoes. However, if players are losing planes faster then they anticipate, they should go for {{Flight Control Modification 1}}.
? +
?'''Upgrade Slot 5''' offers players {{Concealment System Modification 1}}, which stacks with [[Ship:Commander#Concealment_Expert|Concealment Expert]] and Camouflage to bring ''{{#var:ship_name}}''`s surface detection down to a tiny range of 9.1km.+
  
 |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. [[Ship:Commander#Aircraft_Servicing_Expert|Aircraft Servicing Expert]], [[Ship:Commander#Torpedo_Acceleration|Torpedo Acceleration]], [[Ship:Commander#Torpedo_Armament_Expertise|Torpedo Armament Expertise]], and [[Ship:Commander#Air_Supremacy|Air Supremacy]] are "must have" skills. [[Ship:Commander#Dogfighting_Expert|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.+''{{#var:ship_name}}'' uses the standard Japanese carrier captain skill setup. Emphasis should be on skills that increase the survivability of the planes. Whether the player should take 'Sight Stabilization' or 'Concealment Expert' first is of preference. If the player is well accustomed to dropping their ammunition precisely, then taking concealment first will offer them new experience.
  
?For AA defense, ''{{#var:ship_name}}'' has large-caliber 127mm guns that benefit greatly from Manual Fire Control for AA Armament. [[Ship:Commander#Basic_Firing_Training|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 [[Ship:Consumables#Defensive_AA_Fire|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 [[Ship:Commander#Manual_Fire_Control_for_AA_Armament|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. 
?[[Ship:Commander#Evasive_Maneuver|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 [[Ship:Consumables#Defensive_AA_Fire|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. ''{{#var:ship_name}}'' 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. [[Ship:Commander#Concealment_Expert|Concealment Expert]] may be taken to further reduce detection range if the captain so desires.+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}}'' 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 or behind islands, away from enemy fire.
?{{block|!|content= ATTENTION+ 
?*Due to dive bombers having over 100% chance of causing fires, [[Ship:Commander#Demolition_Expert|Demolition Expert]] is '''not''' recommended.}}+
  
 {{Commander Skills {{Commander Skills
?| Priority Target = +| Priority Target = 1
 | Preventative Maintenance =  | Preventative Maintenance =
 | Expert Loader =  | Expert Loader =
?| Aircraft Servicing Expert = 3+| Air Supremacy = 3
?| Direction Center for Catapult Aircraft = +| Direction Center for Fighters =
?| Dogfighting Expert = 2+| Improved Engine Boost = 2
 | Incoming Fire Alert =  | Incoming Fire Alert =
?| Evasive Maneuver = 2+| Last Gasp = 2
  
 | High Alert =  | High Alert =
 | Jack of All Trades =  | Jack of All Trades =
 | Expert Marksman =  | Expert Marksman =
?| Torpedo Acceleration = 3+| Torpedo Acceleration = 2
 | Smoke Screen Expert =  | Smoke Screen Expert =
?| Expert Rear Gunner = 2+| Improved Engines = 3
 | Adrenaline Rush =  | Adrenaline Rush =
 | Last Stand =  | Last Stand =
  
?| Survivability Expert =  
 | Basics of Survivability =  | Basics of Survivability =
?| Torpedo Armament Expertise = 3+| Survivability Expert = 3
?| Emergency Takeoff = 1+| Torpedo Armament Expertise =
 +| Aircraft Armor = 3
 | Basic Firing Training = 1 | Basic Firing Training = 1
 | Superintendent =  | Superintendent =
?| Demolition Expert = +| Demolition Expert = 1
 | Vigilance =  | Vigilance =
  
Line 91:Line 88:
 | Fire Prevention =  | Fire Prevention =
 | Inertia Fuse for HE Shells =  | Inertia Fuse for HE Shells =
?| Air Supremacy = 3+| Sight Stabilization = 3
?| Advanced Firing Training = 1+| Advanced Firing Training =
?| Manual Fire Control for AA Armament = 2+| Manual Fire Control for AA Armament =
 | Radio Position Finding =  | Radio Position Finding =
?| Concealment Expert = 2+| Concealment Expert = 3
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?As a Tier VIII carrier, ''{{#var:ship_name}}'' has access to the following consumables: +''{{#var:ship_name}}'' has access to the following consumables:
?*{{Damage Control Party}}+* '''Slot 1:''' {{Damage Control Party}}
?*{{Defensive AA Fire}}+* '''Slot 2:''' {{Fighter I}}
  
