Ship:Ryujo
| Maximum Speed28 knot |
| Turning Circle Radius770 m |
| Rudder Shift Time13.4 sec |
| Surface Detectability Range9.6 km |
| Air Detectability Range6.8 km |
Ryūjō — Japanese Tier VI aircraft carrier.
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.
Modules
![]() | Speed (knot) | Average Damage per Second (HP/min) | Loadout | Hit Points (HP) | Research price (exp) | Purchase price ( | |
|---|---|---|---|---|---|---|---|
| A5M Claude | 134 | 1,210 | 0 | 300,000 | |||
| A6M2 Zero | 139 | 1,270 | 7,000 | 750,000 |
![]() | Maximum Torpedo Damage (HP) | Speed (knot) | Hit Points (HP) | Research price (exp) | Purchase price ( | |
|---|---|---|---|---|---|---|
| B4Y Jean | 5,000 | 120 | 1,460 | 0 | 300,000 | |
| B5N2 Kate | 5,000 | 128 | 1,530 | 7,000 | 750,000 |
Compatible Upgrades
| Slot 1 |
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| Slot 2 |
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| Slot 3 |
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| Slot 4 |
Player Opinion
Performance
Warning. The data presented in the AA Defense sidebar section may be incorrect.
The Ryūjō is the best ship for players to get accustomed to the Japanese carrier play.
Attack aircraft:
The stock rocket aircraft have minuscule HP pools, drop only 4 rockets and have a tiny amount of engine boost. The potential damage of each individual rocket is, at best, mediocre. At worst, they are only worth using on DDs, as their alpha damage is horrible, and they will barely scratch cruisers and battleships. On the upside, the rockets are very accurate and shoot almost at the dead center of the aiming reticle. Although this means that you don't need to attack from broadside, the accuracy is a double edged sword as this means that you need to aim very precisely on DDs. Also the attack aircraft have a high top speed, but they have a small amount of engine boost. In all, these aircraft shouldn't be used even on DDs unless you have run out of other planes or are trying to save planes. Try to hit the DDs with torps as they will be far more effective than the rocket planes. The rocket planes should be used when trying to save other plane types.
Torpedo bombers:
Ryujo's torpedo bombers are the star of the show known for dealing large amounts of damage against targets from destroyers to aircraft carriers. They now launch two torpedoes at a time compared to her predecessor Hosho and can attack up to four times per squadron with the researchable planes. Learning to hit those torps, especially against destroyers, will be the gateway to success in higher tier games. The torpedoes themselves are very fast for aerial torpedoes of this tier, and have very high alpha damage. Landing just 2 torpedo hits on DDs can potentially kill them in one shot, or at the very least, land devastating damage on them. These torpedo bombers should be your main weapon of choice against most enemy ships. However, it is worth noting that the torpedo bombers, and in fact all of the planes, have low HP pools. Good plane management is a must to be able to influence the battle in the late-game.
Dive bombers:
As a tier 6 ship, the player will face many opponents where they can citadel with AP bombs. The player will be able to learn which targets they can citadel and which they should avoid. The individual bomb damage is very good, but sometimes the aiming circle is very large and the accuracy of the bombs decreases substantially when maneuvers are conducted, so care must be taken to line up each bomb drop properly. But every bomb that lands on the enemy will hurt a lot. It is recommended to use torpedo bombers and rocket planes more often than dive bombers because they will be more useful in more situations.
Tips:
It is recommended to start with attack aircraft in the the beginning of the battle as spotting destroyers and other ships are important for other allied ships to plan ahead of what to do. Its best to target cruisers with torpedo bombers as they have weak torpedo protection and torpedo bombers in one attack run alone can bring down a full hp cruiser to 2/3 of its health although battleships is another very important option. Dive bombers should be used when a cruiser or battleship looks suitable to citadel such as Fuso because bombs often deal poor amounts of damage when they don't hit the citadel of a ship. Players should drop the bombs where they will very likely hit the center of the ship which can land citadel damage. Players must learn to balance risk and reward when committing to an attack, blocking AA through mountains are a key way to land hits on ships to preserve aircraft hp. Attack runs on targets that are either isolated or have weak AA is advised due to the relatively low risk involved. Players should also only call back their aircraft (f key by default) when they are safely outside AA bubbles in order to ensure they don't get shot down along the way.
