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01 Patrol Boat 02 Corvette 03 Frigate 04 Destroyer 05 Cruiser 06 Helicopter Carrier 07 Aircraft Carrier 08 Naval Officer
[ NAVAL FLEET ] // HELICOPTER CARRIER ▼
01 // Patrol BoatLIVE 02 // CorvetteLIVE 03 // FrigateLIVE 04 // DestroyerLIVE 05 // CruiserLIVE 06 // Helicopter CarrierCURRENT 07 // Aircraft CarrierNEXT 08 // Naval OfficerLOCKED
[SYSTEM_DOSSIER // NAV-06] // SPECIAL UNLOCK / HELICOPTER SEA BASE

Helicopter Carrier

Important: this is a special unlock unit. The Helicopter Carrier is not automatically available to every player. If you have never earned the permanent special-event/reward unlock, you may not see it as a normal unit you can research and build. Once available, it fills a very specific niche: a much cheaper way to move and operate helicopters across the ocean than developing a full-size Aircraft Carrier when your real objective is simply to bring a helicopter force close to an enemy coastline.

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DossierNAV-HLC-06
ClassHELICOPTER CARRIER
Levels1–6 VERIFIED
Doctrines3 VERIFIED
Primary RoleMOBILE HELICOPTER BASE
// Access Warning //
● SPECIAL UNLOCK REQUIRED
Not A Default Unit
Do not assume this carrier appears for every account. It is tied to a permanent special unlock. Players who never earned that reward can be unable to research or produce it.
Why It Exists
It is a specialist sea platform for helicopters: a way to move, refuel and relaunch a helicopter force far from land bases and bring that force close to hostile shores.
Not A Full Aircraft Carrier
Its role is narrower. It is built around helicopters rather than a conventional fixed-wing carrier air wing. Treat it as a mobile helicopter base, not as a cheap substitute with the same combat power as a full Aircraft Carrier.
WesternDays 2 / 4 / 7 / 15 / 20
EasternDays 2 / 4 / 7 / 16 / 20
EuropeanDays 2 / 4 / 7 / 16 / 20
Naval Fleet06 / 08 LIVE

Carrier Identity // Cheap Reach, Fragile Hull

Helicopter Capacity
4 → 6 → 10
The defining stat. L1–3 carry 4 helicopters, L4–5 carry 6, and L6 jumps to 10.
HP Progression
30 → 40
Extremely light survivability for something that can hold an entire helicopter wing. Escort protection is not optional.
Radar Progression
75 → 100 → 150
Radar grows strongly at the major class upgrades and reaches a very large 150 at L6.
Deep / Shallow Speed
3 / 1.5 → 4.5 / 2.25
The carrier becomes much more practical to reposition once the mid-tier hull is unlocked.
// Strategic Trade //
● CHEAPER THAN A FULL CARRIER — MUCH WEAKER HULL
The Economic Argument
If your plan is specifically to transport helicopters overseas and operate them close to an enemy coast, developing this specialist carrier can be far more economical than committing to the larger Aircraft Carrier route. The supplied cards require only Naval Base Lv.3 plus Arms Industry Lv.1.
The Tactical Argument
A carrier lets a helicopter wing operate where land airfields cannot. Gunships, attack helicopters and ASW helicopters can be projected over sea lanes or pushed toward a hostile coastline without first capturing a nearby airbase.
The Catch
The ship itself is weak. With only 30–40 HP, losing an exposed carrier can also strand or endanger the helicopters depending on the tactical situation. Screen it with real combat ships and keep it out of the front line.

Doctrine Research Timing & Classes

Western Doctrine Shield
[DOC-W // WESTERN]

Western Doctrine

Helicopter Carrier Levels 1–6
Research Milestones
Day 2 → 4 → 7 → 15 → 20
Class Names
L1–3 Wasp-class · L4–5 America-class · L6 Izumo-class
Carrier Progression
Capacity 4 → 6 → 10. HP 30 → 40. Radar 75 → 100 → 150. The final Izumo hull is the major operational breakpoint.
Eastern Doctrine Shield
[DOC-E // EASTERN]

Eastern Doctrine

Helicopter Carrier Levels 1–6
Research Milestones
Day 2 → 4 → 7 → 16 → 20
Class Names
L1–3 Moskva-class · L4–5 Leningrad-class · L6 Yushen-class
Carrier Progression
The supplied Eastern cards show the same verified capacity, HP, movement and radar progression as the other doctrine lines.
European Doctrine Shield
[DOC-EU // EUROPEAN]

European Doctrine

Helicopter Carrier Levels 1–6
Research Milestones
Day 2 → 4 → 7 → 16 → 20
Class Names
L1–3 Jeanne d’Arc-class · L4–5 Invincible-class · L6 Mistral-class
Carrier Progression
Again, the supplied European cards preserve the same core carrier progression: 4 → 6 → 10 slots and only 30 → 40 HP.

