Flying carriers hits different these days – the 2026 meta flipped everything, breathed life into some relics, and dropped Super CVs that straight-up wrecked the old balance. Months grinding every line, sifting player rants, tracking how these birds swing matches. This tier list nails the now: ranked killers, randoms bullies, sanity-savers to dodge.
Tier X Aircraft Carriers Ranked
Full rundown – every big T10 CV slotted by 2026 reality, mixing player gripes with pro stats.
| Carrier Name | Nation | Tier | Type | Rank | Strengths | Weaknesses |
|---|---|---|---|---|---|---|
| Midway | USA | X | Standard | S+ | Universal squadron effectiveness; excels against all ship classes; balanced plane economy; forgiving for mistakes | No standout gimmick; requires solid fundamentals |
| United States | USA | XI | Super CV | S+ | High-speed special fighters/torpedo bombers; heat bombers cause massive fires; unlimited plane respawns | Controversial balance; draws AA focus; requires target rotation mastery |
| Sekiryu | Japan | XI | Super CV | S | Concentrated alpha damage from special torpedoes; extreme squadron speed (350+ knots); travel mode immunity | Limited status application without Hydro ally; constants-locked buffs require C6 |
| Hakuryu | Japan | X | Standard | S | Devastating torpedo/AP bomb alpha; excels against broadside targets | Less effective vs destroyers; high skill ceiling; nerfed damage output from previous patches |
| Essex | USA | IX | Standard | S | Infinite plane regeneration via tactical squadrons; brain-dead easy farming; Yorktown torpedoes hit hardest | Lower burst damage than Midway equivalents; IX tier limits competitive use |
| Audacious | UK | X | Standard | A | Best squadron speed in class; HE bombs apply constant fire pressure; excellent at attrition warfare | Lower alpha per strike; struggles against grouped AA |
| Manfred von Richthofen | Germany | X | Standard | A | AP rockets shred cruisers; skip bombers ignore some armor schemes; versatile loadout | Complex attack patterns; middling torpedo performance |
| Eagle | UK | XI | Super CV | A | Split bombers saturate targets; special fighters carry many missiles; fire/flood attrition builds | Lacks burst damage; longer strike setup windows expose planes |
| Franklin D. Roosevelt | USA | X | Standard | B | Heavy alpha from fewer, stronger planes; unique strike rhythm | Terrible plane economy; one bad push depletes reserves for minutes |
| Admiral Nakhimov | USSR | X | Standard | B | Skip bombers penetrate deck armor; unique attack angles | Slow plane speeds; limited flexibility; requires predictive positioning |
| Malta | UK | X | Standard | B | Strong rocket alpha; improved squadron handling over Audacious | Overlaps too much with Audacious; doesn’t justify grind investment |
| Shinano | Japan | X | Standard | C | Premium status grants credit/XP bonuses | Painfully slow squadrons; outdated mechanics; “skip unless premium grind” consensus |
Why These Rankings?
Midway rules S+ – versatility crushes games. Pressure DDs holding caps, farm BBs, bust cruiser packs, no full swaps needed. Doesn’t smack you for bad spots like Hakuryu or FDR. Solo-carry beast if you stay sharp.
Supers snag top spots amid the hate. United States stacks fires non-stop with heat bombers, special fighters zip faster than ships turn. Sekiryu dumps torp walls that nuke low-health before they blink. Travel mode AA dodge lets you hit cracks anywhere, zero plane cost.
Hakuryu clings to S for showoffs nailing torp drops and AP timing. Ceiling beats Midway, but AA cruisers eat your air wing on mistimed runs. Players split: dive bombs drag it or “buffs overdue?”
- Essex grabs S off Independence’s spam – planes back before AA clears ’em. Yorktown torps outpunch Lexington, faster too, easy farm. Folks dub it “brain-dead play,” but that’s now a thumbs-up.
Audacious grinds fires with top speed, but weak punches mean chipping, not deletes. Shines if team pushes your burns; flops if they ignore.
B-tiers flop same ways – trash reserves (FDR), wonky runs (Nakhimov), copycat roles (Malta). Shinano tanks C – slow planes lose sight fights; “prem grind only.”