 +All aircraft carrier consumables are automatically activated.<br />
 +
 +'''Attack Aircraft:'''
 +* '''Slot 1:''' {{Engine Cooling}} 2
 +* '''Slot 2:''' {{Patrol Fighter}} 3
  
?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. +'''Torpedo Bombers:'''
 +* '''Slot 1:''' {{Engine Cooling}} 2
 +* '''Slot 2:''' {{Patrol Fighter}} 3
 +* '''Slot 3:''' {{Repair I}} 4
 + 
 +'''Bombers:'''
 +* '''Slot 1:''' {{Engine Cooling}} 2
 +* '''Slot 2:''' {{Patrol Fighter}} 3
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
Line 110:Line 119:
  
 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.  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.
 +
 +''{{#var:ship_name}}'' 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=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?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).+As a carrier, ''{{#var:ship_name}}'' Players should mount Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}), Zulu Hotel ({{Zulu Hotel|Size=18px}}), and, for the last two: November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) and Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}).
?{{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 {{Signal Flags
Line 146:Line 155:
 |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>
 File:ShokStart.jpg|The flight deck is packed with aircraft prepared to sortie. File:ShokStart.jpg|The flight deck is packed with aircraft prepared to sortie.
?File:FighterDeparts.jpg|A fighter departs the ''Shokaku''.+File:FighterDeparts.jpg|A fighter departs ''Shōkaku''.
 File:ShokAblaze.jpg|Fire alarm. File:ShokAblaze.jpg|Fire alarm.
 </gallery> </gallery>
Line 168:Line 177:
  
 ====Performance==== ====Performance====
?:34 knots at 160,000 shaft horsepower<br />+:34 knots at 160,000 shaft horsepower
 :9,700nm at 18 knots :9,700nm at 18 knots
  
Line 196:Line 205:
  
 ===Historical Inaccuracies=== ===Historical Inaccuracies===
?* ''Shokaku''’s actual aircraft complement consisted of 27 Mitsubishi A6M5 "Zeros", 30 Yokosuka D4Y "Suiseis" and 18 Nakajima B6N "Tenzans" prior to the Battle of the Philippine Sea. Her sister ship, ''Zuikaku'', carried 16 Mitsubishi A6M2s, 28 Mitsubishi A6M5s, 7 Yokosuka D4Ys & 15 Nakajima B6Ns at Leyte Gulf in October 1944.+* ''Shōkaku''’s overall dark gray paint scheme is missing.
?* Development of the Yokosuka D4Y2 began in October 1944; the last surviving ''Shokaku''-class aircraft carrier, ''Zuikaku'', was sunk that same month.+* Light and dark green camouflage was applied to aircraft carriers in mid-1944 after the battle of the Philippine Sea; ''Shokaku'' was sunk during the battle of the Philippine Sea.
 +* ''Shōkaku''’s actual aircraft complement consisted of 27 Mitsubishi A6M5 "Zeros", 30 Yokosuka D4Y "Suiseis" and 18 Nakajima B6N "Tenzans" prior to the Battle of the Philippine Sea. Her sister ship, ''Zuikaku'', carried 16 Mitsubishi A6M2s, 28 Mitsubishi A6M5s, 7 Yokosuka D4Ys & 15 Nakajima B6Ns at Leyte Gulf in October 1944.
 +* Development of the Yokosuka D4Y2 began in October 1944; the last surviving ''Shōkaku''-class aircraft carrier, ''Zuikaku'', was sunk that same month.
 * The N1K5-A designation is fictitious. The actual N1K5 only existed as a project and was intended as a high-altitude interceptor. * The N1K5-A designation is fictitious. The actual N1K5 only existed as a project and was intended as a high-altitude interceptor.
 * Carrier-based versions of the Kawanishi N1K only existed as prototypes of which only three were built in total. * Carrier-based versions of the Kawanishi N1K only existed as prototypes of which only three were built in total.

