World of Warships: Legends ship guide

Zuihō

Also called: 瑞凤 Beta
Japan · Tier V · Aircraft Carrier · Premium
Strike carrierStrike, rearm, repeat; position the carrier safely and keep squadrons in the air.
Playstyle
  • 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
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsTorpedo bombersFire bombsHeavy bomb penFast torpedoesFragile
On this page
Community Data

Zuihō Community Stats

Across 6,900+ Standard battles from 200+ players, Zuihō averages a 63% win rate, 70,500 damage and 1.2 kills per battle, and survives 59% of them.

Community Data

Zuihō Community Stats

Log in to GamingDiver and upload your data to see Community Data for Zuihō: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Zuihō is the Tier V Japanese carrier: a balanced strike kit across dive bombers and air torpedoes without a single dominant weapon. The kit rewards reading the enemy AA and picking the squadron that fits the next target. Her air-torpedo alpha is among the heaviest in the cohort. WG's own post leads on her concealment, and the data backs it: 12.31 km is the best surface detection of any Tier V carrier, so the hull itself is harder to hunt than her squadrons suggest.

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

Long-reach AA ↗

5 km AA reach, best of T5 CVs.

Best-in-class stealth ↗

12.3 km surface detect, top quartile of T5 CVs. Stays dark longer.

ELITE AIRCRAFT ↗
  • Heavy air torpedoes · 8000 damage
  • Burny bombs · 38%
  • Fast air torpedoes · 55 kn
ELITE SECONDARIES ↗
  • Punchy HE · 2100 max
  • Punch-through secondaries · 21 mm
Fragile HP pool ↗

36500 HP, bottom quartile of T5 CVs. She dies fast if a surface ship reaches her, so hold position behind the fleet and keep clear of pushes.

Weak AA ↗

196 AA DPS, bottom quartile of T5 CVs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Zuihō

Zuihō is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Super V crate 4.166667% One of the Tier V Premium ships Event · Super V crate · 1 of 24 ships
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Archived · Spectral Vault 4.0 · 1 of 23 ships
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
Show all 7 containers (4 more)
  • Mystic Lantern 0.2% Tier V Premium ship Event · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event · Mystic Box · 1 of 25 ships
Official WG availability sources
  • The Return of Treasure Hunt Crates Start: 2022-08-05
    • 150 cells opened: Super V Crate
    • Five ships of Tier V previously not included in possible drops, were added to the crate. Those are: Arizona, Hyūga, Zuihō, Anshan, and Huanghe.
  • 5 Years Strong: Loyalty Reward for All Captains! Sale Start: 2024-03-25
    • Besides the anniversary rewards, we've launched a special sale where you can purchase two selected Premium ships per week at a 50% discount, with new ships on discount every week!
    • Japanese Tier V Premium aircraft carrier Zuihō
  • Anniversary Update: New Horizons Crates Start: 2022-07-21
    • This time, you can acquire up to two Super V crates, including the usual crate-exclusive Shinonome, but also the latest Tier V Premium ships added to the range of available drops—this means Arizona, Hyūga, Zuihō, Anshan, and Huanghe!
  • Three Years Young: Anniversary Gifts Crates Start: 2022-07-25
    • Additionally, all Tier V Premium ships released since the first instance of Treasure Hunt concluded (those being Arizona, Hyūga, Zuihō, Anshan, and Huanghe) have been added to the possible drops.
  • Battle of Midway: Themed Missions & Historical Ships Doubloons 2026-05-29
    • If you're looking to expand your fleet with Zuihō, Hyūga, or Atago (the latter will also be available for doubloons during this update), you can use a free coupon to get a 4,000-doubloon discount on one of these ships.
  • September update: the Redinforcements Doubloons 2021-08-26
    • Tier V Japanese Aircraft Carrier Zuihō, available for doubloons.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Zuihō sits among Tier V CVs (7 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.

BestStealth profile12.31 km / 8.62 km (1/8 / 1/8) BestSecondary HE alpha2,100 (1 of 2 tied) BestSecondary HE pen21 mm (1 of 3 tied) BestAA range5 km (1 of 4 tied) BestBomb fire chance38% (1/7) BestAir torpedo alpha8,000 (1/8) BestAir torpedo speed55 kn (1/8) BestSquadron size9 (1 of 4 tied) Top 25%Rudder shift9.7 s (2/8) Top 25%Displacement13,950 t (3/8) Top 25%Air torpedo range4.5 km (3/8) Bottom 25%Acceleration (0-12 kt)13.3 s (7/8) Bottom 25%Power / turn radius57.1 hp/m (7/8) WorstHit points36,500 HP (8/8) WorstMax speed28 kt (1 of 2 tied) WorstEngine power52,000 hp (8/8) WorstSecondary range4 km (1 of 3 tied) WorstAA DPS196 (8/8) WorstAA threat727 (8/8) WorstFlak damage per salvo (expected)720 (7/7) WorstMax armor30 mm (1 of 2 tied) WorstCitadel belt30 mm (1 of 3 tied) WorstStern armor15 mm (8/8) WorstDeck HP18,300 HP (8/8)
See 14 mid-pack stats

Not standouts for Zuihō -- 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.