Super Aircraft Carriers in 2026
Supers split the server hardest – endless planes, 350+ knot specials, modes twisting fights standard CVs can’t touch. One side has it, other loses before shells fly.
What Makes Super CVs Unique
- Travel Mode blanks AA on repositions. Map-cross, flank scout, angle hunt – zero losses. Kills long-strike gamble.
- Attack Mode sneaks squads to prime drop range, max hits, full punch. Speed means ships track too late.
- Recon Mode bursts spots on DDs, hides – quick intel, timed to cut losses.
Special Squadrons
- Special Attack Aircraft rocket walls, pen better, fire starters
- Special Torpedo Bombers quick torps, tight fans, broadside killers
- Special Bombers speed drops, big hits, heat stacks or bomb carpets
Current Super CV Roster
Sekiryu (Japan)
- Nation: Japan
- Special Squadrons: High-speed attack aircraft; special torpedoes with concentrated alpha damage
- Battle Strengths: Bursts down isolated targets; repositions faster than enemies anticipate; excels in cleanup/assassination roles
- Weaknesses: Needs Hydro allies for optimal status application; primary buffs locked behind C6 constellation upgrades; vulnerable when caught in crossfire
- Community Sentiment: “Lunar reactions mechanic feels incomplete without dedicated team support”
United States (USA)
- Nation: United States
- Special Squadrons: High-speed special fighters; special torpedo bombers; heat bombers causing sustained fire damage
- Battle Strengths: Overwhelming fire application forces Damage Control usage; torpedo alpha rivals Hakuryu; squadron speed denies AA counterplay windows
- Weaknesses: Heavy AA focus can still deplete squadrons in attack mode; requires target rotation discipline to avoid overcommitting
- Community Sentiment: “Heat bombers are absurd – permanent fires unless you waste Damage Control early”
Eagle (United Kingdom)
- Nation: United Kingdom
- Special Squadrons: Split bombers saturating wide areas; special fighters carrying extended missile payloads
- Battle Strengths: Attrition warfare through fires/floods; wide saturation patterns hit multiple targets or guarantee hits on evasive ships
- Weaknesses: Lower burst damage compared to Sekiryu/United States; longer attack setups expose planes to aimed AA fire
- Community Sentiment: “British CVs always prioritize DoT over burst – Eagle continues that tradition with Super CV stats”
The Balance Controversy
Supers hand pilots no-risk pain machines, surface ships eat max hurt. Endless planes trash economy checks. Perma-spots neuter DD stealth, travel immunity hits every flank. No safe spots.
Players rage same: “Supers RUIN WoWS – endless planes, nuts damage, perma-spot, balance killer.” Not one trick, the combo kills counters.
Notable Standard Tier X Carriers
Standards fill hangars – Supers cost steel, old-school builds real skill. Each T10 packs unique edges.
Midway (USA)
- Playstyle: Handles anything aware. Squad mix shifts targets seamless.
- Squadrons: HE rockets bully DDs/light CLs; torps smack broad BBs/CVs; dive bombs fire heavies. Solid everywhere.
- Unique Features: Deck armor cuts far HE/AP, lasts long hauls. Regen middling – not Essex spam, not FDR pain.
- Skill Ceiling: Medium. Forgives mids; pays big on timing, picks.
- Community Opinion: “Midway S+++ solo carry every game” – steady pick for ranked grind.
Hakuryu (Japan)
- Playstyle: Predict, time, delete – not farm grind. Burst kings.
- Squadrons: AP dives cit BBs/CVs perfect; torps wreck broad heavies. Rockets ok on DDs, trail Midway.
- Unique Features: Top alpha clean hits. AP pens decks right.
- Skill Ceiling: Steep. Predict angles, time runs – botch, lose squads.
- Community Opinion: “Nerfed hard, dives save it” vs “skilled? Beats Midway.” Cuts hit less, ceiling nuts.
Audacious (United Kingdom)
- Playstyle: DoT grind – fires, floods, DC force, cooldown exploits.
- Squadrons: HE carpets light fires; torps flood burns. Rockets side damage. Fastest speed cycles quick.
- Unique Features: Speed owns timing. Carpets clip dodgers.
- Skill Ceiling: Medium. Clear picks: burn, flood.