Revision as of 11:34, 22 July 2019

Shōkaku
Shōkaku_wows_main.jpg
Aircraft Carrier | Japan | Tier VIII
Tech Tree Position
Ryūjō
Arrow_down.png
Shōkaku_icon_small.png
Arrow_down.png
Hakuryū
stock
 top
General
Research price161000 exp
Purchase price11,500,000 Credits
Hit Points50,100 
Secondary Armament #1
127 mm/40 Type 89 on a Model A1 mount6 х 2 pcs.
Firing Range4.5 km.
Rate of Fire12 shots/min.
Reload Timesec.
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%
Secondary Armament #2
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 Timesec.
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%
AA Defense
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.
Maneuverability
Maximum Speed34 knot
Turning Circle Radius1 130 m.
Rudder Shift Time18.3 sec.
Concealment
Surface Detectability Range12.06 km.
Air Detectability Range9.58 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
VIII
Ship_PJSA108_Shokaku.png
11,500,000

Shōkaku — Japanese Tier VIII aircraft сarrier.

The notorious heavy aircraft carrier whose design stemmed from the experience gained in building the Hiryu-class carriers. 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

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)
Shōkaku (A)50,10062152/636/2/6 01,200,000
Shōkaku (B)51,40062152/632/20/2/6 27,0003,000,000
Attack Aircraft Speed
(knot)
IDS_SHIP_PARAM_SQUADRON_MED_DAMAGE
(HP/min)
IDS_SHIP_PARAM_SQUADRON_AMMO_AMOUNTHit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A6M5 Zero1441,330 0600,000
N1K2-J Shiden-Kai1511,390 18,0001,500,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
B6N Tenzan7,2331331,600 0600,000
B7A Ryūsei7,2331371,670 18,0001,500,000
Bombers Maximum Bomb Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
D4Y3 Suisei1421,580 0600,000
B7A Ryūsei1451,650 18,0001,500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 152,000 hp34 0500,000

Compatible Upgrades

 Slot 1 
Air Groups Modification 1
Auxiliary Armaments Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Aircraft Engines Modification 1
 Slot 3 
Secondary Battery Modification 1
Torpedo Bombers Modification 1
Attack Aircraft Modification 1
Aerial Torpedoes Modification 1
 Slot 4 
Damage Control System Modification 2
Attack Aircraft Modification 2
Torpedo Bombers Modification 2
Bombers Modification 1
Airstrike Modification 1
 Slot 5 
Flight Control Modification 1
Concealment System Modification 1
Squadron Consumables Modification 1

Player Opinion

Performance

Shokaku is more of a anti-BB, cruiser carrier in its role as it lacks HE bombs of the Americans or the fast rockets of the British. Also it has one of the weakest planes with low health pools. This is a serious disadvantage compared to the Lexington or the Implacable as tier 8~10 battles intoduce cruisers and battleships with stong AA. Concealment of planes, use of islands to block AA are essential to keep up the air attacks till late in the game. Any vital mistakes that leads to annhiliation of squadrons will leave playes with only 1 or 2 planes per squadron.
The attack aircraft has a very tight aiming circle and is useful for targeting all ship types. It also plays a vital role in attacking destroyers.
When fully upgraded, player can attack 4 times with double torpedoes per time. The torpedo range, speed and damage is excellent. With a full concealment build, players could drop their payload almost the instance the planes are spotted. The downside is that the planes are one of the weakest of all tier VIII carriers, and players need to utilize the long range of the torpedoes for longer duration of its usage.

Unlike most carriers, the Shokaku uses AP dive bombers. German battleships, cruisers; French battleships; Soviet battleships; American cruisers are good candidates for citadel hits. But keep in mind that these planes are very weak and using against the beforementioned targets may not be viable from early on in the match. Use islands and target HE saturated ships for finishing or devastating blows. As the AP fuse need time to arm, using against destroyers are quite ineffective. The aiming mechanism is different from USN dive bombers as the aiming circle initially dip backward slightly before moving forward at the very last minute. This can be useful if the player overshoot the target's momentum, but with less possibility of a citadel hit.

Pros:

  • More armored than her predecessor.
  • AP b0mbs can deal huge amounts of damage to select enemy ships.
  • Good torpedo bombers torps with 55 kts and 5.6k range
  • Better AA protection.
  • Difficult-to-hit citadel; the hitbox is located well below the waterline.
  • 34 knot top speed means easier relocation when necessary.
  • Excellent concealment for CV and planes.

Cons:

  • Loses a lot of speed during turns.
  • Very vulnerable to dive bomb attacks.
  • Limited capability to hunt destroyers
  • Planes with one of the lowest health pools even with commander skills
  • AP bombs only effective against selected targets in very special circumstances(low AA)
  • Dropping torpedos from maximum distance has a very low success rate, combined with the low health pool of planes, making it less of an advantage.

Research

This is a suggested research path:

  1. B7A Ryusei (Torpedo or AP bomber of choice)
  2. N1K2-J Shiden-Kai
  3. Hull(B) for better resistance against CV sniping.

