Ship:Sekiryu
| Maximum Speed35 knot |
| Turning Circle Radius1360 m |
| Rudder Shift Time17.5 sec |
| Surface Detectability Range15.5 km |
| Air Detectability Range10 km |
Sekiryu — Japanese Tier ★ aircraft carrier.
A hypothetical development of the Taihō and Taihō Kai aircraft carriers with larger hangars, an enhanced propulsion plant with cruising diesel engines, and the same dual-purpose 100 mm artillery guns used on the Akizuki-class destroyers.
Modules
![]() | 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 ( | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Sekiryu | 71,300 | 13 | 150 | 14 | 30/14 | 0 | 0 |
![]() | Speed (knot) | Average Damage per Second (HP/min) | Loadout | Hit Points (HP) | Research price (exp) | Purchase price ( | |
|---|---|---|---|---|---|---|---|
| A8M Rikufū | 165 | 1,510 | 0 | 0 |
![]() | Maximum Torpedo Damage (HP) | Speed (knot) | Hit Points (HP) | Research price (exp) | Purchase price ( | |
|---|---|---|---|---|---|---|
| J5N Tenrai | 9,333 | 145 | 1,820 | 0 | 0 |
Compatible Upgrades
| Slot 1 |
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| Slot 2 |
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| Slot 3 |
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| Slot 4 |
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| Slot 5 |
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| Slot 6 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Tactical Torpedo Squadron
The Yokosuka R2Y2 drops four Type 91 mod. 7 torpedoes that travel at 50 knots and have the potential to deal up to 37 thousand damage in a single drop. These torpedo bombers come with unlimited reserves, but also a long four-minute plus preparatory delay, and a non-rechargeable jet boost. Despite these drawbacks, the Yokosuka R2Y2 remains the most powerful strike squadron in the Sekiryu arsenal. Thus, captains should prioritize using this squadron whenever possible, using other squadrons between tactical strikes.
Tactical Attack Squadron
Sekiryu’s attack squadrons are best suited for a quick response fighter placement and rocket strike on lightly armored targets. These jet aircraft have a short two and a half minute preparation phase with a non-rechargeable jet booster that allows for a maximum speed of 346 knots (not including skills and modules). The squadron consists of 3 Kyushu J7W3 that launch a total of 24 high-explosive rockets with 30mm armor penetration. With a tight reticle, these can deal heavy damage to destroyers and moderate to light damage to cruisers and battleships. With a low strike potential, the other squadrons in Sekiryu’s arsenal should be prioritized barring some exceptional situations.
J5N Tenrai Torpedo Bombers
These planes 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 the heal is active, it is difficult to shoot down Sekiryu’s torpedo bombers which can then almost guarantee a strike even when punching through the heaviest Anti Air. Lastly, Sekiryu offers a huge hangar of up to 26 torpedo planes which allows for multiple chances to make plays. The only real counter to Sekiryu's torpedo planes is multiple successfully dropped fighters from a carrier or an intense AA formation.
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 will in advance in order to take full advantage of the accurate and high damaging bombs. The bombs are armor-piercing which means they 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.
A8M Rikufū
These rocket planes are the weakest of Sekiryu’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.
Combat Capability - Tactical Jet Squadrons

Requirements:
Effects:
- Tactical Attack Squadrons: Three extremely fast jets, each armed with 8 HE rockets with low penetration.
- Tactical Attack Squadron preparation time: 175 seconds
- Tactical Torpedo Squadrons: Two extremely fast jets, each armed with two high damage, medium ranged torpedoes.
- Tactical Torpedo Squadron preparation time: 275 seconds
Pros:
- Large hangar making it difficult for Sekiryu to get deplaned
- Fast plane speed and solid speed & health to AA damage ratio
- Accurate AP bombs, which are effective against most cruisers and battleships
- Large hangar
Cons:
- Attack aircraft that can only pen 30mm
- Cannot defend herself in a brawl due to vulnerable sides and citadel
- Strikes can be more technical meaning that Sekiryu can be more frustrating to newer players
Research
Optimal Configuration
Upgrades
The recommended upgrades are:
- Slot 1: Air Groups Modification 1

- Slot 2: Aircraft Engines Modification 1

- Slot 3: Aerial Torpedoes Modification 1

- Slot 4: Torpedo Bombers Modification 2

- Slot 5: Flight Control Modification 1

- Slot 6: Flight Control Modification 2

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.
Consumables
Sekiryu equips the following consumables:
Aircraft Carrier:
- Slot 1: Damage Control Party

- Slot 2: CAP Fighter
– 4 charges
All aircraft carrier consumables are automatically activated.
Attack Aircraft:
- Slot 1: Engine Cooling
– 2 charges - Slot 2: Patrol Fighter
– 3 charges
Torpedo Bombers:
- Slot 1: Engine Cooling
– 2 charges - Slot 2: Patrol Fighter
– 3 charges - Slot 3: In-flight Repair
– 4 charges
Bombers:
- Slot 1: Engine Cooling
– 2 charges - Slot 2: Patrol Fighter
– 3 charges
Tactical Attack Aircraft:
- Slot 1: Patrol Fighter
– 3 charges
Tactical Torpedo Bombers:
- No consumables
Signals
Recommended Signal Flags
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Gallery
Historical Info
Historical Gallery
References
Ship Change Log
| U.S.A. | IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII Enterprise |
| Japan | IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII Kaga |
| Germany | IV Rhein • VI Weser • VI Erich Loewenhardt |
| U.S.S.R. | IV Komsomolets • VI Serov • VIII Pobeda • VIII Chkalov |
| Pan-Asia | VIII Sanzang |
| U.K. | IV Hermes • VI Furious • VI Ark Royal |
| Italy | VIII Aquila |
| France | VI Béarn |
| Pan-America | X Independencia |




