- Community Opinion: “HE slaps, speed god” – steady, but burst lacks bite.
Manfred von Richthofen (Germany)
- Playstyle: Cruiser hunter, loadout flex. AP rockets delete broads; skips beat angles.
- Squadrons: AP rockets crush CL broads hardest. Skips water-bounce armor. Torps meh.
- Unique Features: Lone AP rocket real threat profile.
- Skill Ceiling: Steep. Skip aim, patterns practice. Torps limit heavies.
- Community Opinion: Ties Hakuryu tiers – skill grind, mastery wrecks.
Essex (USA)
- Playstyle: Spam farm, infinite regen. Losses? Laughable.
- Squadrons: Yorktown torps top Essex punch – faster than Lexi, easy lands. Rks/bombs light, regen covers.
- Unique Features: Independence deplane-proof. Regen beats AA most times.
- Skill Ceiling: Low. “Brain-dead play” – mediocre repeats win.
- Community Opinion: Vets rank #1 – forgives all, farms steady.
Admiral Nakhimov (USSR)
- Playstyle: Skip spec, predict spots. Angles niche, setup heavy.
- Squadrons: Skips deck-pen citadels right. Attacks filler.
- Unique Features: Soviet skip path – German diff.
- Skill Ceiling: Steep. Slow speeds predict hard; slip costs runs.
- Community Opinion: Niche only – clunky vs flex picks.
Malta (UK)
- Playstyle: Audacious tweak, rocket punch up, handle smooth.
- Squadrons: Rks harder; HE fires Brit way. Torps flood wrecks.
- Unique Features: Brit tune, no revamp.
- Skill Ceiling: Medium. Audacious easy, same fights.
- Community Opinion: “Too Audacious-like” – grind waste.
Franklin D. Roosevelt (USA)
- Playstyle: Few fat planes, rhythm unique. Alpha big, reserves trash.
- Squadrons: Planes chunk harder, small groups, regen hurts.
- Unique Features: Boom/bust – clean chunks huge, flop starves.
- Skill Ceiling: Brutal. Picks perfect or pay long.
- Community Opinion: Skip – punishes learns, Midway steady better.
Shinano (Japan)
- Playstyle: Prem credit farm, old tricks.
- Squadrons: IJN standard, slow as hell – spot loss sure.
- Unique Features: Prem cash only hook.
- Skill Ceiling: Medium, speeds kill flex.
- Community Opinion: “Slow trash, prem only” – dodge.
Eagle (UK – Super CV)
- Playstyle: Brit DoT supered. Splits soak; fighters missile spam.
- Squadrons: Splits partial sure; fighters harass long.
- Unique Features: Travel + DoT – map fires/floods free.
- Skill Ceiling: Medium-high. Setups time AA dodge.
- Community Opinion: Brit fans dig; balancers hate fire spam supers.
United States (USA – Super CV)
- Playstyle: Heat fire walls + torp bursts.
- Squadrons: Heats outpace DC; spec torps Hak alpha, reposition god.
- Unique Features: Travel flank swaps free; speed blanks AA.
- Skill Ceiling: Medium. Basic carries; rotation wrecks.
- Community Opinion: “Balance ruiner proof” – planes/heat/move too much.
Sekiryu (Japan – Super CV)
- Playstyle: Speed deletes isolates. Cleanup beast.
- Squadrons: Spec torps tight fast (350+); attacks burst lows.
- Unique Features: Fastest repos; travel deep scout.
- Skill Ceiling: High. Hydro buffs; C6 gates.
- Community Opinion: “Balance ignore, AA-out drops” – assassin respect, counter hate.