Turning circle910 m(4/8) Secondary DPM (per side)96,600(6/7) Secondary fire chance8%(3/7) Time to 90% speed31.1 s(5/8) Power-to-weight3.73 hp/t(5/8) Bow armor19 mm(4/8) Bomb alpha5,200(4/8) Bomb penetration43.6 mm(3/7) Air torpedo stealth1.3 km(5/8) Squadron HP14,850 HP(6/8) Squadron restore time85 s(6/8) Plane HP1,650 HP(6/8) NormSecondary dispersion bracket57(4 of 7 tied at this value) NormHangar capacity18(5 of 8 tied at this value)
Survivability
Hit Points36,500
Displacement13,950 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
205.8 x 35.9 m (ship-model figure)
Armor range6–30 mm
Plate armor thicknesses6, 10, 15, 16, 19, 20, 30 mm
Armor material/layer entries33
Fire resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
23.3%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 36,500 HP = 8,760 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 36,500 HP = 2,738 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.32 hull torpedo-damage coefficient / 0.333 unprotected baseline = 4%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
4%
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
11,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,000 = 4,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,000
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,500 = 15,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,500
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 27,400 = 54,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
27,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10 = 20), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,400 = 2,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,400
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
✈
Squadrons
Total plane capacity30
Flight deck HP18,300
Hangar HP18,300
Dive bomber
Plane HP1,850
Cruising speed125.0 kt
OrdnanceHE bomb, 5,200 alpha
Squadron size8 planes
Planes per drop2
Bombs per plane2
Bombs per drop
ƒ2 planes per drop x 2 bombs each = 4.
4
Alpha per drop
ƒ4 bombs x 5,200 alpha = 20,800, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
20,800
Fire chance38%
Bomb penetration43.6 mm
Hangar max16
Hangar restore+2 every 85 s, start 16
Recovery time85 s
Torpedo bomber
Plane HP1,650
Cruising speed125.0 kt
Ordnancetorpedo, 8,000 alpha
Squadron size9 planes
Planes per drop3
Torpedoes per plane1
Torpedoes per drop
ƒ3 planes per drop x 1 torpedo each = 3.
3
Alpha per drop
ƒ3 torpedoes x 8,000 alpha = 24,000, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
24,000
Flooding chance50%
Torpedo arming time6 s
Torpedo arming distance170 m
Hangar max18
Hangar restore+3 every 100 s, start 18
Recovery time100 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points10
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
25 mm Type96 mod. 23×3 25mm
25 mm Type96 mod. 17×3 25mm
127 mm Type89 mod. 2 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
1×2 127mm
127 mm Type89 A1 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×2 127mm
Far aura
Guns127 mm Type89 A1 (DP) + 127 mm Type89 mod. 2 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 63 from dual-purpose secondaries firing as AA in this range band.
63
Range5 km
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm Type96 mod. 2
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 1 hit probability = 133 - the same in-game units as the Close-range AA DPS headline.
133
Range3.1 km
Total DPS in Aura
ƒFar 63 + Medium 133 = 196
196
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 180 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 0.8 + 2.9 = 3.7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.7
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 1×2 127 mm (1/side) × 60/6 s × 2100 = 21,000 + 3×2 127 mm (3/side) × 60/5 s × 2100 = 75,600. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
96,600
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 3.7 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 27,715. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
27,715
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 96,600 + secondary fire DPM 27,715 = 124,315: shell damage plus fire damage against one T5 battleship, every shell hitting.
124,315
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
127 mm Type89 mod. 2 (1×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ1×2 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 0.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
0.8
HE Pen21 mm
Show 1 more gun family
127 mm Type89 A1 (3×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time5 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ3×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 2.9. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
2.9
HE Pen21 mm
Maneuverability
Engine power52,000 hp
Maximum speed28.0 kt
Turning circle radius910 m
Rudder shift time9.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 28 / 4 + 4.9 = 11.9 kt. Base value; speed modifiers scale it.
11.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
39.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28.0 kt).
31.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
48 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.31 km x 0.955 = 11.76 km. Camouflage does not change detectability by air.
12.31 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.31 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.76 km.
11.76 km
Detectability by air8.62 km
Detect when firing (air)
ƒAir detectability 8.62 km + gun-firing bloom 0 km = 8.62 km. The bloom tracks main-battery caliber x 0.020.
8.62 km
Detect when on fire (sea)
ƒSea detectability 12.31 km + 2.0 km while burning = 14.31 km.
14.31 km
Detect when on fire (air)
ƒAir detectability 8.62 km + 3.0 km while burning = 11.62 km.
11.62 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 4 squadron size