Overall:
Overall, Ryujo is a strong solid T6 CV suitable for beginner, she generally many strengths and fewer weaknesses.
Pros:
- Good concealment which boosts her survivability.
- Decent torpedo bombers that drop high speed torpedo.
- Ridiculously fast plane cruising speed and top speed meaning that she can attack more frequently than Ranger.
- AP bombs can deal reasonable damage when both bombs hit the citadel, and this makes it hard for ships to heal.
- Powerful rockets that have decent accuracy, penetration, and damage that are effective against all ship types, even against tier 8 targets.
- Planes are very responsive and have a tight turning circle.
- Larger squadron and hangar size compared to other same-tier counterparts.
Cons:
- Weak armor protection and large size makes her easy to hit and easily gets citadel by destroyer HE shells although her survivability is better than Ranger.
- AA is weaker than her counterpart Ranger and will not stop enemy aircraft carrier from attacking her.
- Low health pool of planes although this is offset by speed and damage.
- Bombers carry AP bombs that are effective only against select targets (e.g. larger cruisers and battleships) but not against destroyers or smaller ships as they will either miss entirely or overpen.
- Shockingly poor AP bomb damage when they do not hit the citadel of enemy ships.
- Stock attack aircraft only drop 4 rockets per run. Due to the high accuracy, precise aiming is required.
- Rockets have the longest machine gun delay at 3.8 seconds, which allows ships more time to react.
Research
This is a suggested research path:
Captains should upgrade the torpedo bombers first, as they are Ryujo's most effective weapon. The upgrade gives a large increase in damage and also an increase in squadron size. Then, the attack aircraft or dive bombers should be upgraded next, according to the captain's preference. The attack aircraft upgrade is a large increase in payload from 4 to 8 rockets in each attack run. The dive bombers' upgrade will increase the alpha damage of the AP bombs and also give a tiny increase in hit points. Lastly, the B hull should be upgraded for more HP and better AA, which unlocks progression to T8 Shokaku. Generally, the extra hit points and AA should not be required if the captain can stay undetected by enemies.Optimal Configuration
Upgrades
The recommended upgrades for Ryūjō should be focused as much as possible on the torpedo bombers and are as follows:
- Slot 1: Air Groups Modification 1
for faster plane return. - Slot 2: Aircraft Engines Modification 1
for higher speed. - Slot 3: Torpedo Bombers Modification 1
for longer attack time. - Slot 4: Torpedo Bombers Modification 2
for a larger HP pool.
Commander Skills
Ryūjō uses the standard Japanese carrier captain skill setup. Emphasis should be on skills that boost fighter and bomber survivability.
Any skills that are related to an enemy vessel firing on your carrier are not useful, as the cost-benefit of investing in survivability skills is not worth the minimal benefit they offer. Ryūjō has a low HP pool and is large and unarmored, and will not survive an attack by any ship larger than a destroyer. Ryūjō captains must position their ship near friendlies or behind islands and far back from the enemy fleet.
Consumables
The consumables available for the ship and each plane type for Ryūjō are the same as the other T6 CVs and are as follows:
Ship
- Slot 1: Damage Control Party

- Slot 2: CAP Fighter
[4]
Attack Aircraft
- Slot 1: Engine Cooling
[2] - Slot 2: Patrol Fighter
[3]
Torpedo Bombers
- Slot 1: Engine Cooling
[2] - Slot 2: Patrol Fighter
[3]
Dive Bombers
- Slot 1: Engine Cooling
[2] - Slot 2: Patrol Fighter
[3]
Signals
Recommended Signal Flags
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Gallery
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Ryūjō’s aircraft preparing to takeoff.
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Ryūjō’s fighter squadron taking off.
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 |




















