Hōshō
Beta- 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
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Hōshō Community Stats
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Hōshō Community Stats
Record History
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
5000.0 damage per air-dropped torpedo, best of T3 CVs. Each torp delete-strike hits harder.
- Punchy HE · 2400.0 max
- Burny · 10.0%
- Punch-through · 23.0 mm
3.1 km AA reach, bottom quartile of T3 CVs. Drops bombs and rockets land before AA bites.
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
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.
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 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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3.5 km × 57 + 30 = 229.5 m.ƒ
Time to reach 90% of top speed (22.5 kt of 25 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
See all derived stats
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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
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.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) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.3.5 km × 57 + 30 = 229.5 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: 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.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.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 31,000 → 31,800 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.
Overmatched by 52+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 13 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. |
| Stern | 13 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. |
| Citadel | 20 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. |
| Superstructure | 6 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Hōshō. Cards are condensed; use each source link for full context.
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.
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.
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.
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.
Skins & permanent camouflages
Every custom exterior Hōshō can equip, from in-game data.
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.
