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Hakuryu
Hakuryu_wows_main.jpg
Tech Tree Position
Shokaku
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Hakuryu_icon_small.png
stock
 top
General
Research price330000 exp
Purchase price28,000,000 Credits
Hit Points63,100 
Aircraft
Squadrons under Command pcs.
Aircraft in Squadron 10 pcs.
Hangar Capacity 100 pcs.
Secondary Armament #1
100 mm/65 Type9812 х 2 pcs.
Firing Rangekm.
Rate of Fire20.98 shots/min.
Reload Time2.86 sec.
HE Shell100 mm HE Type98 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity1000 m./s.
Chance of Fire on Target Caused by HE Shel%
AA Defense
40 mm Bofors "Chi" Type9822 х 2 pcs.
. . . Average Damage per Second242 
. . . Firing Range3.51 km.
100 mm/65 Type9812 х 2 pcs.
. . . Average Damage per Second249.6 
. . . Firing Range5.01 km.
Maneuverability
Maximum Speed34.5 knot
Turning Circle Radius1 250 m.
Rudder Shift Time17.1 sec.
Concealment
Surface Detectability Range15.66 km.
Air Detectability Range14.28 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
X
Ship_PJSA110_Hakuryu.png
28,000,000

Hakuryu — Japanese Tier X aircraft сarrier.

An aircraft carrier designed to be an enlarged and enhanced version of the Taiho class. Hakuryu was superior to her predecessor in size, armor and artillery power. Owing to an increased hangar, she could carry the largest air group among all Japanese aircraft carriers.

Modules

Flight Control Fighters
(sqdr.)
Torpedo Bombers
(sqdr.)
Dive Bombers
(sqdr.)
Research price
(exp)
Purchase price
(Credits)
Type10 mod. 1111 01,100,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Hakuryu (A)63,100131651222/12100 03,000,000
Attack Aircraft Cruise Speed
(knot)
Average Damage per Second
(HP/min)
LoadoutHit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A7M Reppū156001,440 01,000,000
A8M Rikufu165001,560 38,0002,500,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Cruise Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
C6N Saiun9,3331411,600 01,000,000
J5N Tenrai9,3331451,810 38,0002,500,000
J5N Tenrai9,3331451,810 38,0002,500,000
Dive Bombers Maximum Bomb Damage
(HP)
Cruise Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A7M Reppū8,5001481,510 01,000,000
J5N Tenrai8,5001521,800 38,0002,500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 240,000 hp34.5 0900,000

Compatible Upgrades

 Slot 1  Air Groups Modification 1 Auxiliary Armaments Modification 1
 Slot 2  Damage Control System Modification 1 Aircraft Engines Modification 1
 Slot 3  Secondary Battery Modification 1 AA Guns Modification 1 Torpedo Bombers Modification 1 Attack Aircraft Modification 1
 Slot 4  Damage Control System Modification 2 Attack Aircraft Modification 2 Torpedo Bombers Modification 2 Dive Bombers Modification 2
 Slot 5  Flight Control Modification 1 Concealment System Modification 1
 Slot 6  AA Guns Modification 2 Flight Control Modification 2 Air Groups Modification 2 Secondary Battery Modification 2

Player Opinion

Performance

Hakuryu is a battleship's worst nightmare. She can field a large number of squadrons to destroy any ship in the water, with up to five strike squadrons at her disposal. However, there is a cost of having so many squadrons: each squadron has a smaller number of planes than their American counterparts which means they can be easily destroyed by a solid AA screen or by intercepting fighters. Despite being large as she is, Hakuryu has a rather reasonable concealment value and top speed, better than her American counterpart, Midway.

