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Hakuryu

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Revision as of 22:05, 16 March 2022
reworded old pros cons changes
Revision as of 22:55, 16 March 2022
fixed some grammar mistakes and reverted back for content with changes that
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 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?''Hakuryu'', is a seasoned carrier that shines in competitive battles with perhaps the highest skill ceiling among all tier 10 aircraft carriers. With her fast plane speed and large air groups, she is capable of dealing massive damage, the majority of which cannot be healed back, in a short amount of time. In game modes like ranked and clan battles she can make a handful of good plays to secure victories. +''Hakuryu'', is a seasoned carrier that shines in competitive battles. With her fast plane speed and large air groups, she deals massive damage in a short amount of time. In game modes like ranked and clan battles she can make a handful of good plays to secure victories.
  
?'''Attack Aircraft:'''+''Hakuryu'' does this with arguably the strongest aircraft squadron in the game, the J5N Tenrai Torpedo Bombers. They drop Type 91 mod. 7 torps that go 50 knots and deal 18.666K damage with a high flood chance. Each air group can carry 12 torpedo planes, giving her an incredible strike potential per squad. These planes have an armament reload time of 5 seconds which is how she can create this burst damage playstyle. In addition, these planes are stealthy with a base detection of 7.5km, allowing skilled pilots to ambush an unsuspecting enemy. The repair party consumable has a quick reload time along with an extra charge when compared to other Tier X carriers. When the heal is active, it is difficult to shoot down Haku's torpedo bombers which can then almost guarantee a strike even when punching through the heaviest Anti Air. Lastly, 'Hakuryu'' offers a huge hangar of up to 26 torpedo planes which allows for multiple chances to make plays. The only real counter to Haku's torpedo planes is multiple successfully dropped fighters from a carrier or an intense AA formation.
? +
?While ''Hakuryu''’s attack aircraft are the weakest of her air wing, they still have their uses as an intermediate damage source against all ship types while her other squad types are recovering. Each squad consists of 9 aircraft divided into 3 strikes of 3 aircraft each, firing 6 rockets per aircraft. While only 18 rockets are fired per strike, their individual damage of 3,150 is rather high. Combined with its 30mm of penetration, ''Hakuryu''’s rockets are capable of taking decent chunks off of most cruisers should most of them land home. Its capacity to start fires should not be underestimated either; with a 14% fire chance per rocket, they can often be relied upon to light fires after a target uses up its damage control party on a flood from a strike from ''Hakuryu''’s torpedo bombers. While they can do serious damage against destroyers as well, their rather long machine gun period can make aiming difficult, especially if the destroyer in question is not being actively spotted by your own team.+
? +
?'''Torpedo Bombers:'''+
? +
?The bread and butter of ''Hakuryu''’s air wing, equipped with fast, hard hitting torpedoes with a large squadron size. Each squadron consists of 12 aircraft divided into 6 strikes of 2 aircraft each, dropping 1 torpedo per aircraft. Despite only 2 torpedoes being dropped for each strike, ''Hakuryu''’s torpedoes are the hardest hitting carrier torpedoes in the game, dealing 9,333 damage each with a rather brisk speed of 50 knots. Their high top speed of 185 knots makes them excellent for getting them where they need to be on the map quickly and their maneuverability allows them to quickly change direction both for dodging flak and for quickly setting up follow-up strikes on enemy vessels. Like other Japanese torpedo bombers, ''Hakuryu''’s come with an improved concealment radius of 7.5 km, allowing them to quickly pounce on enemy vessels and giving them little time to react to the first strike. In addition, the torpedo bombers come equipped with an improved {{In-flight Repair}} consumable that has one additional charge compared to other tier 10 aircraft carriers and with an improved cooldown, giving ''Hakuryu''’s torpedo bombers excellent survivability even against ships with high AA. Their primary targets should be battleships and cruisers, the slower the better, though particularly skilled carrier players may find it possible to get good drops against distracted destroyers.+
? +
?'''Dive Bombers:'''+
? +
?''Hakuryu''’s dive bomber squadrons consist of 12 aircraft divided into 4 strikes of 3 aircraft each, dropping 1 bomb per aircraft. Like all Japanese dive bombers, ''Hakuryu''’s dive bombers drop AP bombs. These bombers, and in truth all Japanese AP dive bombers, are some of the most difficult to aim in the game, requiring the player to keep the reticle as still as possible as it slowly tightens, with any movement widening the reticle. The rather unique manner in which the reticle also moves, where it first moves before remaining almost absolutely still for several seconds before moving again, requires complete confidence from the player in how much lead should be taken long before the drop point. However, once one becomes familiar with these quirks, the results can be absolutely devastating. With an individual damage of 6,800 per bomb and high accuracy, the dive bombers are capable of consistently scoring citadel hits against most battleships and cruisers, with the famed 20,800 alpha damage not being too rare when dropping under optimal circumstances. Because of how long it takes for the reticle to properly tighten and the high bloom penalty on the drop reticle, it is recommended to use the bombs against targets that are stationary or near stationary near islands where they may be pinned down by your team. +
? +
?While just about any ship can be hit hard by citadels from ''Hakuryu''’s dive bombers, battleships with multiple layers of horizontal protection and dedicated "bomb decks" can be rather difficult to citadel and thus should be low priority targets, such as British and French battleships. The long aiming time and their armor-piercing properties also make them near useless against destroyers where they are almost guaranteed to simply overpenetrate their thinly armored hulls. +
? +
?'''Tips:'''+
  
