World of Warships: Legends ship guide

Ryūjō

Also called: 龙骧 Beta
Strike carrierRepeated squadron strikes: cycle bombers and torpedoes, and manage your plane reserves.
Playstyle
  • 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
Key characteristics
Torpedo bombersFire bombsHeavy bomb penLong-reach AAPunchy HE secondariesSluggish rudder
On this page
Community Data

Ryūjō Community Stats

Across 8,200+ Standard battles from 260+ players, Ryūjō averages a 57% win rate, 46,700 damage and 0.9 kills per battle, and survives 61% of them.

Community Data

Ryūjō Community Stats

Log in to GamingDiver and upload your data to see Community Data for Ryūjō: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Ryūjō is the Tier V 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. Each squadron flies 8 planes and they come back 40 s apiece, so losing a full wave costs 320 seconds of reserves.

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 12.4 km and run at 28 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. Her handling reads as a contradiction and is not one: 13.4 s on the rudder means she starts turning late, while a 770 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

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 1,400 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

Long-reach AA ↗

5 km AA reach, best of T5 CVs.

ELITE SECONDARIES ↗
  • Punchy HE · 2100 max
  • Punch-through secondaries · 21 mm
Saturates bow fast ↗

500 HP bow pool, top quartile of T5 CVs. A small pool saturates quickly, after which bow-on penetrations do about a tenth -- angle and they stop mattering.

WEAK MOBILITY ↗
  • Sluggish rudder · 13.4 s
  • Slow for the class · 28 kt
Acquisition

How to get Ryūjō

Ryūjō is available in the Offensive Strike Carriers branch of the Japan Tech Tree for 6,400,000 credits after researching it in the branch. Known module upgrades cost up to 1,610,000 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Japan tech-tree branch diagram

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Ryūjō sits among Tier V CVs (7 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.

BestTurning circle770 m (1/8) BestSecondary HE alpha2,100 (1 of 2 tied) BestSecondary HE pen21 mm (1 of 3 tied) BestAA range5 km (1 of 4 tied) Top 25%Stealth profile12.41 km / 8.69 km (2/8 / 2/8) Top 25%Displacement13,650 t (2/8) Top 25%Bomb alpha5,900 (3/8) Top 25%Bomb fire chance34% (2/7) Top 25%Air torpedo alpha6,400 (2/8) Top 25%Air torpedo range4.5 km (3/8) Top 25%Air torpedo speed50 kn (3/8) Top 25%Squadron restore time80 s (3/8) Bottom 25%AA DPS217 (7/8) Bottom 25%AA threat866 (7/8) Bottom 25%Hangar capacity16 (7/8) Bottom 25%Squadron HP12,400 HP (7/8) WorstMax speed28 kt (1 of 2 tied) WorstRudder shift13.4 s (8/8) WorstSecondary range4 km (1 of 3 tied) WorstMax armor30 mm (1 of 2 tied) WorstCitadel belt30 mm (1 of 3 tied) WorstEnd plates16 mm (1 of 2 tied / 7/8) WorstPlane HP1,400 HP (1 of 2 tied)
See 14 mid-pack stats

Not standouts for Ryūjō -- here's where she sits on every other ranked stat in the cohort.