Under the hood

Show ▾

All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

AA defense

AA DPS at max range63
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 Triple 1 3x3 -> 40 DPS @ 3.1 km; 25mm Type96 7x3 -> 93 DPS @ 3.1 km; 127mm40 Type89 Mod A 1x2 -> 16 DPS @ 5 km; 127mm40 Type 89 3x2 -> 47 DPS @ 5 km.
AA DPS layered by range63 DPS @ 5 km, 196 DPS @ 3.1 km
@ 5 km: 16 + 47 = 63; @ 3.1 km: 40 + 93 + 16 + 47 = 196. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank196
40 + 93 + 16 + 47 = 196 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index727
40 × 3.1 + 93 × 3.1 + 16 × 5 + 47 × 5 = 727. 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 firepower

Max HE alpha2100
max(2100 (127 mm), 2100 (127 mm)) = 2100. Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
max(8% (127 mm), 8% (127 mm)) = 8%. 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.
Max HE pen21 mm
max(21 mm (127 mm), 21 mm (127 mm)) = 21 mm. 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.
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Ship Charts

Background

A small and reasonably fast aircraft carrier originally built as a submarine tender then subsequently converted into a carrier. Despite her small size, that did not allow her to carry a large air group, Zuihō was equipped with good torpedo protection and a sufficiently powerful artillery for her type.

Armor Beta

Hull HP 36,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 91+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–30 mm)2,000 (5% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)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)20 mm primary (range 15–30 mm)27,400 (75% of HP)
Overmatched by 305mm+ AP (Indefatigable, Toulon)Angle bounces 283mm20 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern15 mm primary (range 10–15 mm)1,400 (4% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm15 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel30 mm primary (range 19–30 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–20 mm)10 (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 HP800 per-mount HPDestroyed at 0 HPPer-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 HP200 per-mount HPDestroyed at 0 HPPer-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 HP11,000 module HPIncapacitated at 0 HPWhen 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 Zuihō. Cards are condensed; use each source link for full context.

Nerf ×13Buff ×26Rework ×2Airstrike ×4Torpedo ×16
2026-05-28

Ministry of Balance: Summertime Refit

  • Torpedo bomber maximum speed increased from 118 to 125 knots.
  • Torpedo arming time reduced from 6.5 to 6 seconds.
  • Chance of causing flooding increased by ~40%.
  • Dive bomber maximum spread reduced by 20%.
  • Dive bomber minimum spread reduced by 25%.
Read the full official post
2025-11-27

Holiday Update: Christmas on the Waves

  • Dive bomber movement speed increased from 115 to 125 knots.
  • Torpedo bomber movement speed increased from 108 to 118 knots.
Read the full official post
2024-09-05

Ministry of Balance: Season of Change

  • Torpedo strike aiming time reduced from 8 to 6.5 seconds.
  • Torpedo speed increased from 50 to 55 knots.
Read the full official post
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo bombers:
  • Torpedo bomber restoration time increased from 67 to 100 s.
  • Torpedo bomber base speed reduced from 114 to 108 kts.
  • Torpedo arming time increased from 7 to 8 s.
  • Torpedo speed reduced from 55 to 50 kts.
  • Dive bombers:
  • Dive bomber restoration time increased from 60 to 85 s.
  • Dive bomber base speed reduced from 121 to 115 kts.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Dive Bombers:
  • Bombs per aircraft increased from 1 to 2.
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 2,575 to 1,850 (squadron HP reduced from 15,450 to 14,800).
  • Base speed increased from 110 to 121 knots.
  • Maximum flight range set to 27 kilometers.
  • Bomb damage reduced from 10,400 to 5,200.
  • Bomb fire-setting chances reduced from 55 to 38%.
  • HE bomb penetration reduced from 53.4 to 43.6 mm.
  • Bomb splash radius reduced.
  • Aircraft restoration time reduced from 68 to 60 seconds.
  • Aircraft restored increased from 1 to 2.
  • Torpedo Bombers:
  • Number of aircraft in squadron increased from 6 to 9.
  • Number of attacking aircraft per strike increased from 2 to 3.
  • Maximum HP per aircraft reduced from 2,625 to 1,650 (squadron HP reduced from 15,750 to 14,850).
  • Base speed increased from 104 to 114 knots.
  • Maximum flight range set to 28 kilometers.
  • Torpedo arming time increased from 3.66 to 7 seconds.
  • Torpedo damage increased from 6,966 to 9,100.
  • Torpedo speed increased from 50 to 55 knots.
  • Maximum & starting hangar aircraft increased from 10 to 18.
  • Aircraft restoration time reduced from 73 to 67 seconds.
  • Aircraft restored increased from 1 to 3.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • Zuihō was our first Premium aircraft carrier, and we played it very safe with her. As a result, the ship deserves some improvements to help her out:
  • Dive bomber hangar capacity increased from 10 to 12 planes.
  • HE bomb damage increased from 9,400 to 10,400.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Zuihō can equip.

  • Zuihō default exterior
    DefaultThe ship’s standard exterior

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.