Aircraft Carrier Lines and Progression
Nation paths guide grinds – some steady strong, others mid suck before T10 payoff. Honest maps.
| Nation | Line Name | Ship Progression | Notable Features | Community Recommendation |
|---|---|---|---|---|
| USA | Midway Line | Langley (IV) → Ranger (V) → Lexington (VIII) → Midway (X) | Balanced squadrons; forgiving mechanics; strong at all tiers; versatile against all targets | Grind – “Best line, overpowered in skilled hands, universally useful” |
| USA | Essex Line | Independence (VI) → Yorktown (VIII) → Essex (IX) | Infinite tactical squadrons; brain-dead farming; Yorktown torpedoes hit hardest | Grind – “Easiest damage farming; Independence can never be deplaned” |
| Japan | Hakuryu Line | Hōshō (IV) → Ryūjō (VI) → Shōkaku (VIII) → Hakuryu (X) | High alpha torpedoes/bombs; flashy mechanics; torpedo/AP bomb focus | Grind (skilled players) – “Fun and effective, possibly more powerful than Midway in skilled hands” |
| UK | Audacious Line | Hermes (IV) → Furious (VI) → Implacable (VIII) → Audacious (X) | Fire/flood attrition; carpet bombers; best squadron speed | Mixed – “HE bombs slap” vs. “Brit CVs all suck now” |
| Germany | Manfred Line | Rhein (IV) → Weser (VI) → August von Parseval (VIII) → Manfred von Richthofen (X) | AP rockets; skip bombers; anti-cruiser specialization | Conditional – Strong at Tier X but painful intermediate grind |
| USSR | Nakhimov Line | Komsomolets (IV) → Serov (VI) → Pobeda (VIII) → Admiral Nakhimov (X) | Skip bombers; unique angles; slow squadrons | Skip – Outdated mechanics; better options exist |
| Japan | Shinano (Premium) | Stand-alone Tier X premium | Credit/XP grind platform | Skip – “Unless prem grind” |
| UK | Malta Line | Specialty line variation | Improved Audacious mechanics | Skip – “Overlaps too much with Audacious; doesn’t justify grind” |
USN Midway Line: Universal First Pick
Langley-Midway steady – no stock hell. Mix owns comps: AA heavies? DD hunt. No screens? BB farm. Rks/torps/bombs solid.
Vets crown best line new or old. “Jack all trades” fits – no Hak peak, every game counts.
USN Essex Line: The Brain-Dead Farming Route
Indy tactical spam – “deplane never.” Yorktown torps beat Lexi speed/damage.
Vet #1 pick – forgives bad, farms no matter. Relentless, not flash.
“Brain-dead” tag? Strong rec now. Farm > skill flex? This.
IJN Hakuryu Line: High Risk, High Reward
Hoso-Ryu-Shoka-Hak predict heavy. Torps/AP cit deck, but AA eats slips.
“Fun effective; skilled > Midway” nails. Torp/bomb skews BB/CL/CV. Flash deletes.
Skill pays; master rules.
UK Audacious Line: Fire Everything, Hope It Burns
DoT core – fires floods DC force. Carpets clip, speed cycles.
Split: “HE slaps speed” vs “Brit suck.” Chips steady, no deletes.
Implacable “rkt OP” – mid strong. Attrit fans grind; burst skip.
German Manfred Line: Anti-Cruiser Specialists
AP rks broad CL delete; skips angle beat. T10 worth spec.
Mids rough – Weser/Parseval meh vs USN. Commit or bail.
Soviet Nakhimov Line: Outdated Mechanics
Slow skips clunk. Angles niche, flex beats.
Skip – collect only. Midway/Hak/Essex better.
Premium and Specialty Lines: Niche Picks
Shinano prem cash – “slow skip prem.” Malta Aud copy – waste.
CV grind hate: “No regrind.” Mindset shift, not all dig.
Easy Grind Callouts
Non-CV? Libertad “easiest, leg cap OP joke.” Note for ports.
Key Aircraft Carrier Gameplay Mechanics (2026)
CV mastery hits surface blind spots – planes ammo, vision vs strike, hull hide power project. Essentials practical.
Carrier Role in Battle
- Spotting: DD caps, flanks, ally light
- Vision Control: Steal DD hide
- Pressure Application: Maneuver force, DC waste, spot bail
- Team Support: Fighters, smoke push/retreat, isolates delete
Farm tunnel loses caps/DDs high nums.
Aircraft Types and Optimal Targets
Fighters: AI hull guard, enemy air intercept, scout spot. T5+ patrol drop – ally air hell, caps deny.
Attack Aircraft (Rockets): Speed HE DDs (smoke force, low pool), weak CL. BB super farm weak.
Torpedo Bombers: Heavies – BB/CV/CL. Broad need; angle dodge. Flood stack/finish.
