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Revision as of 18:13, 23 May 2017
Added upgrades and consumables
Revision as of 07:01, 1 August 2017
Adrenaline Rush is useless for carriers
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 | Smoke Screen Expert =  | Smoke Screen Expert =
 | Expert Rear Gunner = 2 | Expert Rear Gunner = 2
?| Adrenaline Rush = 3+| Adrenaline Rush =
 | Last Stand = 1 | Last Stand = 1

Revision as of 07:01, 1 August 2017

N/A | N/A | Tier
Tech Tree Position
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Battle Levels
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Compatible Upgrades

 Slot 1  Air Groups Modification 1 Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Aiming Systems Modification 0 Spotting Aircraft Modification 1 Damage Control Party Modification 1
 Slot 2  Damage Control System Modification 1 Engine Boost Modification 1 Defensive AA Fire Modification 1 Hydroacoustic Search Modification 1 Surveillance Radar Modification 1 Aircraft Engines Modification 1 Engine Room Protection
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Artillery Plotting Room Modification 1 Aiming Systems Modification 1 Smoke Generator Modification 1 Torpedo Bombers Modification 1 Attack Aircraft Modification 1 Torpedo Tubes Modification 1 Aerial Torpedoes Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 1 Steering Gears Modification 1 Attack Aircraft Modification 2 Torpedo Bombers Modification 2 Bombers Modification 2 Skip Bombers Modification 1
 Slot 5  Flight Control Modification 1 Torpedo Lookout System Concealment System Modification 1 Steering Gears Modification 2 Enhanced Engineering Systems Reinforced Emergency Response Upgraded Damage Control Equipment Improved Main Battery Loading Mechanisms Aerosol Smoke Curtain System Master Fire Control Director Torpedo Fire Control System Improved Hull Concealment Improved Main Artillery Ship Consumables Modification 1||Squadron Consumables Modification 1||Heavier Torpedo Warheads||Additional Smoke Generators
 Slot 6  Main Battery Modification 3 Torpedo Tubes Modification 2 Gun Fire Control System Modification 2 Flight Control Modification 2 Air Groups Modification 2 Artillery Plotting Room Modification 2 Main Battery Fire Control Station Improved Ammunition Hoists Main Battery Director System Improved Bridge Enhanced Propulsion Plant Enhanced Countermeasures Extended Main Battery Effective Range Torpedo Quick Reload System Main Gun Automatic Loader Modified External Hardpoints Fuel Injection System Auxiliary Armaments Modification 2 Improved Camouflage Patterns Automated Main Battery Loading Mechanism Forced Takeoff and Landing Equipment

Player Opinion


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.


  • Large hangar provides a total complement of 72 planes.
  • Top speed of 34 knots means she can easily re-position to any corner of the map.
  • Upgraded fighter groups can match with American fighters (if used well).
  • Upgraded dive bomber groups are accurate, even if the enemy will use defensive-AA perk there's a high chance one will still hit its mark.
  • Something of a seal clubber; it will do large amounts of damage to any ship Tier VI below chosen for an air strike.
  • Superb anti-aircraft defense.


  • Low armor for a heavy carrier.
  • Huge turning radius.
  • Tier VI torpedo bombers are easily shredded by ships Tier VII and above.
  • Poor torpedo protection; basically, any torpedo attack on this ship will cause tremendous damage.
  • Poor concealment.
  • Large juicy target for enemy dive bombers.
  • Vulnerable to fires.


Get the Type 7 mod. 2 Flight Control first, followed by the Mitsubishi A6M5c and Aichi D3A2, then research the second hull upgrade.

Once the second hull is researched, captains are free to decide if they want to spend experience on the air superiority modification or move on to Shokaku.

Optimal Configuration


As a Tier VII carrier with four upgrade slots, the following upgrades are recommended on Hiryu:

Slot 1

  • Air Groups Modification 1, in order to improve the fighters' damage capabilities and increase their chances of winning dogfights.

Slot 2

  • Air Groups Modification 2, in order to further improve the fighters' chances of winning dogfights through increasing their survivability.

Slot 4

  • Damage Control System Modification 1 is the top pick of the bunch, in order to reduce fire and flooding chance on the ship (as carriers rarely have their engine or rudder incapacitated).

Slot 5

Commander Skills


As a carrier at Tier VII, Hiryu has access to only Damage Control Party.


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 Hiryu 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.


Historical Info

Historical Gallery

<span class="b-tech-nav_icon b-tech-nav_icon__<mark_unset_error>"></span>Ships of N/A
Aircraft Carriers
<span class="b-tech-nav_icon b-tech-nav_icon__<mark_unset_error>"></span>N/A