?- The torpedo bombers are an excellent way to goad enemies into turning in specific directions. A kiting cruiser or battleship can oftentimes be coaxed into turning flat broadside in front of your team's battleships after repeated attacks from your torpedo bombers.+The second strongest armament of the 'Hakuryu'' is her J5N Tenrai dive bombers. These planes require high mechanical skill because last-second adjustments give a dispersion penalty to the reticle. Therefore, strikes must be planned well in advance in order to take full advantage of the accurate and high damaging bombs. The bombs are armor-piercing which means can citadel most cruisers and battleships but ineffective against Destroyers. Ideally, this squad is best used on ships that are bow on or next to an island, versus ships maneuvering out in the open making this air group more situational. One downside to this squadron is the planes lack a heal, which takes away their ability to punch through AA like the torpedo planes can. This makes her divebombing squadron the second choice to her torpedo bombers.
  
?- While the raw penetration of the AP bombs cannot be changed, dropping the bombs at different altitudes can influence their impact angle. Against targets with high armor protection, such as battleships, a high altitude drop is favorable to flatten the impact angle as much as possible, while a more oblique impact angle from a lower altitude drop can reduce the likelihood of an overpenetration on thinly armored targets.+The A8M Rikufū rocket planes are the weakest of ''Hakuryu's'' three plane types. They are relatively low damaging, smaller squad size, and smaller reserves. These planes have the lowest health with no heal. The rockets also only penetrate 30mm meaning that they are more suited for striking Destroyers and most Cruisers. This air group functions more as a support squad that can secure a kill or harass Destroyers. This being said, these rockets are fairly accurate and can deal a large amount of damage to destroyers if given enough lead.
  
?- Dropping torpedoes on destroyers is oftentimes difficult, though can be viable against larger destroyers with sluggish handling, such as ''[[Harugumo]]'' or ''[[Elbing]]''. Even a single torpedo hit against a destroyer can cause significant damage, so it doesn't hurt to try if the opportunity presents itself.+Lastly, 'Hakuryu'' is fairly flexible when allocating her captain points. This gives her the option to spec into a fighter build which allows her to counter the enemy carrier since she has the fast plane speed for repositioning and actively dropping fighters. ''Hakuryu'' is an opportunist and should look for moments to punish the opposing team with its burst style play, and on the way, she should drop a fighter to defend her fleet or to spot after striking.
  