Dive Bombers: Fires deck pen. Bow-stern max; perp spread. All ok, flood-DC fire windows.
Depth Charge Planes (Tier V+): Auto sub hunt surfaced/detect. No micro.
Squadron Management: Economy and Rotation
Squads = mags – gone, wait dry. Reckless AA feeds; pick smart saves.
- Attack/Recall Rhythm: Launch, strike, recall pre-flak. Greed loses; early sacs damage.
- Strike Rotation: Rk-torp-bomb cycle. Regen while strike, multi-threat, DC exploit (flood>fire).
- Avoiding Suicide Runs: Worc/Hall/Mino/DM shred. Bait DF, strike cool. Feed=zero.
Positioning: Hull Safety vs. Strike Range
No guns, AI secs weak. Pos = live when DD leaks.
Optimal Distance: 16 – 22km front. Quick flank, dodge BB torp. Island block.
Repositioning Triggers: Flank dead? Strong side. DD leak? Perp dodge torp. Spot hold? Move.
Manual Secondaries: DD 8-10km? Manual + wiggle, ally time.
Consumables: Defensive Tools
- Damage Control Party: Auto fire/flood. Passive.
- Patrol Fighters (Tier VI+): Drop spots – ally air, caps deny, hull guard.
- Smoke Curtains (select carriers): Ally push/retreat. Check ship.
Spotting Mechanics: The 10 km Standard
Planes 10km base 2026. Tactics:
- Short Scouting Bursts: DD sus, reveal pull. Orbit AA waste.
- Cap Zone Reveals: Early cap DD pre-hold. Vision caps.
- Choke Point Surveillance: Narrows/flanks ping share.
Defensive Play: Plane Preservation Techniques
- Weaving: Side weave track hard. Straight flak feast.
- Altitude Variation: Alt shift disrupt.
- Early Recall: Heavy? Pull now. 4 next >1 now.
- Rotating Plane Types: Torp shred? Rk/bomb. Regen time.
Nation-Specific Playstyle Tips
- Midway (USA): Enemy check, pick chance. No gim, basics win.
- Hakuryu (Japan): Broad/low hunt. AP angle; torp predict. Ally DD.
- Audacious (UK): DoT stack DC exploit. Speed pressure.
- Manfred von Richthofen (Germany): CL broad rks; skip angle. Torp BB.
- Essex (USA): Aggro spam. York BB farm.
- Super CVs (All Nations): Travel flank hop. Spec low delete/broad max.
Armored Flight Decks (Tier X USN/IJN)
US/Jap T10 decks cut far HE/AP. Lasts, torp/close still bite.
The Fundamental Truth: CVs vision/pressure/support. Grasp wins > damage chase ignore map/team.
Advanced Tips for Dominating with Carriers
Basics functional; pro turns match-molders. Winrate boosters.
1. Spotting and Vision Control Mastery
- Scout Destroyers First: Early squad cap DD sus – 5s vision ally smack force smoke/retreat.
- Cap Zone Surveillance: 30-45s bursts deny hold, save planes.
- Flank Spotting: Collapse signs scout – reveal pre-crush.
- Choke Point Coverage: Early narrows ping “B flank.”
2. Target Priority: What to Hit When
- Priority #1 – Destroyers Contesting Caps: Cap DD > back BB. Rks clean cap take.
- Priority #2 – Radar Cruisers: Worc/DM/Mino DD deny – chunk free DD caps.
- Priority #3 – Low-HP Ships: 20% BB gone forever >100% fight.
- Priority #4 – Isolated Targets: Lone no-AA easy.
Avoid: Full AA clump BB – squads 10k waste.
3. Plane Economy: Treat Squadrons as Ammunition
The Magazine Analogy: Start full, loss empty – regen spectator. Smart ends reserve; greed mid dry.
Bait Aimed AA: Approach DF pop (flak spike), pull 30s, strike drop.
Count Losses: 4+/strike med AA? Fix approach/target/weave.
Recall Discipline: 4 zero > commit 5k full loss.
4. Strike Rotation and Pressure Maintenance
- Cycle Squadron Types: Rk>torp>bomb. Constant no deplete.
- Force Damage Control Waste: Torp flood DC> bomb fire repair.
