World of Warships: Legends ship guide

Hakuryū

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsTorpedo bombersStrong secondaries (6 km)Fire bombsVisible air torps
Community Data

Hakuryū Community Stats

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Playstyle

Overview

Hakuryū is the Legendary Japanese legacy strike carrier. Her squadron at 24 planes is the largest in the cohort (cohort median is 24), so her impact comes from volume waves rather than surgical alpha against a single target. Standout traits: best heavy bombs in Legendary CVs (7,250) and best heavy air torpedoes in Legendary CVs (7,400).

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.

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.

Signature Traits

Heavy bombs

7250.0 damage per bomb, best of Legendary CVs. Each successful drop bites harder.

Heavy air torpedoes

7800.0 damage per air-dropped torpedo, best of Legendary CVs. Each torp delete-strike hits harder.

Heavy secondary DPM

427972.0 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, best of Legendary CVs. Lets you rotate flanks or escape disengagements.

Visible air torps

1.6 km torpedo detect, worst of Legendary CVs. Targets spot the drop early.

Slow squadron restore

80.0 s to restore one plane, worst of Legendary CVs. Reserves refill slower between sorties.

Acquisition

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

Builds Beta

Build for aircraft speed, restoration, survivability, and strike consistency. Current advice should account for post-balance aircraft HP, base speed, torpedo/dive bomber restoration, and bomb/torpedo performance changes.

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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.

BestMax speed34.5 kt (1/3) BestSecondary DPM (per side)427,972 (1/3) BestEngine power240,000 hp (1/3) BestTurn-speed retention192 hp/m (1/3) BestDisplacement45,780 t (1/3) BestPower-to-weight5.24 hp/t (1/3) BestBow armor40 mm (1/3) BestBomb damage7,250 (1/3) BestAir torpedo damage7,800 (1/3) WorstHit points63,100 HP (3/3) WorstSecondary HE pen17 mm (3/3) WorstAcceleration11.4 s (3/3) WorstAA DPS682 (3/3) WorstAA threat2,819 (3/3) WorstMax armor165 mm (3/3) WorstCitadel belt165 mm (3/3) WorstAir torpedo stealth1.6 km (3/3) WorstSquadron restore time80 s (3/3) WorstDeck HP31,600 HP (3/3) WorstPlane HP2,100 HP (3/3)
See 12 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.

Concealment14.64 km(2/3) Air detection10.25 km(2/3) Rudder shift22.3 s(2/3) HE alpha1,700(2/3) Secondary fire chance6%(2/3) Deck armor95 mm(2/3) Air torpedo range6 km(2/3) Air torpedo speed48 kn(2/3) NormSecondary dispersion bracket57(2 of 3 tied at this value) NormAA range5 km(2 of 3 tied at this value) NormStern armor19 mm(2 of 3 tied at this value) NormSquadron size24(2 of 3 tied at this value)

Peers in this cohort

All values are ship base stats with modifications and upgrade changes denoted inline.

Survivability
Hit Points63,100
Displacement45,780 t
Armor range13–165 mm
Plate armor thicknesses13, 16, 19, 25, 40, 44, 48, 50, 51, 57, 60, 65, 85, 89, 95, 100, 125, 130, 165 mm
Armor material/layer entries61
Fire resistance40%
Fire duration60 s
Torp Reduction25%
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
18,900
Squadrons
Total plane capacity100
Flight deck HP31,600
Hangar HP31,600
Dive bomber
Plane HP2,100
OrdnanceHE bomb, 7,250 dmg
Fire chance40%
Bomb penetration55 mm
Hangar max24
Hangar restore+3 every 80 s, start 24
Torpedo bomber
Plane HP2,100
Ordnancetorpedo, 7,800 dmg
Hangar max24
Hangar restore+4 every 107 s, start 24
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (113×3.5×1) + (82×3.5×1) = 682. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
682
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 522×2 40mm
100 mm Type98 (DP)12×2 100mm
Far aura
DPS
ƒIncludes 82 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
82
Range5 km
Medium aura
DPS113
Range3.5 km
Total DPS in Aura
ƒFar 82 + Medium 113 = 195
195
S
Secondary Battery
Mounts12
Firing range5.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time2.86 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
Maneuverability
Engine moduleEngine: 240,000 hp
Engine power240,000 hp
Maximum speed34.5 kt
Turning circle radius1250 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea14.64 km
Detectability by air10.25 km
Detect after firing main guns14.64 km
Detect Fire Sea16.64 km
Detect Fire Air13.25 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size

See all derived stats

Show

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

Close-range AA DPS682
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (113×3.5×1) + (82×3.5×1) = 682. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2819
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

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.5 km343.5 m
5.5 km × 57 + 30 = 343.5 m.

Secondary battery firepower

Secondary DPM (per side)427,972
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).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
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.
Max HE pen17 mm
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

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.

Section Plates HP cap Threats Tactic
Bow40 mm3,400 (5% of HP)
No common 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+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 16–125 mm)2,000 (3% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel165 mm primary (range 25–165 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 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 HP800 per-mount HPDestroyed at 0 HPPer-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 HP200 per-mount HPDestroyed at 0 HPPer-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 HP18,900 module HPIncapacitated at 0 HPWhen 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.

Balance History

Balance updates affecting Hakuryū. Cards are condensed; use each source link for full context.

Nerf ×19Buff ×15Rework ×1Commander Skill ×1Airstrike ×4
2026-05-28

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:
  • Fire damage caused by your cruiser's shells or bombs increased by up to 4% instead of 5%.
  • Risk Theory:
  • Outgoing damage while your cruiser is undetected increased by 1/2/3/4% instead of 1.25/2.5/3.75/5%.
  • Main battery, secondary battery, and AA mount survivability is now increased by 75% instead of 50%.
  • Maximum HP is now increased by 5% instead of being reduced by 5%.
  • +4 more official change lines in the source post.
Read the full official post
2024-06-27

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.
Read the full official post
2024-05-31

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.
Read the full official post
2024-05-24

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.
Read the full official post
2022-09-29

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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Hakuryū can equip, from in-game data.

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.