MYOKO

Country
Japan

Class
Cruiser

MMweight
7.0

Obtain Method
Tech Tree

Arena rating

PVP rating

Myoko was the first heavy cruiser built by Japan under the Washington naval Treaty. Myoko was built based on Aoba-class cruiser, with enlarged hull, better armament, and better armor. Myoko has 5×2 203 mm guns, the heaviest armament of any heavy cruiser in the world at the time. The third turret can’t fire directly forward. Myoko has high shell velocity. It has the highest raw damage in its MMweight. Having 203 mm is a good thing when fighting other cruisers because of high penetration. It can even overmatch some lower tier cruisers. However, slow reload might get this ship outgunned by its opponents. The accuracy is good, but at long range it becomes very inconsistent. Due to the slow main gun rotation speed and bad turret firing angle, it struggles to aim and fire the main gun while turning. The player must choose carefully when to engage and disengage. Myoko’s shell arc is flat, so it’s hard to lob shells from behind island. Myoko has plenty of torpedoes that can help when ambushing or kiting the enemy.

Just like most cruisers in its tier, Myoko’s armor is thin. It can be citadeled by any battleship from any angle. Due to bad firing angle, Myoko has to show a lot of broadside to fire all guns. Firing full salvo is only safe at long range or when the enemy isn’t shooting at it. Myoko must use its fast speed and good maneuverability to live longer. Unlike most Japanese cruisers, its concealment is not good. Compared to most low tier cruisers, Myoko’s hull is relatively long and easier to hit. Myoko is bad for pushing but good for kiting and sniping. Fortunately, it has better range than most cruisers in its MMweight. This allows Myoko to fight battleships at a safer distance and dodge shells easier.

Playstyle

At the start of the battle, sail to a flank. Don’t sail too forward. Don’t get yourself spotted first. Remember, shooting will increase your detectability range so don’t do that unless you absolutely need to. If the enemy is spotted, let your battleships shoot the enemy first. Just like all cruisers, you need to find a good island to hide while still being able to lob shells. Ideally, you want to be able to lob shells to the enemy but the enemy can’t see or shoot you back. If you’re getting shot, just move closer to the island to hide or run away. Finding a suitable island is often hard because of its flat shell arc.

If there’s no such island, fight in open water at more than 13 km from enemy battleship. Angle your ship away from the enemy (kiting position). Speed juke to dodge shells. You can try this simple speed juke tactic: sail at 1/4 speed when the enemy isn’t shooting, accelerate to full speed when the enemy shoots at you, reverse if the enemy shoots in front of your ship. Turn your ship away to increase its effectiveness. If the enemy is chasing you, drop your torpedoes too. Don’t show broadside and don’t bowtank the enemy. If your HP is low, just run away and stop shooting. Once you get out of your basic detection range, you won’t be spotted anymore.

To maximize your effectiveness, try to create a crossfire with your teammates. If your teammate is tanking, you sail to the side of the enemy ship and shoot at their broadside. This cruiser has fast speed so you must use it to find a good position quickly.

Myoko can be used to ambush an enemy. This move is very risky and requires more practice. Ideally, the enemy is bowtanking, not maneuvering, and is currently taking cover from behind an island. Use that island to hide yourself as you move closer. Quietly approach the enemy that’s on the other side of the island. If possible, try to not get spotted. After you clear the island, drop your torpedoes to the enemy. Remember, you can only launch torpedoes to the back so at this position you’re very vulnerable to get citadeled. Immediately sail away at full speed, turn your ship to the left and right to dodge shells. If you’re already at 13 km or more, start kiting and speed juke as usual.

In a CV battle, always stay close to allied ships (especially BBs and CV) so you can protect each other with overlapping AA. You have fast shell velocity, so you don’t need to get close to the enemy anyway.

Is it worth to buy?

Myoko is often held back by its inconsistent accuracy. Still, it’s one of the better snipers out there because it has long range. The bad armor makes it very risky to be played at close range anyway.

Myoko is a tech tree ship. If you want to get it, you just have to grind it. No need to spend money. The Japanese cruiser line is worth to grind if you have enough experience playing cruisers. It’s not recommended for new players, but in the hands of experienced players can be really good.

Strengths
High velocity guns, good range, fast speed, good maneuverability, has torpedoes, has fighter planes
Weaknesses
Slow reload, slow turret rotation speed, bad turret firing angle, bad concealment, bad armor, bad AA
Consumables
Elite DC, elite repair (3 charges), anti-air barrage (4 charges)
General playstyle
Kiting, flanking, ambushing.
Role/specialty
Damage dealer
Preferred enemy target
Cruiser, BB

Recommended Build

Equipment
Slot 1: adv. disaster retardant module
Slot 2: engine enhancement module
Slot 3: aiming system module
Consumables
Slot 1: elite damage control
Slot 2: elite repair
Slot 3: elite anti-air barrage
Crew Skills (after basic skill)
Captain: artillery warning – boost morale- hull protection
Gun: crack gunner – high speed aiming – burn the ship behind
Engine: quick shift – noise reduction – adv. quick shift – steering master
Damage control: buoyancy reserve – emergency flooding – extinguish
Torpedo: engine maintenance – excess charge – weak point attack

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