Hit points39,600 HP(5/8) Secondary dispersion bracket45(3/7) Secondary DPM (per side)151,200(4/7) Secondary fire chance8%(3/7) Time to 90% speed29.4 s(4/8) Acceleration (0-12 kt)12.7 s(4/8) Engine power65,000 hp(6/8) Power / turn radius84.4 hp/m(5/8) Power-to-weight4.76 hp/t(4/8) Flak damage per salvo (expected)950(3/7) Bomb penetration43.6 mm(3/7) Air torpedo stealth1.3 km(5/8) Squadron size8(5/8) Deck HP19,200 HP(6/8)
Survivability
Hit PointsInitial: 38,400 → 39,600
Displacement13,650 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
180.7 x 37.8 m (ship-model figure)
Armor range6–30 mm
Plate armor thicknesses6, 13, 16, 19, 20, 25, 30 mm
Armor material/layer entries38
Fire resistance
ƒstock hull: 1 − 0.8002 fire coefficient = 20%; top hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 20% → 23.3%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 39,600 HP = 9,504 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 39,600 HP = 2,970 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
11,900
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 500 = 1,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
500
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,700 = 21,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10,700
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 29,700 = 59,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
29,700
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 700 = 1,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
700
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
✈
Squadrons
Total plane capacity48
Flight deck HP19,200
Hangar HP19,200
Dive bomber
Plane HPInitial: 1,450 → 1,550
Cruising speedInitial: 132.0 → 137.0 kt
OrdnanceInitial: HE bomb, 5,500 → 5,900 alpha
Squadron size8 planes
Planes per drop2
Bombs per plane2
Bombs per drop
ƒ2 planes per drop x 2 bombs each = 4.
4
Alpha per drop
ƒInitial: 4 bombs x 5,500 alpha = 22,000 → 4 bombs x 5,900 alpha = 23,600. If every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
Initial: 22,000 → 23,600
Fire chanceInitial: 30% → 34%
Bomb penetration43.6 mm
Hangar max16
Hangar restore+2 every 80 s, start 16
Recovery time80 s
Torpedo bomber
Plane HPInitial: 1,400 → 1,500
Cruising speedInitial: 120.0 → 127.0 kt
OrdnanceInitial: torpedo, 6,000 → 6,400 alpha
Squadron size8 planes
Planes per drop2
Torpedoes per plane1
Torpedoes per drop
ƒ2 planes per drop x 1 torpedo each = 2.
2
Alpha per drop
ƒInitial: 2 torpedoes x 6,000 alpha = 12,000 → 2 torpedoes x 6,400 alpha = 12,800. If every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
Initial: 12,000 → 12,800
Flooding chanceInitial: 30% → 36%
Torpedo arming timeInitial: 3.33 → 3.66 s
Torpedo arming distanceInitial: 86 → 94 m
Hangar max16
Hangar restore+2 every 80 s, start 16
Recovery time80 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount pointsInitial: 6 → 14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
5 km
25 mm/60 Type96 mod. 1 (upgraded hull only)5×1 25mm
25 mm Type96 mod. 1 (upgraded hull only)9×2 25mm
13 mm Type93 (stock hull only)6×4 13mm
127 mm Type89 A1 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Type89 A1 (DP)
Continuous DPS
ƒEffective 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 102 from dual-purpose secondaries firing as AA in this range band.
102
Range5 km
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 1 hit probability = 116 - the same in-game units as the Close-range AA DPS headline.
116
Range3.1 km
Total DPS in Aura
ƒFar 102 + Medium 116 = 218
218
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range4.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 127 mm (6/side) × 60/5 s × 2100 = 151,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
151,200
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 5.8 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 43,380. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
43,380
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 151,200 + secondary fire DPM 43,380 = 194,580: shell damage plus fire damage against one T5 battleship, every shell hitting.
194,580
127 mm Type89 A1 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 127mm
Caliber127 mm
Reload time5 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 5.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
5.8
HE Pen21 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 45 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (~20%)
Max secondary dispersion @ 4 km
ƒ4 km × 45 + 30 = 210 m.
210 m
Maneuverability
Engine power65,000 hp
Maximum speed28.0 kt
Turning circle radius770 m
Rudder shift time13.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 28 / 4 + 4.9 = 11.9 kt. Base value; speed modifiers scale it.
11.9 kt
Crash stop
ƒSeconds 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
35.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28.0 kt).
29.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28.0 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.
44.6 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.41 km x 0.955 = 11.85 km. Camouflage does not change detectability by air.
12.41 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.41 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.85 km.
11.85 km
Detectability by air8.69 km
Detect when firing (air)
ƒAir detectability 8.69 km + gun-firing bloom 0 km = 8.69 km. The bloom tracks main-battery caliber x 0.020.
8.69 km
Detect when on fire (sea)
ƒSea detectability 12.41 km + 2.0 km while burning = 14.41 km.
14.41 km
Detect when on fire (air)
ƒAir detectability 8.69 km + 3.0 km while burning = 11.69 km.
11.69 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 4 squadron size
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points38,400 → 39,600
  • AA mounts6 → 14
  • Close-range AA DPS24 → 33
  • Maximum AA range1.2 → 3.1 km

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

AA defense

AA DPS at max range102
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 single 5x1 -> 41 DPS @ 3.1 km; 25mm Type96 double 9x2 -> 74 DPS @ 3.1 km; 127mm40 Type 89 6x2 -> 102 DPS @ 5 km.
AA DPS layered by range102 DPS @ 5 km, 217 DPS @ 3.1 km
@ 5 km: 102 from one family; @ 3.1 km: 41 + 74 + 102 = 217. 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.
AA DPS at point-blank217
41 + 74 + 102 = 217 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index866
41 × 3.1 + 74 × 3.1 + 102 × 5 = 866. 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 firepower

Max HE alpha2100
The only family (127 mm): 2100. Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
The only family (127 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 127 mm family.
Max HE pen21 mm
The only family (127 mm): 21 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: 21 mm from the 127 mm family.
Open in Charting Tool

Ship Charts

Background

An aircraft carrier built under the restrictions of the Washington Naval Treaty of 1922. Owing to a double-deck hangar, she could carry an impressive air group despite her limited displacement. Her drawbacks were low survivability and the small size of her flight deck, which hampered takeoff and landing for squadrons.