- Pressure Multiple Flanks: Weak strike>strong. AA guess.
- Timing Strikes with Allied Pushes: Push air cover + strike oppose.
5. Team Support and Synergy
- Use Map Pings Aggressively: DD “B head.” Flank ping collapse.
- Drop Patrol Fighters Over Allies: Air hell group/isolates.
- Smoke Curtain Timing (if equipped): Retreat cover/push enab. Waste none.
- Coordinate Destroyer Hunts: Radar reveal>strike vanish.
- Assist Submarine Hunting: Surf/detect auto + ASW team.
6. Dealing with Heavy AA Ships
- Identify AA Threats Early: Worc/Hall/Mino/DM/Salem delete. Mark avoid.
- Strike During Cooldowns: Bait, 30s, pre-refresh.
- Target Isolation Moments: Lone AA drop.
- Accept Some Targets Are Off-Limits: Perfect pos? Skip feed.
7. Plane Preservation Micro-Techniques
- Weave During Approach: Left-right flak miss.
- Vary Altitude Randomly: 10-15s shift disrupt.
- Recall at 50% Squadron HP: Half gone? Pull remain.
- Avoid Extended Orbiting: Setup quick/pull – hover feed.
- Rotate Depleted Types: Torp 2? Others regen.
8. Advanced Positioning Adjustments
- Follow Strong Flank Momentum: Win side support snowball.
- Island Cover Selection: Block BB sight squad launch.
- Anticipate Flanking Routes: Pre-DD/CL paths.
- Maintain Escape Routes: No dead-end, 2 ways min.
Decisions/priority/strike-scout split avg/dom. Master flow dictate.
Community and Expert Opinions on Carrier Balance
2026 CV chats fracture – surface hate air rule, pilots defend. Key rants/themes.
Overpowered Consensus
Midway: All nod comp pilot owns. “S+++ carry” x-many – no counters, phases hit. No nerfs.
Super CVs (All): Break core. “RUIN – endless/absurd/perma/balance swing.” Gripes:
- Respawn no econ
- Travel no pos counter
- Spec alpha no vuln
- Team have? Win
US/Sek heat/torp AA-out worst.
Essex: “Brain-dead farm” infinite. OP easy some; low ceil no top others. Vet #1 steady.
Implacable: Mid “rkt OP.”
Underpowered or Outdated
Shinano: “Slow skip prem.” Sight lose; old no comp. Cash only.
Admiral Nakhimov: Rare; slow niche clunk.
British CVs (General): “All suck” vs Aud/Imp str (speed/fire). Narrow ok.
Graf Zeppelin: “AP gim, torp tank” – niche.
Saipan: “T6+ trash delete.”
Colossus: Brit meh outclass.
Balanced or Conditional
Hakuryu: “Nerf hell dives carry” vs “skilled >Mid.” Skill split ok high.
Audacious: “HE speed” vs low alpha. Team push shine.
Manfred von Richthofen: Hak pair – skill reward.
New vs. Experienced Player Recommendations
For New Players:
- Midway teach no gim
- Skip Hak/FDR/Man high punish
- Essex farm pri
For Experienced Players:
- Hak/Man outplay max
- Essex steady any
- Supers dom hate expect nerf
Grind Recommendations
Definitely Grind:
- Midway “best OP skilled”
- Essex “easy farm”
- Hak skilled “fun high”
Conditional/Niche Grinds:
- Aud attrit
- Man CL spec
- Malta skip overlap
Avoid Entirely:
- Nakh outdated
- Shin prem
- Saipan dismiss
Broader Class Sentiment
Vets “CV no regrind” often. Diff mind surface – vision/timing/econ – not all.
Master less joy – strong = “delete CV” hate.
Memes and Recurring Jokes
- “Midway carry lul”
- “Hak buff? Lul”
- “Indy deplane no”
- “Supers ruin”
Balance Outlook
No T10 shift – WG ok Mid/Hak/Aud/Man. Supers hot; expect respawn/travel cuts, no date.
Surface cut air; pilots “nerfed enough skill need.” No end.