 |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
?* Fast and hard hitting torpedoes+* Arguably the best carrier torp squad in the game that offer a burst damage playstyle
 * Fast plane speed and solid speed & health to AA damage ratio * Fast plane speed and solid speed & health to AA damage ratio
?* Accurate AP bombs with high damage, effective against most cruisers and battleships+* Accurate AP bombs, which are effective against most cruisers and battleships
?* Large hangar making it difficult for ''Hakuryu'' to get deplaned+* Large hangar making it difficult for Haku to get deplaned
?* Decent individual rocket damage and fire chance+
?* Well armored flight deck which makes it highly resistant to long range fire when angled and immune to most HE munitions+
  
 |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
 * Attack aircraft that can only pen 30mm * Attack aircraft that can only pen 30mm
?* Cannot defend herself in a brawl due to vulnerable sides and citadel along with inaccurate short-ranged secondaries+* Cannot defend herself in a brawl due to vulnerable sides and citadel along with inaccurate short-ranged secondaries.
?* Dive bombing and torpedo drops can be more technical meaning that Haku can be more frustrating to newer players+* Strikes can be more technical meaning that Haku can be more frustrating to newer players
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
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 | Juliet Whiskey Unaone = 3 <!-- +15% flood, +5% you detonate --> | Juliet Whiskey Unaone = 3 <!-- +15% flood, +5% you detonate -->
 | Victor Lima = 3 <!-- +1/0.5% (160mm) fire, +4% flood --> | Victor Lima = 3 <!-- +1/0.5% (160mm) fire, +4% flood -->
?| Hotel Yankee = 1 <!-- ram someone -->+| Hotel Yankee = <!-- ram someone -->
  
 | November Foxtrot = <!-- -5% Consumables reload --> | November Foxtrot = <!-- -5% Consumables reload -->
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 | Sierra Bravo = <!-- +10% Hydro action time; -10% DFAA reload time --> | Sierra Bravo = <!-- +10% Hydro action time; -10% DFAA reload time -->
  
?| Zulu = 1+| Zulu = 3
 | India Bravo Terrathree = 3 | India Bravo Terrathree = 3
 | Equal Speed Charlie London = 1 | Equal Speed Charlie London = 1
?| Zulu Hotel = 1+| Zulu Hotel = 3
?| Papa Papa = 1+| Papa Papa = 3
  
?| Wyvern = 1+| Wyvern = 3
 | Red Dragon = 1 | Red Dragon = 1
?| Dragon Flag = 1+| Dragon Flag = 3
?| Ouroboros = 1+| Ouroboros = 3
 | Scylla = 1 | Scylla = 1
 | Basilisk = 1 | Basilisk = 1
? 
 | Hydra = 1 | Hydra = 1
 | Leviathan = 1 | Leviathan = 1

Revision as of 22:55, 16 March 2022

Hakuryū
Hakuryū_wows_main.jpg
Tech Tree Position
Shōkaku
Arrow_down.png
Hakuryū_icon_small.png
Arrow_down.png
Sekiryu
stock
 top
General
Research price355000 exp
Purchase price28,000,000 Credits
Hit Points63,100 
Secondary Armament #1
100 mm/65 Type 98 on a twin mount12 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 Shell%
AA Defense
100 mm/65 Type 98 on a twin mount12 х 2 pcs.
. . . Average Damage per Second249.6 
. . . Firing Range5.01 km.
40 mm/60 Type 5 on a twin mount22 х 2 pcs.
. . . Average Damage per Second242 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed34.5 knot
Turning Circle Radius1 250 m.
Rudder Shift Time17.1 sec.
Concealment
Surface Detectability Range15.19 km.
Air Detectability Range11.42 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
X
Ship_PJSA110_Hakuryu.png
28,000,000

Hakuryū — 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 can carry a massive air group that would be the largest of all Japanese aircraft carriers.

