World of Warships: Legends ship guide

Hōshō

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Use planes to keep destroyer lanes visible and strike ships separated from support
  • Hōshō should value clean torpedo/bomb approaches and preserve aircraft for the late game
  • Avoid: Do not assume old high bomb damage or fire chance will carry bad drops
Key characteristics
Big squadronsTorpedo bombersFire bombsAP bombsFast torpedoesShort AA reach
On this page
Community Data

Hōshō Community Stats

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Playstyle

Overview

Hōshō is the Tier III 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.

Positioning

Use planes to keep destroyer lanes visible and strike ships separated from support. Hōshō should value clean torpedo/bomb approaches and preserve aircraft for the late game.

Potato Avoidance

Assume old high bomb damage or fire chance will carry…

Hōshō’s balance changes make efficiency and aircraft preservation more important than volume.

Signature Traits

Heavy air torpedoes

5000.0 damage per air-dropped torpedo, best of T3 CVs. Each torp delete-strike hits harder.

ELITE SECONDARIES
  • Punchy HE · 2400.0 max
  • Burny · 10.0%
  • Punch-through · 23.0 mm
Short AA reach

3.1 km AA reach, bottom quartile of T3 CVs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Hōshō

Hōshō is available in the Offensive Strike Carriers branch of the Japan Tech Tree for 270,000 credits after researching it in the branch. Known module upgrades cost up to 54,000 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Hōshō 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 torpedo/bomb consistency. Current advice should account for changed bomb damage/fire chance, hangar size, and aircraft HP.

Open in Build Tool →

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Cohort position

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Where Hōshō sits among Tier III CVs (6 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 profile10.56 km / 7.39 km (1 of 2 tied / 1 of 2 tied) BestHE alpha2,400 (1/6) BestSecondary fire chance10% (1/6) BestSecondary HE pen23 mm (1 of 3 tied) BestAir torpedo damage5,000 (1/6) Top 25%Rudder shift7.9 s (2/6) Top 25%Acceleration31.7 s (2/6) Top 25%Displacement9,582 t (2/6) Top 25%Power-to-weight3.13 hp/t (2/6) Top 25%Bomb damage5,000 (2/6) Top 25%Air torpedo speed45 kn (2/6) WorstAA range3.1 km (6/6) WorstMax armor20 mm (1 of 3 tied) WorstCitadel belt20 mm (1 of 3 tied) WorstEnd plates13 mm (1 of 2 tied / 1 of 2 tied) WorstDeck armor13 mm (1 of 2 tied)
See 16 mid-pack stats

Not standouts for Hōshō -- 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.

Hit points31,800 HP(5/6) Max speed25 kt(3/6) Secondary DPM (per side)36,000(4/6) Engine power30,000 hp(4/6) Turn-speed retention40.5 hp/m(4/6) AA DPS94(3/6) AA threat293(3/6) Bomb fire chance25%(3/5) Bomb AP penetration42.7 mm(3/5) Air torpedo range3.5 km(3/6) Squadron restore time107 s(3/6) Deck HP15,900 HP(5/6) Plane HP1,350 HP(4/6) NormSecondary dispersion bracket57(5 of 6 tied at this value) NormAir torpedo stealth1.3 km(5 of 6 tied at this value) NormSquadron size12(5 of 6 tied at this value)
Survivability
Hit PointsInitial: 31,000 → 31,800
Displacement9,582 t
Armor range6–20 mm
Plate armor thicknesses6, 10, 13, 15, 19, 20 mm
Armor material/layer entries40
Fire resistanceInitial: 6.7% → 10%
Fire duration60 s
Torp Reduction0%
Squadrons
Total plane capacity24
Flight deck HP15,900
Hangar HP15,900
Dive bomber
Plane HP1,350
OrdnanceHE bomb, 5,000 dmg
Fire chance25%
Bomb penetration42.7 mm
Hangar max12
Hangar restore+2 every 107 s, start 12
Recovery time107 s
Torpedo bomber
Plane HP1,350
Ordnancetorpedo, 5,000 dmg
Flooding chance30%
Hangar max12
Hangar restore+2 every 107 s, start 12
Recovery time107 s
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) = 94. 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.
94
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.1 km
25 mm Type96 mod. 1 (upgraded hull only)6×2 25mm
13 mm Type93 (stock hull only)6×2 13mm
Medium aura
DPS27
Range3.1 km
S
Secondary Battery
Mounts4
Firing range3.5 km
Shell Grouping (σ)1
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine moduleEngine: 30,000 hp
Engine power30,000 hp
Maximum speed25 kt
Turning circle radius740 m
Rudder shift time7.9 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.5 kt of 25 kt), from our in-house acceleration model.
31.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.8 kt of 25 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.
49.8 s
Concealment
Detectability by sea10.6 km
Detectability by air7.3 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.6 km
Detect Fire Sea12.6 km
Detect Fire Air10.3 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
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullTrade-off
  • Hit points31,000 → 31,800
  • Rudder shift14.4 → 10.3 s
  • Close-range AA DPS37 → 27
  • Maximum AA range1.2 → 3.1 km

See all derived stats

Show

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

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

Close-range AA DPS94
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) = 94. 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.
Maximum AA range3.1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index293
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

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)36,000
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: 4×1 140 mm (2/side) × 60/8 × 2400 = 36,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 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: 23 mm from the 140 mm family.

Armor Beta

Hull HP 31,00031,800 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern13 mm

Overmatched by 52+ 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 10%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–19 mm)≈ 1,590 (~5% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 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≈ 23,850 (~75% of HP)
Overmatched by 305mm+ (Mikasa, Courbet)Angle bounces 283mm20 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 6–15 mm)≈ 1,590 (~5% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 6–20 mm)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 6–13 mm)no cap
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).

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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

Balance updates affecting Hōshō. Cards are condensed; use each source link for full context.

Nerf ×6Buff ×8Rework ×2Airstrike ×1Torpedo ×4
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Torpedo bomber restoration time increased from 76 to 107 s.
  • Dive bomber restoration time increased from 76 to 107 s.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Bombs per aircraft increased from 1 to 2.
  • Bomb damage reduced from 8,500 to 5,000.
  • Bomb fire-setting chances reduced from 43 to 25%.
  • Bomb splash radius reduced.
  • Maximum & starting hangar aircraft increased from 10 to 12.
  • Aircraft restoration time increased from 59 to 76 seconds.
  • Aircraft restored increased from 1 to 2.
  • Maximum HP per aircraft reduced from 1,600 to 1,350 (squadron HP reduced from 9,600 to 8,100).
  • Base speed increased from 99 to 109 knots.
  • Aircraft maximum flight range set to 28 kilometers.
  • +3 more official change lines in the source post.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 10.5 to 10.6 km; air detectability range changed from 7.3 to 7.4 km.
  • Dive bomber HP changed from 1,500 to 1,600; torpedo bomber HP changed from 1,520 to 1,600.
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Detectability range by sea increased from 8.2 to 10.5 km.
  • Detectability range by air increased from 6.6 to 7.3 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Hōshō can equip, from in-game data.

  • Hōshō 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.