Shōkaku
Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
- Avoid: Trading a full squadron for one high-value kill
Shōkaku Community Stats
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Shōkaku Community Stats
Playstyle
Overview
Shōkaku is a Tier VII Japanese all-rounder carrier: balanced strike across bombers and torpedoes without a cohort-best plane trait. The kit rewards reading the enemy AA map and picking the squadron that fits the next strike, rather than committing to one bomber type. Standout traits: best armor plate in T7 CVs (215 mm) and best top speed in T7 CVs (34 kt).
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.
Signature Traits
215.0 mm max plate, best of T7 CVs.
34.0 kt, best of T7 CVs. Lets you rotate flanks or escape disengagements.
215.0 mm citadel belt, best of T7 CVs. Citadels through angle are rare.
25.0% torpedo damage reduction, top decile of T7 CVs.
17.0 s rudder shift, top quartile of T7 CVs. Snappy weave.
~10.2 s to max forward speed, bottom decile of T7 CVs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Shōkaku
Shōkaku is available in the Offensive Strike Carriers branch of the Japan Tech Tree for 23,000,000 credits after researching it in the branch. Known module upgrades cost up to 5,810,000 credits.
Show Japan tech-tree branch diagram
Shōkaku sits in the Offensive Strike Carriers branch. The highlighted path shows the local branch context inside the full Japan tree.
Builds Beta
Build for aircraft restoration, survivability, speed, and strike consistency. Current guidance should reflect post-balance torpedo bomber speed/damage, dive-bomber accuracy, aircraft HP, and detectability changes.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Shōkaku sits among Tier VII CVs (10 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 20 mid-pack stats
Not standouts for Shōkaku -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (109×3.5×0.95) + (32×3.5×1) = 474. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 32 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 32 + Near 109 = 141ƒ
Max dispersion = range (km) × 45 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 45 + 30 = 232.5 m.Show 1 more gun family
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
See all derived stats
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (109×3.5×0.95) + (32×3.5×1) = 474. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 45 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 45 + 30 = 232.5 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 2×2 127 mm (2/side) × 60/6 × 2100 = 42,000 + 6×2 127 mm (6/side) × 60/5 × 2100 = 151,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 127 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 21 mm from the 127 mm family.Armor
Hull HP 50,100 → 51,400 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 6–19 mm) | 1,600 (3% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 19 mm primary (range 19–215 mm) | 38,600 (75% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 6–51 mm) | 1,300 (3% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 215 mm primary (range 19–215 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–38 mm) | 100 (0% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Secondary mount (127 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (25 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 15,400 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Balance History
Latest 6 of 8 indexed balance updates affecting Shōkaku. Cards are condensed; use each source link for full context.
Ministry of Balance: Aerial Adjustments
- Torpedo.
- Stock torpedo bomber restoration time increased from 57 to 80 s.
- Stock torpedo bomber maximum HP per aircraft reduced from 2,800 to 2,500.
- Stock torpedo bomber base speed reduced from 140 to 130 kts.
- Upgraded torpedo bomber restoration time increased from 76 to 106 s.
- Upgraded torpedo bomber maximum HP per aircraft reduced from 2,600 to 2,500.
- Upgraded torpedo bomber base speed reduced from 145 to 136 kts.
- Stock dive bomber restoration time increased from 76 to 106 s.
- Upgraded dive bomber base speed reduced from 150 to 136 kts.
- Upgraded dive bomber restoration time increased from 76 to 106 s.
- +1 more official change line in the source post.
Ministry of Balance: Carriers 2.0 – First Update
- Stock torpedo bombers:
- Base speed reduced from 146 to 140 knots.
- Torpedo speed reduced from 50 to 47 knots.
- Torpedo damage reduced from 7,567 to 6,100.
- Upgraded torpedo bombers:
- Base speed reduced from 150 to 145 knots.
Ministry of Balance: Carriers 2.0 – First Wave
- Aiming speed increased (aiming circle shrinks faster).
- Bombs per aircraft increased from 1 to 2.
- Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 75 to 60%.
- Maximum HP per aircraft reduced from 2,550 to 2,300 (squadron HP reduced from 22,950 to 20,700).
- Base speed increased from 129 to 150 knots.
- Maximum flight range set to 32 kilometers.
- Bomb damage reduced from 10,600 to 5,500.
- HE bomb penetration reduced from 53.4 to 43.6 mm.
- Bomb fire-setting chances reduced from 55 to 35%.
- Bomb splash radius reduced.
- +4 more official change lines in the source post.
Halloween Update: New Friends, Old Foes
- Surface detectability range changed from 12.1 to 13.8 km; air detectability range changed from 8.5 to 9.6 km.
- Stock dive bomber HP changed from 2,500 to 2,550; stock torpedo bomber HP changed from 2,500 to 2,625.
- Upgraded dive bomber HP changed from 2,600 to 2,750; upgraded torpedo bomber HP changed from 2,750 to 2,830.
Anniversary Update: New Horizons
- Tier VII Shōkaku (stock and upgraded dive and torpedo bombers); Shōkaku's squadrons were increased.
March update: All That is Gold Does Not Glitter
- Concealment for dive bombers improved, from 10 to 7.5 km.
- Aircraft restoration time for stock dive bombers increased from 66 to 70 s.
- Aircraft restoration time for upgraded dive bombers decreased from 76 to 65 s.
Skins & permanent camouflages
Every custom exterior Shōkaku can equip, from in-game data.
DefaultThe ship’s standard exterior
Azur ShoukakuAzur Lane
Zuikaku 1944 H2017Halloween
Zuikaku 1944 H2022Halloween
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