Modules

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)
Hakuryū63,100131301222/12 03,000,000
Attack Aircraft Speed
(knot)
IDS_SHIP_PARAM_SQUADRON_MED_DAMAGE
(HP/min)
IDS_SHIP_PARAM_SQUADRON_AMMO_AMOUNTHit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A7M Reppū1561,450 01,000,000
A8M Rikufū1651,510 38,0002,500,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
C6N Saiun9,3331411,750 01,000,000
J5N Tenrai Type 91 mod. 79,3331451,820 38,0002,500,000
Bombers Maximum Bomb Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A7M Reppū1481,720 01,000,000
J5N Tenrai1521,790 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
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Aircraft Engines Modification 1
 Slot 3 
Secondary Battery Modification 1
Torpedo Bombers Modification 1
Attack Aircraft Modification 1
Aerial Torpedoes Modification 1
 Slot 4 
Damage Control System Modification 2
Attack Aircraft Modification 2
Torpedo Bombers Modification 2
Bombers Modification 1
Airstrike Modification 1
 Slot 5 
Flight Control Modification 1
Concealment System Modification 1
Squadron Consumables Modification 1
 Slot 6 
Flight Control Modification 2
Air Groups Modification 2
Fuel Injection System
Auxiliary Armaments Modification 2

Player Opinion

Performance

Hakuryu, is a seasoned carrier that shines in competitive battles. With her fast plane speed and large air groups, she deals massive damage in a short amount of time. In game modes like ranked and clan battles she can make a handful of good plays to secure victories.

Hakuryu does this with arguably the strongest aircraft squadron in the game, the J5N Tenrai Torpedo Bombers. They drop Type 91 mod. 7 torps that go 50 knots and deal 18.666K damage with a high flood chance. Each air group can carry 12 torpedo planes, giving her an incredible strike potential per squad. These planes have an armament reload time of 5 seconds which is how she can create this burst damage playstyle. In addition, these planes are stealthy with a base detection of 7.5km, allowing skilled pilots to ambush an unsuspecting enemy. The repair party consumable has a quick reload time along with an extra charge when compared to other Tier X carriers. When the heal is active, it is difficult to shoot down Haku's torpedo bombers which can then almost guarantee a strike even when punching through the heaviest Anti Air. Lastly, 'Hakuryu offers a huge hangar of up to 26 torpedo planes which allows for multiple chances to make plays. The only real counter to Haku's torpedo planes is multiple successfully dropped fighters from a carrier or an intense AA formation.

The second strongest armament of the 'Hakuryu is her J5N Tenrai dive bombers. These planes require high mechanical skill because last-second adjustments give a dispersion penalty to the reticle. Therefore, strikes must be planned well in advance in order to take full advantage of the accurate and high damaging bombs. The bombs are armor-piercing which means can citadel most cruisers and battleships but ineffective against Destroyers. Ideally, this squad is best used on ships that are bow on or next to an island, versus ships maneuvering out in the open making this air group more situational. One downside to this squadron is the planes lack a heal, which takes away their ability to punch through AA like the torpedo planes can. This makes her divebombing squadron the second choice to her torpedo bombers.

The A8M Rikufū rocket planes are the weakest of Hakuryu's three plane types. They are relatively low damaging, smaller squad size, and smaller reserves. These planes have the lowest health with no heal. The rockets also only penetrate 30mm meaning that they are more suited for striking Destroyers and most Cruisers. This air group functions more as a support squad that can secure a kill or harass Destroyers. This being said, these rockets are fairly accurate and can deal a large amount of damage to destroyers if given enough lead.

Lastly, 'Hakuryu is fairly flexible when allocating her captain points. This gives her the option to spec into a fighter build which allows her to counter the enemy carrier since she has the fast plane speed for repositioning and actively dropping fighters. Hakuryu is an opportunist and should look for moments to punish the opposing team with its burst style play, and on the way, she should drop a fighter to defend her fleet or to spot after striking.

Pros:

  • Arguably the best carrier torp squad in the game that offer a burst damage playstyle
  • Fast plane speed and solid speed & health to AA damage ratio
  • Accurate AP bombs, which are effective against most cruisers and battleships
  • Large hangar making it difficult for Haku to get deplaned

Cons:

  • Attack aircraft that can only pen 30mm
  • Cannot defend herself in a brawl due to vulnerable sides and citadel along with inaccurate short-ranged secondaries.
  • Strikes can be more technical meaning that Haku can be more frustrating to newer players

Research

Like other tech tree Tier 10 aircraft carriers, Hakuryu does not come elite on purchase. Players are encouraged to prioritize torpedo bombers first, and leave the attack aircraft for last.