Armor Beta

Hull HP 38,400 → 39,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern16 mm

Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–20 mm)≈ 1,980 (~5% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 6–25 mm)≈ 29,700 (~75% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–19 mm)≈ 1,980 (~5% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel30 mm primary (range 13–30 mm)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.
Superstructure6 mm primary (range 6–16 mm)no cap
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).

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 Ryūjō. Cards are condensed; use each source link for full context.

Nerf ×18Buff ×15Rework ×3Airstrike ×5Torpedo ×13
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo bombers:
  • Stock torpedo bomber restoration time increased from 57 to 80 s.
  • Stock torpedo bomber base speed reduced from 132 to 120 kts.
  • Upgraded torpedo bomber restoration time increased from 57 to 80 s.
  • Upgraded torpedo bomber base speed reduced from 140 to 127 kts.
  • Dive bombers:
  • Stock dive bomber restoration time increased from 57 to 80 s.
  • Stock dive bomber base speed reduced from 146 to 132 kts.
  • Upgraded dive bomber restoration time increased from 57 to 80 s.
  • Upgraded dive bomber base speed reduced from 151 to 137 kts.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Stock Dive Bombers:
  • Now match accuracy parameters of the upgraded dive bombers.
  • Bombs per aircraft increased from 1 to 2.
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 2,100 to 1,450 (squadron HP reduced from 12,600 to 11,600).
  • Base speed increased from 120 to 146 knots.
  • Maximum flight range set to 30 kilometers.
  • Bomb damage reduced from 9,100 to 5,500.
  • HE bomb penetration reduced from 53.4 to 43.6 mm.
  • Bomb fire-setting chances reduced from 55 to 30%.
  • Bomb splash radius reduced.
  • Maximum & starting hangar aircraft increased from 12 to 16.
  • Aircraft restored increased from 1 to 2.
  • Upgraded Dive Bombers:
  • Bombs per aircraft increased from 1 to 2.
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 2,200 to 1,550 (squadron HP reduced from 13,200 to 12,400).
  • Base speed increased from 123 to 151 knots.
  • Maximum flight range set to 32 kilometers.
  • Bomb damage reduced from 9,100 to 5,900.
  • HE bomb penetration reduced from 53.4 to 43.6 mm.
  • Bomb fire-setting chances reduced from 55 to 34%.
  • Bomb splash radius reduced.
  • Maximum & starting hangar aircraft increased from 12 to 16.
  • Aircraft restored increased from 1 to 2.
  • Stock Torpedo Bombers:
  • Torpedo strike aiming time reduced from 15 to 12 seconds.
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 2,200 to 1,400 (squadron HP reduced from 13,200 to 11,200).
  • Base speed increased from 108 to 132 knots.
  • Maximum flight range set to 28 kilometers.
  • Torpedo damage increased from 5,866 to 6,800.
  • Maximum & starting hangar aircraft increased from 12 to 16.
  • Aircraft restored increased from 1 to 2.
  • Upgraded Torpedo Bombers:
  • Torpedo strike aiming time increased from 10 to 12 seconds.
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 2,300 to 1,500 (squadron HP reduced from 13,800 to 12,000).
  • Base speed increased from 116 to 140 knots.
  • Maximum flight range set to 30 kilometers.
  • Torpedo damage increased from 6,966 to 7,200.
  • Maximum & starting hangar aircraft increased from 12 to 16.
  • Aircraft restored increased from 1 to 2.
  • Aircraft restoration time reduced from 73 to 57 seconds.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 11.4 to 12.4 km; air detectability range changed from 8 to 8.7 km.
  • Stock dive bomber HP changed from 2,050 to 2,100; stock torpedo bomber HP changed from 2,100 to 2,200.
  • Upgraded dive bomber HP changed from 2,150 to 2,200; upgraded torpedo bomber HP changed from 2,200 to 2,300.
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Detectability range by sea increased from 9.5 to 11.4 km.
  • Detectability range by air increased from 7.6 to 8 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Ryūjō can equip.

  • Ryūjō default exterior
    DefaultThe ship’s standard exterior

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.