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# World 7/7-5

(Redirected from 7-5)

## World 7-5:【Extra Operation】 ジャワ島沖 Off Java Island

 Strategy Name スラバヤ沖海戦・バタビア沖海戦 (Battle of Surabaya and Battle of Batavia) Difficulty ☆☆☆☆☆☆☆☆☆☆☆ Item None Strategy Content ジャワ島東部に攻略部隊を揚陸する！有力なる艦隊でスラバヤ沖にて敵の迎撃戦力を撃破し、敵残存艦隊も猛追！撃滅せよ！Land an attack force on the Eastern Java Island! Off Surabaya, defeat an enemy interception force with your strong fleet. Chase and annihilate enemy survivors!
 Phase 1 Fleet 3-4CL(T), 3-2DD1(F)BB(V), 0-1CA(V), 1-2CL(T), 3-4DD Route A B D F G H K Other Notes AP AS AS+ 0 0 0
 Phase 2 Fleet 1BBV, 1CAV 1CL, 3DD Route A B D F J O Q Other Notes Installation AP AS AS+ 0 0 0
 Phase 3 Fleet 1(F)BB(V)/CVL, 1CA(V), 1CL, 3DD Route A B D F J O P T Other Notes AP AS AS+ 0 0 0

### Stage Guide

7-5 Branching Rules
Nodes Rules
B
C
• Does not meet the requirements to go to D
D
• Meet ALL of the following requirements:
• Amount of CA(V) ≤ 2
• Amount of CL ≥ 1
• Amount of DD ≥ 2
• If (F)BB(V) ≥ 2, then amount of DD ≥ 3
• If CV(B) ≥ 1, then amount of DD ≥ 3
• If CVL ≥ 2, then amount of DD ≥ 3
• Otherwise, fleet is Fast+
D
E
• Does not meet the the requirements to go to F
F
• Meet ALL of the following requirements:
• Amount of (F)BB(V) + CV(B) + CA(V) ≤ 2
• Amount of CV(B/L) ≤ 2
• Amount of CL + DD ≥ 3
• If (F)BB(V) = 2, then amount of CL + DD ≥ 4
• (?)
F
J
• Active Branching
G
H
K
• Active Branching
I
I
L
• Fail the LoS check
M
• Pass the LoS check (Cn4 ≥ 57(?))
J
N
• Does not meet the requirements to go to O
O
• Meet ALL of the following requirements:
• Amount of CV = 0
• Amount of CVL ≤ 1
• Amount of (F)BB(V) + CA(V) ≤ 2
• For Slow fleet:
• If (F)BB(V) ≥ 1, then amount of DD ≥ 3
• If CLT ≥ 1, then amount of DD ≥ 3
• If CL ≥ 2, then amount of DD ≥ 3
• Otherwise, fleet is Fast+
O
P
• Active Branching
Q
P
R
• Does not meet the requirements to go to T
• Pass the LoS check (Cn4 ≥ 63(?))
S
• Fail the LoS check
T
• Meet ALL of the following requirements:
• Amount of CV = 0
• Amount of (F)BB(V) + CVL ≤ 1
• Amount of (F)BB(V) + CA(V) ≤ 2
• Amount of CL ≥ 1
• Pass the LoS check (Cn4 ≥ 58(?))
• (?)

### Ship Bonuses

DISCLAIMER: This information is based on user-submitted data and is subject to revisions as more data is gathered. Any version of the ship receives the bonus regardless of remodel.

Ships [1][2] Nodes B, C, D, E, J Nodes G, K, L, M Node Q Nodes N, R, T
1.08 1.13 1.14 -
1.13 1.14 1.15
1.06 - - 1.15

### Tips

Be advised: The Developers have mentioned that the enemy compositions and map may change over time [3], this could include the resource node possibly. So take advantage of the map while it is possible.

7-5 is a multiphase map with the following HP gauges:

• The 1st boss requires 2 kills to clear
• The 2nd boss requires 3 kills to clear
• The 3rd boss requires 3 kills to clear
• Clearing this map rewards 170 Ranking points and a Medal.

### Recommended Fleets

In every phase:

• Bringing AACI is recommended.
• Bringing OASW is advised if not too detrimental to surface combat effectiveness.
• Bringing historical ships is recommended.

#### Phase 1

• 3-4CL(T) 3-2DD
• 1(F)BB(V) 0-1CA(V) 1-2CL(T) 3-4DD
• Route = A B D F G H K
• Shortest route to the boss

#### Gimmick Phase

In addition to clearing Phase 2, Node M must be S ranked to unlock Phase 3. This step can be done at any point, right after clearing Phase 1. As it can use the same fleet as Phase 1, it is more convenient to do it after clearing Phase 1.