Pros:

  • Can put several squadrons into the air at any given time, especially strike aircraft.
  • Excellent concealment.
  • Does not catch fire easily.
  • Type 10 mod. 2 flight control module is more flexible compared to Midway’s 2-2-2 config.
  • Type 10 mod. 3 flight control module makes it easy to gain air superiority against an enemy Midway due to a larger number of fighters, a higher tier and the fact that while Hakuryu can switch to a fighter build, Midway can't.
  • All planes are Tier X (unlike Midway, which has Tier VIII torpedo bombers and Tier IX fighters).
  • Flight control modules 2 and 3 put more fighters in the air than Midway (max of 15/20 with the Air Superiority commander skill vs static 14).
  • Shorter reload time on squadrons helps Hakuryu have a larger impact in the battle more quickly.
  • Tier X dive bombers are great scouts and are fast enough that enemy fighters will have trouble catching them.
  • Good alpha damage with strike aircraft.
  • Faster than Midway and easier to dodge enemy fire.
  • Thin armor makes most AP shells overpenetrate for minimal damage.

Cons:

  • Small squadron size which makes it a bit easy to have fighters intercept them.
  • Slightly worse AA than Midway, but still plenty to fend off smaller enemy air strikes.
  • Lower hangar capacity than Midway, but still difficult to run out of squadrons when playing carefully.
  • Type 10 mod. 3 flight control provides air superiority at the cost of severely decreasing damage potential.
  • Dive bombers cannot mount AP bombs and can have less dive bombers in air at once than Midway.
  • Weaker armor than that of Midway makes Hakuryu less viable in open warfare.

Research

This is a suggested research path:

  1. Mitsubishi A8M fighters
  2. Nakajima C6N1-B torpedo bombers
  3. Wakusei dive bombers
  4. Type 10 mod. 2 or mod. 3 Flight Control
Researching the flight control mods is listed last due to the fact that the anti-air at this tier is so powerful and managing multiple squads is the most difficult at this tier. Additionally, the mod. 2 Flight Control only adds one extra dive bomber squadron to the player's loadout, which may not be very helpful at all and will reduce the ratio of allocated torpedo bombers. Additionally, researching mod. 2 or mod. 3 Flight Control depends on the player's preference.

Optimal Configuration

Upgrades

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Air Groups Modification 3 (+15% to attack aircraft survivability.)/Enhanced Flight Control and Air Groups (+5% to aircraft cruise speed. / +10% to fighters HP.)

Upgrade Slot 3 is the 1st main choice of upgrades with Hakuryu. For players looking to improve their fighter's capabilities, Air Groups Modification 2 (+7.5% to aircraft HP.) is highly recommended, especially when using the Type 10 mod. 3 flight control system. Otherwise, the Flight Control Modification 1 (-5% aircraft restoration time, +2 aircraft carrier deck places available.) helps players land and launch Hakuryu’s multiple flight squadrons, as Hakuryu has a staggering eight separate plane squadrons to manage.

Upgrade Slot 5 offers players Concealment System Modification 1 (-10% to detectability radius. / +5% to the maximum dispersion of enemy shells that fire on your ship.), which stacks with Concealment Expert and camouflage to bring Hakuryu’s surface detection down to a small range of 11.5 km.

Upgrade Slot 6 is the 2nd main choice of upgrades with Hakuryu. Due to the common presence of multiple battleships and cruisers with very high AA power,
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Air Groups Modification 3 (+15% to attack aircraft survivability.) is highly recommended to make sure Hakuryu’s planes will survive their trip to and from their target. If survivability isn't the player's foremost preference, Flight Control Modification 2 (+5% cruising speed.) is viable, increasing the speed gap between Hakuryu’s and Midway’s planes, allowing the smaller Japanese squadrons to outrun their American counterparts.

If a player prioritises air superiority over strike potential, then the Legendary upgrade Enhanced Flight Control and Air Groups (+5% to aircraft cruise speed. / +10% to fighters HP.) is possibly the best option, increasing speed by the same amount as Flight Control Modification 2 (+5% cruising speed.) and giving fighters a 10% hp boost.

Commander Skills

Hakuryu uses the standard Japanese carrier captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. Aircraft Servicing Expert, Torpedo Acceleration, Torpedo Armament Expertise, and Air Supremacy are "must have" skills. Dogfighting Expert is still useful despite Hakuryu’s planes being top tier as the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.