Aircraft Carrier Nation and Ship List (2026)
| Ship Name | Nation | Tier | Type | Playstyle/Unique Feature |
|---|---|---|---|---|
| Midway | USA | X | Standard | Balanced squadrons; universal effectiveness; armored deck |
| Essex | USA | IX | Standard | Infinite tactical squadron regeneration; farming specialist |
| Franklin D. Roosevelt | USA | X | Standard | Fewer, stronger planes; heavy alpha with terrible economy |
| United States | USA | XI | Super CV | Heat bombers; high-speed special fighters/torpedoes; unlimited respawns |
| Hakuryu | Japan | X | Standard | High-alpha torpedoes/AP bombs; armored deck; skill-dependent |
| Shinano | Japan | X | Standard (Premium) | Slow squadrons; premium credit grind platform |
| Sekiryu | Japan | XI | Super CV | Concentrated torpedo alpha; extreme squadron speed; travel mode |
| Audacious | UK | X | Standard | Fire/flood attrition; carpet bombers; best squadron speed |
| Malta | UK | X | Standard | Improved Audacious mechanics; stronger rocket alpha |
| Eagle | UK | XI | Super CV | Split bombers; special fighters with missiles; saturation patterns |
| Manfred von Richthofen | Germany | X | Standard | AP rockets; skip bombers; anti-cruiser focus |
| Max Immelmann | Germany | X | Standard | German carrier variant with specialized mechanics |
| Admiral Nakhimov | USSR | X | Standard | Skip bombers; slow squadrons; unique attack angles |
| Admiral Orlov | USSR | X | Standard | Soviet carrier variant |
Additional Notable Carriers (Sub-Tier X)
| Ship Name | Nation | Tier | Notes |
|---|---|---|---|
| Lexington | USA | VIII | Midway line progression; balanced toolkit |
| Yorktown | USA | VIII | Essex line; strong torpedoes |
| Saipan | USA | VII/VIII | Variants exist; generally dismissed as weak |
| Enterprise | USA | VIII | Premium; unique mechanics |
| Shokaku | Japan | VIII | Hakuryu line progression |
| Kaga | Japan | VII/VIII | Large plane reserves; farming focus |
| Taiho | Japan | IX | Hakuryu line progression |
| Implacable | UK | VIII | “Rocket alpha OP”; Audacious line |
| Ark Royal | UK | VI | Early British carrier |
| Indomitable | UK | VIII | British line variant |
| Colossus | UK | VIII | British line progression |
| August von Parseval | Germany | VIII | Manfred line progression |
| Graf Zeppelin | Germany | VIII | Premium; “AP bombs gimmicky” |
| Erich Loewenhardt | Germany | VI | Early German carrier |
| Pobeda | USSR | VIII | Nakhimov line progression |
| Chkalov | USSR | VIII | Soviet premium variant |
| Aquila | Italy | VIII | Italian carrier representation |
| Bearn | France | VI | French carrier representation |
| Sanzang | Pan-Asia | VIII | Pan-Asian carrier |
Tech Tree Paths to Tier X
USA (Midway): Langley (IV) → Ranger (V) → Lexington (VIII) → Midway (X)
USA (Essex): Independence (VI) → Yorktown (VIII) → Essex (IX)
Japan (Hakuryu): Hosho (IV) → Ryujo (VI) → Shokaku (VIII) → Hakuryu (X)
UK (Audacious): Hermes (IV) → Furious (VI) → Implacable (VIII) → Audacious (X)
Germany (Manfred): Rhein (IV) → Weser (VI) → August von Parseval (VIII) → Manfred von Richthofen (X)
USSR (Nakhimov): Komsomolets (IV) → Serov (VI) → Pobeda (VIII) → Admiral Nakhimov (X)
Super CV Acquisition
Super CVs (Sekiryu, United States, Eagle) require separate acquisition methods – typically special events, premium currency, or promotional campaigns. They do not progress through standard tech trees.
Version Notes
This list reflects the international (Wargaming) PC version of World of Warships as of June 2026. Console versions (Legends) feature different rosters and balance states. Upcoming additions like Independencia (Tier X) were announced but not yet released at time of compilation.
CVs 2026 contested – match dict, debate fuel. Midway vers, Hak bursts, Super cheats – meta grasp dom or flop. Patch shift list; vision/priority/econ stay. All here, no hunt.