#### Phase 2

• 1BBV 1CAV 1CL 3DD
• Route = A B D F J O Q
• Shortest route to the boss,
• The boss is an "Installation" and requires appropriate gears to be defeated,
• The boss fleet includes one or two PT Imp Packs, requiring appropriate gears to be defeated (these can be ignored if an S-rank is unnecessary):
Anti-
Unlike most standard Abyssals, are very small and fast.
• All ship types suffer a severe accuracy and firepower penalty against PT-Imp.
• Attacking them with larger guns is not very effective, smaller guns being recommended instead.

Accuracy formula against PT-Imps
The Accuracy formula against PT-Imps:[1][2][3][4]
• $\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor \big\lfloor \lfloor \text{Acc}_\text{Standard} + \text{Mod}_\text{Amagiri} \rfloor \times \text{Mod}_\text{Formation} \times \text{Mod}_\text{Morale} \times \text{Mod}_\text{PT} + \text{Mod}_\text{Add} \big\rfloor \times \text{Mod}_\text{Vanguard} \times \text{Mod}_\text{Ship} \times \text{Mod}_\text{Equipment} \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }$
With
• $\displaystyle{ \text{Acc}_\text{Standard} }$ the standard accuracy described here
• PT-Imps are "DDs" in the game, so the $\displaystyle{ \text{Mod}_\text{formation} }$ for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
• Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the $\displaystyle{ \text{Mod}_\text{PT} }$ modifier.
• $\displaystyle{ \text{EVA}_\text{PT} }$ the PT estimated evasion described bellow,
PT-Imp stats
Type Luck Eva $\displaystyle{ \text{EVA}_\text{PT} }$
? ? 81? 87? ?
60 220 80 87 85
60 250 82 89 88
? ? ? 84? ?

The main Accuracy modifiers are
• $\displaystyle{ \text{Mod}_\text{Amagiri} }$ being:
• 64 for
• 32 for DD and DE adjacent to Amagiri Kai Ni/D.
• 0 otherwise.
• $\displaystyle{ \text{Mod}_\text{Formation} }$ the Acc mod of each formation (see here),
• $\displaystyle{ \text{Mod}_\text{Morale} }$ the morale effects (see here)
• $\displaystyle{ \text{Mod}_\text{PT} = 0.42 }$,
• $\displaystyle{ \text{Mod}_\text{Add} = 24 }$,
• $\displaystyle{ \text{Mod}_\text{Night} }$ being 0.7 during night battle, 1 during day battle.
• $\displaystyle{ \text{Mod}_\text{Vanguard} }$ being 1.2 when using the .[5]
• $\displaystyle{ \text{Mod}_\text{Ship} }$ the bonus given by ship types, described below,
• $\displaystyle{ \text{Mod}_\text{Equipment} }$ the bonuses given by equipment, described below,
• When several equipment are used on a ship, it is then the product of those bonuses.

has the ability to prioritize focusing on attacking PT-Imp with significantly increased accuracy if any are present.

• Ships placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT-Imp if any are present.

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[6].

Ship Type $\displaystyle{ \text{Mod}_\text{Ship} }$
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment $\displaystyle{ \text{Mod}_\text{Equipment} }$
1st equipped 2nd equipped
Small Small Caliber Main Guns[7] 1.3 1.15
Sec Secondary Guns 1.55 1
Anti-Aircraft Guns 1.45 1.35
1.75 1
Armed 1.45 1.3
Bomber Seaplane Bombers & Seaplane Fighters 1.5 1
Dive Bombers & 1.375 1.2
All other equipment 1
Notes
• It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
• Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
• Combining equipment is recommended to see significant boosts to accuracy.
• Using other setups improving accuracy is also advisable:
References:

#### Phase 3

• 0-1(F)BB(V), 1-2CA(V), 1CL, 3DD
• 1(F)BB(V), 1CA(V), 1CLT, 1CL, 2DD (FAST)
• 1CVL, 1-2CA(V), 1-2CL, 2-3DD
• Route = A B D F J O P T
• Shortest route to the boss

• 1-2(F)BB(V), 0-1CVL, 1CL, 3DD
• Route = A B D F J O P R T
• Allows an extra battleship or light carrier in exchange for an extra surface combat at node R.

• There is a LoS check at P (Cn4 = 58?)
• Using historical ships and/or high-damage night attacks is recommended as Batavia Princess has up to 244 armor in the Last Dance formation of the boss node.

### SS and Carrier Exp farming

The 1st enemy node being an Air Node, it's possible to take advantage of how it works to level up any SS(V) as well as "carriers" risk-free.

• All SS(V) won't take any damage on Node A, so any SS(V) fleet can level up risk-free on this node.
• If possessing one or more , it is possible to take advantage of the AARB mechanic to also level up CV(L), BBV, CAV, and AV.
• By equipping one RLK2 on carriers, passing a certain AA threshold, said carrier won't take any damage on the Air Node.
• Having more than 1 RLK2 on the same ship decreases the AA threshold, making it possible to level up weaker carriers.
• Once Node A cleared , retreat to the base and repeat.