Hakuryū
Also called: 白龙 Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
- Launch from positions where the recall path stays inside your team's AA umbrella
- Avoid: Trading a full squadron for one high-value kill
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Hakuryū Community Stats
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Hakuryū Community Stats
Record History
Playstyle
Overview
Hakuryū is the Legendary Japanese carrier: a balanced strike kit across dive bombers and air torpedoes without a single dominant weapon. The kit rewards reading the enemy AA and picking the squadron that fits the next target. Her air-torpedo alpha is among the heaviest in the cohort.
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 14.6 km and run at 34.5 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. A 1,250 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Replacing a lost aircraft takes 80 s at best, and your most fragile squadron flies at 2,100 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.
Signature Traits
6700 damage per air-dropped torpedo, best of Legendary CVs. Each torp delete-strike hits harder.
427972 secondary DPM per side, best of Legendary CVs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.
- Fast for the class · 34.5 kt
- Heavy powerplant · 240000 hp
- Holds speed in turns · 192 hp
- Nimble for the tonnage · 5.24 hp
- Visible air torps · 1.6 km
- Slow squadron restore · 80 s
How to get Hakuryū
Hakuryū is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Official WG availability sources
- Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
- Colors of Freedom Store price varies 2023-06-20
- Autumn Update: In the Shadow of Leaves Store price varies 2022-08-25
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Hakuryū sits among Legendary CVs (3 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 10 mid-pack stats
Not standouts for Hakuryū -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Peers in this cohort
Compare Legendary Aircraft CarriersShow all 3 peers
Stats & specs
Customize in the Build Tool →ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 287 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 113 raw aura damage × 3.5 × 1 hit probability = 396 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 287 + Medium 396 = 683ƒ
Each ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.5 km × 57 + 30 = 343.5 m.ƒ
top speed / 4 + 4.9 = 34.5 / 4 + 4.9 = 13.5 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.ƒ
Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).ƒ
Time to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (34.2 kt of 34.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
Air detectability plus the gun-firing bloom (0 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 22x2 -> 396 DPS @ 3.5 km; 100mm65 Type89 12x2 -> 287 DPS @ 5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5.5 km × 57 + 30 = 343.5 m.Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×2 100 mm (12/side) × 60/2.86 × 1700 = 427,972. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.Armor Beta
Hull HP 63,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
Nothing in its bracket overmatches it. Angled, every AP shell in matchmaking bounces.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 40 mm | 3,400 (5% of HP) | No common AP caliber overmatches40 mm: most HE shatters, standard pen from 283mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 19 mm primary (range 13–130 mm) | 47,300 (75% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 16–125 mm) | 2,000 (3% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 165 mm primary (range 25–165 mm) | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 13 mm primary (range 13–57 mm) | 700 (1% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Secondary mount (100 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 18,900 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Ship Charts
Balance History
Balance updates affecting Hakuryū. Cards are condensed; use each source link for full context.
Ministry of Balance: Summertime Refit
- Torpedo damage increased from 7,400 to 7,800.
- Torpedo AoE damage increased from 1,000 to 1,100.
- Chance of causing flooding increased by 25%.
- Johan Furstner is still a considerably stronger Commander than Karel Doorman, so we nerfed his unique base trait and unique skill to make both Commanders more comparable in combat effectiveness and Inspiration value.
- Minister of the Navy:
- Risk Theory:
- , Epic, and Legendary Secondary Battery Mod. 3.
Ministry of Balance: Aerial Adjustments
- Torpedo.
- Torpedo bomber restoration time increased from 76 to 107 s.
- Torpedo bomber maximum HP per aircraft reduced from 2,180 to 2,100.
- Torpedo bomber base speed reduced from 153 to 142 kts.
- Dive bomber restoration time increased from 57 to 80 s.
- Dive bomber maximum HP per aircraft reduced from 2,170 to 2,100.
- Dive bomber base speed reduced from 167 to 130 kts.
Ministry of Balance: Carriers 2.0 – First Update
- Maximum HP per aircraft reduced from 2,250 to 2,170 (squadron HP reduced from 27,000 to 26,040).
- Torpedo bombers:
- Maximum HP per aircraft reduced from 2,300 to 2,180 (squadron HP reduced from 27,600 to 26,160).
- Base speed reduced from 160 to 153 knots.
- Torpedo speed reduced from 50 to 48 knots.
- Torpedo damage reduced from 9,200 to 7,400.
Ministry of Balance: Carriers 2.0 – First Wave
- Aiming speed increased (aiming circle shrinks faster).
- Bombs per aircraft increased from 1 to 2.
- Number of aircraft in squadron increased from 8 to 12.
- Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 75 to 60%.
- Maximum HP per aircraft reduced from 2,600 to 2,250 (squadron HP increased from 23,400 to 27,000).
- Base speed increased from 148 to 167 knots.
- Aircraft maximum flight range set to 36 kilometers.
- Bomb damage reduced from 12,500 to 7,250.
- HE bomb penetration reduced from 60.1 to 55 mm.
- Bomb fire-setting chances reduced from 55 to 40%.
- +4 more official change lines in the source post.
Halloween Update: New Friends, Old Foes
- Surface detectability range changed from 15.7 to 14.6 km; air detectability range changed from 12.6 to 10.3 km.
Skins & permanent camouflages
Every custom exterior Hakuryū can equip, from in-game data.
DefaultThe ship’s standard exterior
S HellDecorative
Space skin for HakuryūSpace
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
