Hiryu
[[File:<value_unset_error>_icon_small.png|<value_unset_error>|link=Ship:<value_unset_error>]] [[File:<value_unset_error>_icon_small.png|<value_unset_error>|link=Ship:<value_unset_error>]] [[File:<value_unset_error>_icon_small.png|<value_unset_error>|link=Ship:<value_unset_error>]] |
![]() |
File:icon small.png |
![]() |
[[File:<value_unset_error>_icon_small.png|<value_unset_error>|link=Ship:<value_unset_error>]] [[File:<value_unset_error>_icon_small.png|<value_unset_error>|link=Ship:<value_unset_error>]] [[File:<value_unset_error>_icon_small.png|<value_unset_error>|link=Ship:<value_unset_error>]] |
Maximum SpeedExpression error: Unexpected * operator. knot |
[[Ship:|]] — N/A special premium Tier N/A.
An aircraft carrier that had a prominent effect on the development of this type of ship in the Imperial Japanese Navy. It was a highly successful project that featured a high speed, reasonably good AA defense and a sizable air group. Poor armor protection reduced the aircraft carrier's resistance to damage.
Hiryu was removed from the game with Update 0.8.0 - the CV Rework.
Modules
Compatible Upgrades
Slot 1 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Slot 2 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |||||||||||||||
Slot 3 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |||||||||
Slot 4 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |||||||||||
Slot 5 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | ||||
Slot 6 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Player Opinion
Performance
The first standard-sized (or "fleet") aircraft carrier in the Japanese carrier line, carrier players will surely fall in love with Hiryu. With a total complement of 72 planes, she is far less likely to run out of planes than her predecessors, if captains execute their attacks correctly that is. However, one must be aware that the torpedo planes she carries are the same as Tier V's Zuiho. This means they incredibly vulnerable when facing warships above Tier VII.
Captains must plan their attacks very carefully when using Hiryu’s air squadrons. Never stay in one place, use auto-pilot mode, continue sailing (even at 1/4 speed), and always keep distance from the enemy.Pros:
- Larger hangar provides a total complement of 72 planes and full reserves on all squadrons.
- Top speed of 34 knots means she can re-position to any area of the map quicker.
- Upgraded fighter groups can match with American fighters (if used well).
- Very well-rounded and is consistent in general when using the balanced loadout.
- Good anti-aircraft defense.
Cons:
- Tier VI torpedo bombers are easily shredded by ships Tier VII and above.
- Alpha damage against equal or higher tier capital ships can be lacking due to lower tier torpedo bombers.
- Performance against DDs may be short of what is expected due to inferior torpedo bombers.
Research
This is a suggested research path:
- Type 7 mod. 2 Flight Control
- Mitsubishi A6M5c fighters
- Aichi D3A2 dive bombers
- Hull (B)
Optimal Configuration
Upgrades
The recommended upgrades for Hiryu are as follows:
- Slot 1: Air Groups Modification 1
- Slot 2: Damage Control System Modification 1
- Slot 3: Air Groups Modification 2
- Slot 4: Propulsion Modification 1
Upgrade Slot 3 is the main choice of upgrades with '. For players looking to improve their fighter's capabilities, Air Groups Modification 2 is highly recommended, especially when using the Type 7 mod. 3 flight control system. Otherwise, the Flight Control Modification 1
helps players land and launch '’s multiple flight squadrons, as ' has six separate plane squadrons to manage.
Commander Skills
Recommended Commander Skills ![]() | ||||||
---|---|---|---|---|---|---|
Cost (points) |
Attack | Defense | Support | |||
1 |
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
2 |
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
3 |
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
4 |
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
' equips the following consumables:
- Slot 1: Damage Control Party
(auto-activated)
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Players who wish to spend doubloons can equip ' with Type 17 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
Signals
As a carrier, ' can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (🚫), Zulu Hotel (🚫), and, for the last two: November Echo Setteseven () and Juliet Whiskey Unaone (
).
Recommended Signal Flags ![]() | |||||
---|---|---|---|---|---|
Combat | |||||
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
![]()
|
![]() ★★★ |
![]()
|
![]() ★★★ |
![]() ★ |
![]()
|
![]()
|
![]()
|
![]()
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
References
Destroyers | |
Cruisers | |
Battleships | |
Aircraft Carriers |
Japan | |
U.K. | |
U.S.A. | |
Pan-Asia | |
Germany | |
Europe | |
U.S.S.R. | |
Italy | |
Netherlands | |
France | |
Commonwealth | |
Spain | |
Pan-America |