Verified Carrier Progression

LevelCapacityHPDeep Water SPDShallow Water SPDRadarATK RangeOperational Note
L14303.001.5075—Entry carrier; very fragile and slow.
L24303.001.5075—Same carrying capacity; incremental self-defense improvement.
L34323.001.5075—Still a four-helicopter platform; HP remains very low.
L46354.002.0010050First major class breakpoint: +50% carrying capacity.
L56374.502.2510050Faster carrier with the same six-helicopter air wing.
L610404.502.2515075Massive final breakpoint: ten helicopters and 150 radar.

Capacity Is The Real Weapon

The carrier’s personal combat numbers are not what justify the investment. Its real weapon is the helicopter force operating from its deck. The progression from 4 to 6 to 10 helicopter slots changes how much combat power can be projected from one mobile sea base, while the hull itself remains remarkably fragile throughout the line.

Production & Upkeep Progression

LevelResource CostMobilizationDaily UpkeepCapacity
L12000 / 650 / 250 / 1200 / 25001d 2h90 / 45 / 45 / 1204
L22000 / 650 / 250 / 1200 / 25001d 3h100 / 50 / 50 / 1304
L32000 / 650 / 250 / 1200 / 25001d 4h110 / 55 / 55 / 1404
L42250 / 825 / 500 / 1500 / 35001d 6h120 / 65 / 30 / 65 / 1706
L52250 / 825 / 500 / 1500 / 35001d 7h130 / 70 / 35 / 70 / 1906
L62750 / 1050 / 750 / 1750 / 45001d 9h140 / 80 / 50 / 80 / 21010

Why Build This Instead Of A Full Aircraft Carrier?

If your strategy revolves around helicopters, the Helicopter Carrier gives you a focused naval aviation route without forcing you to develop a full-size carrier simply to get rotary-wing aircraft across an ocean. The unit cards show a comparatively accessible Naval Base Lv.3 requirement. The price you pay for that specialization is survivability: this platform should travel behind a properly protected fleet screen, not lead it.

Self-Defense Profile

LevelVerified Key ATK ValuesVerified Key DEF ValuesRangeVerdict
L1Surface/naval values around 2 where shown2 / 2 / 1.5 / 2 / 2 across supported targets—Minimal self-protection only.
L2Surface/naval values around 2 where shown2 across supported targets—Still not a combat ship.
L3Surface/naval values around 2 where shown2.5 across several supported targets—Small defensive improvement.
L44 / 3.5 / 4 / 3 / 3 on supported combat columns4 / 3.5 / 4 / 3 / 350Can defend itself better, but remains escort-dependent.
L54 / 4 / 4 / 3 / 34 / 4 / 4 / 3 / 350Useful defensive fire; poor frontline durability.
L65 / 4.5 / 4.5 / 4 / 45 / 4.5 / 4.5 / 4 / 475Best self-defense in the line, but only 40 HP.
// Protection Rule //
● ESCORT THE CARRIER
30–40 HP Is The Problem
For a unit carrying four, six or even ten helicopters, the hull has very little health. A strong enemy naval strike can threaten an investment far larger than the carrier’s own construction cost.
Use A Real Fleet Screen
Keep surface combatants, air-defense ships and anti-submarine detection around it as appropriate. The HeliCarrier should sit inside the protected part of the formation and let its aircraft extend the fleet’s reach.
Do Not Chase Surface Fights
Its later attack values are a defensive bonus, not a reason to duel cruisers or destroyers. If the carrier is trading direct fire with a serious surface combatant, the battle plan has probably already gone wrong.

Upgrade Breakpoints

L1–L3 // Four-Slot Transport
The early hull gives you the strategic function immediately: 4 helicopter slots. But speed stays at 3 / 1.5, radar at 75 and HP at only 30–32. Use it conservatively.
L4 // First Real Carrier Upgrade
Capacity jumps 4 → 6, deep-water speed rises 3 → 4, shallow-water speed 1.5 → 2, radar becomes 100 and 50-range self-defense appears.
L5 // Better Repositioning
Capacity remains 6, but movement reaches 4.5 / 2.25. The ship becomes much easier to reposition with a proper naval group while HP remains only 37.
L6 // Ten-Slot Sea Base
This is the headline upgrade: 10 helicopter capacity, 150 radar and 75 range on the supported attack columns. Yet HP reaches only 40 — the strategic value rises much faster than the hull’s durability.
// Final Player Verdict //
● CHEAP HELICOPTER PROJECTION — HIGH-VALUE FRAGILE PLATFORM
Build It When
You have the special unlock and your naval aviation plan is centered on helicopters. It is particularly attractive when you need to move a rotary-wing force overseas and operate close to an enemy coastline without paying for the entire full-size Aircraft Carrier route.
Protect It Because
Its capacity becomes excellent while its HP remains terrible. At L6 you are protecting a platform that can carry 10 helicopters but has only 40 HP. Never confuse strategic value with hull toughness.
Best Breakpoints
L4 is the first major jump with 6 capacity and improved movement/radar. L6 is the real end-state with 10 slots and 150 radar. The carrier itself remains a support unit at every level.
[NAVAL_FLEET] // 06 OF 08
Next Naval Dossier: Aircraft Carrier
Helicopter Carrier is live. Continue the Naval Fleet with the full-size Aircraft Carrier.
Open Aircraft Carrier →

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