Optimal Configuration

Upgrades

The recommended upgrades for Shōkaku are as follows:

Delete.png This page or file is marked for deletion for the following reason(s): 'Bombers Modification 2' is the correct name.

Do not use it!

Delete.png

Upgrade Slot 3 offers the choice of AA Guns Modification 1 +20% reduction in the preparation time of the priority AA sector. for playes wanting to increase the AA firepower of the carrier itself. But the extra 2 flak burst it provides is questionable in its effectiveness.

Upgrade Slot 5 offers players Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship., which stacks with Concealment Expert and camouflage to bring Shōkaku`s torpedo bombers' concealment down to 6.1k. This means players can start their drop well beyond the detection range of the planes and surpirse ships with 5.4k range torpedoes. However, if players are losing planes faster then they anticipate, they should go for Flight Control Modification 1 Does not increase the maximum number of each type of tactical squadron aircraft on deck.: -5% aircraft restoration time / +2 carrier deck places available..

Commander Skills

Shōkaku uses the standard Japanese carrier captain skill setup. Emphasis should be on skills that increase the survivability of the planes. Whether the player should take 'Sight Stabilization' or 'Concealment Expert' first is of preference. If the player is well accustomed to dropping their ammunition precisely, then taking concealment first will offer them new experience.


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 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 or behind islands, away from enemy fire.


Consumables

Shōkaku has access to the following consumables:

All aircraft carrier consumables are automatically activated.

Attack Aircraft:

Torpedo Bombers:

Bombers:

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 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.

Shōkaku 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, Shōkaku Players should mount Equal Speed Charlie London (🚫), Zulu Hotel (🚫), 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.).


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

Gallery

Historical Info

Historical Gallery


Ships of Japan
Destroyers  II TachibanaDoubloons • II Umikaze • II Tachibana LimaDoubloons • III Wakatake • IV Isokaze • V Minekaze • V FūjinDoubloons • V KamikazeDoubloons • V Kamikaze RDoubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome BDoubloons • VI ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII HSF Harekaze IIDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • IX Yūgumo • IX Kitakaze • IX MinegumoDoubloons • IX STAR KitakazeDoubloons • X Shimakaze • X Harugumo • X HayateDoubloons •  Yamagiri 
Cruisers  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
Battleships  II MikasaDoubloons • III Kawachi • IV Myōgi • IV IshizuchiDoubloons • V Kongō • V ARP KongōDoubloons • V ARP KirishimaDoubloons • V ARP HarunaDoubloons • V ARP HieiDoubloons • V HSF HieiDoubloons • VI Fusō • VI MutsuDoubloons • VI IseDoubloons • VII Nagato • VII AshitakaDoubloons • VII HyūgaDoubloons • VIII Amagi • VIII Yumihari • VIII KiiDoubloons • VIII Ignis PurgatioDoubloons • VIII RagnarokDoubloons • IX Izumo • IX Adatara • IX MusashiDoubloons • IX HizenDoubloons • IX IwamiDoubloons • IX DaisenDoubloons • IX TsurugiDoubloons • IX Iwami BDoubloons • X Yamato • X Bungo • X ShikishimaDoubloons • X ARP YamatoDoubloons •  Satsuma 
Aircraft Carriers  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu
Aircraft Carriers
Japan  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu 
U.K.  IV Hermes • VI Furious • VI Ark RoyalDoubloons • VIII Implacable • VIII IndomitableDoubloons • VIII ColossusDoubloons • X Audacious • X MaltaDoubloons •  Eagle 
France  VI BéarnDoubloons 
U.S.S.R.  IV Komsomolets • VI Serov • VIII Pobeda • VIII ChkalovDoubloons • VIII Chkalov BDoubloons • X Admiral Nakhimov 
U.S.A.  IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • VIII HornetDoubloons • VIII Saipan BDoubloons • X Essex • X Midway • X Franklin D. RooseveltDoubloons •  United States 
Germany  IV Rhein • VI Weser • VI Erich LoewenhardtDoubloons • VIII August von Parseval • VIII Graf ZeppelinDoubloons • VIII Graf Zeppelin BDoubloons • X Manfred von Richthofen • X Max ImmelmannDoubloons 
Pan-Asia  VIII SanzangDoubloons 
Spain  
Europe  
Netherlands  
Italy  VIII AquilaDoubloons 
Commonwealth  
Pan-America