Optimal Configuration

The Hakuryu should be built one of two ways. One as a burst focused striker which is more specialized for random battles and the other as a burst focused supporter which is a mix between burst damage playstyle and fighter support for clan battles/ranked.

Upgrades

The recommended upgrades are:

Standard Build

Burst Focused Striker build

Competitive Build

Burst Focused Support build

Commander Skills

It is recommended to use Takeo or Raizo Suzuki for improved Survivability Expert.

  • Note: Hidden Menace states that your planes reach safe altitude at 50% lower height which is not true because your planes are still vulnerable to flak, therefore the skill is bugged and not recommended.

Standard Build


Competitive Build

Consumables

Hakuryū equips the following consumables:

All aircraft carrier consumables are automatically activated.

Attack Aircraft:

Torpedo Bombers:

Bombers:

Camouflage

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

Signals

As a carrier, Hakuryū has no risk of detonating.

  • Note: Carriers burn at 1% health per a second while all other ships burn at 0.3% a second. So even though Carriers burn for only 5 seconds for each fire, if caught off of DCP, multiple fires can be set over and over again making a carrier lose more health to fires than any surface ship within a short duration. Also, Tier X carriers have tier 6 fire reduction coefficient which makes them 30% more likely to be caught on fire than Tier X surface ships.


Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery


Ships of Japan
Destroyers  II TachibanaDoubloons • II Umikaze • II Tachibana LimaDoubloons • III Wakatake • IV Isokaze • V Minekaze • V FūjinDoubloons • V KamikazeDoubloons • V Kamikaze RDoubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome BDoubloons • VI ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII HSF Harekaze IIDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • IX Yūgumo • IX Kitakaze • IX MinegumoDoubloons • IX STAR KitakazeDoubloons • X Shimakaze • X Harugumo • X HayateDoubloons •  Yamagiri 
Cruisers  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
Battleships  II MikasaDoubloons • III Kawachi • IV Myōgi • IV IshizuchiDoubloons • V Kongō • V ARP KongōDoubloons • V ARP KirishimaDoubloons • V ARP HarunaDoubloons • V ARP HieiDoubloons • V HSF HieiDoubloons • VI Fusō • VI MutsuDoubloons • VI IseDoubloons • VII Nagato • VII AshitakaDoubloons • VII HyūgaDoubloons • VIII Amagi • VIII Yumihari • VIII KiiDoubloons • VIII Ignis PurgatioDoubloons • VIII RagnarokDoubloons • IX Izumo • IX Adatara • IX MusashiDoubloons • IX HizenDoubloons • IX IwamiDoubloons • IX DaisenDoubloons • IX TsurugiDoubloons • IX Iwami BDoubloons • X Yamato • X Bungo • X ShikishimaDoubloons • X ARP YamatoDoubloons •  Satsuma 
Aircraft Carriers  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu
Aircraft Carriers
Japan  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu 
U.K.  IV Hermes • VI Furious • VI Ark RoyalDoubloons • VIII Implacable • VIII IndomitableDoubloons • VIII ColossusDoubloons • X Audacious • X MaltaDoubloons •  Eagle 
France  VI BéarnDoubloons 
U.S.S.R.  IV Komsomolets • VI Serov • VIII Pobeda • VIII ChkalovDoubloons • VIII Chkalov BDoubloons • X Admiral Nakhimov 
U.S.A.  IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • VIII HornetDoubloons • VIII Saipan BDoubloons • X Essex • X Midway • X Franklin D. RooseveltDoubloons •  United States 
Germany  IV Rhein • VI Weser • VI Erich LoewenhardtDoubloons • VIII August von Parseval • VIII Graf ZeppelinDoubloons • VIII Graf Zeppelin BDoubloons • X Manfred von Richthofen • X Max ImmelmannDoubloons 
Pan-Asia  VIII SanzangDoubloons 
Spain  
Europe  
Netherlands  
Italy  VIII AquilaDoubloons 
Commonwealth  
Pan-America