For AA defense, Hakuryu has medium-caliber 100mm guns that benefit greatly from Manual Fire Control for AA Armament. Basic Firing Training is also a good choice to boost all AA guns' DPS by 20%. And as Hakuryu is a Tier IX carrier, the player has access to the special Japanese carrier version of Defensive AA Fire (While active, damage per second of large caliber anti-aircraft guns increased.), which lasts for two minutes and increases the ship's AA DPS by a factor of 1.75. Coupled with Basic Firing Training and Manual Fire Control for AA Armament, the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively and greatly reduce the damage taken from an enemy carrier's attack.

Evasive Maneuvers is recommended as it increases the bombers' survivability when returning to the carrier, and is especially useful when the enemy targets have activated Defensive AA Fire (While active, damage per second of large caliber anti-aircraft guns increased.).

Any skills that are related to an enemy vessel firing on your carrier are not useful, as the cost-benefit of investing in survivability skills is not worth the minimal benefit they offer. Hakuryu is large and unarmored, and will not survive an attack by any ship larger than a destroyer. Hakuryu captains must position their ship near friendlies and far back from the enemy fleet. Concealment Expert may be taken to further reduce detection range if the captain so desires.

Consumables

Hakuryu can equip the following consumables:

Premium Defensive AA Fire II (While active, damage per second of large caliber anti-aircraft guns increased.) is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Premium Damage Control Party II (While active, instantly repairs any module incapacitations, fires, and floods.) is not recommended as it is only needed in dire moments, or when the player is the last one alive.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range.

Players who wish to spend doubloons can equip Hakuryu with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns.

Signals

As a carrier, Hakuryu can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (+50% XP earned for the battle.), Zulu Hotel (+50% Commander XP earned for the battle.), and, for the last two: November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) and Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.).

Gallery

Historical Info

Historical Gallery


Ships of Japan
Destroyers  II Tachibana Doubloons • II Umikaze • II Tachibana Lima Doubloons • III Wakatake • IV Isokaze • V Minekaze • V Fūjin Doubloons • V Kamikaze Doubloons • V Kamikaze R Doubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome Doubloons • VII Akatsuki • VII Shiratsuyu • VIII Akizuki • VIII Kagero • VIII Asashio Doubloons • VIII Asashio B Doubloons • VIII HSF Harekaze Doubloons • IX Yūgumo • IX Kitakaze • X Shimakaze • X Harugumo 
Cruisers  I Hashidate • II Chikuma • III Tenryu • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • V Yahagi • VI Aoba • VII Myoko • VII ARP Myoko • VII ARP Ashigara • VII ARP Haguro • VII Southern Dragon • VII Eastern Dragon • VII ARP Nachi • VIII Mogami • VIII Atago Doubloons • VIII Atago B Doubloons • VIII ARP Takao • IX Ibuki • IX Azuma • X Zao 
Battleships  II Mikasa Doubloons • III Kawachi • IV Myogi • IV Ishizuchi Doubloons • V Kongo • V ARP Kongō • V ARP Kirishima • V ARP Haruna • V ARP Hiei • VI Fuso • VI Mutsu Doubloons • VII Nagato • VII Ashitaka Doubloons • VIII Amagi • VIII Kii Doubloons • IX Izumo • IX Musashi • X Yamato 
Aircraft Carriers  IV Hosho • V Zuiho (old) • VI Ryujo • VII Hiryu (old) • VIII Shokaku • VIII Kaga Doubloons • IX Taiho (old) • X Hakuryu
Aircraft Carriers
Japan  IV Hosho • V Zuiho (old) • VI Ryujo • VII Hiryu (old) • VIII Shokaku • VIII Kaga Doubloons • IX Taiho (old) • X Hakuryu 
U.S.A.  IV Langley • V Bogue (old) • VI Independence (old) • VI Ranger • VIII Lexington • VIII Enterprise Doubloons • VIII Saipan Doubloons • IX Essex (old) • X Midway 
U.S.S.R.  
Germany  VIII Graf Zeppelin Doubloons 
U.K.  IV Hermes • VI Furious • VIII Implacable • VIII Indomitable • X Audacious 
France  
Pan-Asia  
Italy  
Commonwealth  
Pan-America  
Poland