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Combat/Night Battle

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Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


Night Battle Breakdown

The screen after Day Battle. Clicking "夜戦突入" on the right will begin Night Battle

When the fleet pursues the enemy into Night Battle (夜戦, yasen), or enters special Nodes such as Night Nodes or Night to Day Nodes, the fleet will fight at night.

The Night Battle has the following structure:

  1. Friendly Fleet (event only)
  2. Support Expedition (if the battle starts at night only)
  3. Night Contact and Spotting
  4. Night Shelling Phase

In case neither fleets meet the requirements, the sub-phase will be skipped.

Night Contact and Spotting

Star Shell, Searchlight, and Night Recon activated. The Night Recon is displayed on top of the Enemy "Radar".

When the fleet is equipped with certain equipment, additional effects are triggered for the duration of the Night Battle. The relevant equipment and their effect are listed below.

Equipment Effect Requirements
FlareIcon.png Star ShellStar Shell
  • Increases the Accuracy of the fleet.
  • Increases the cut-in rate of the fleet.
  • Greatly decreases the cut-in rate of the enemy fleet.
  • Ship must have at least 5 HP Health
  • Trigger rate is 70% per ship equipped with a Star Shell. If multiple Star Shells are in the fleet, each will have a chance to trigger in fleet order.
Night Seaplane BomberPrototype Night Zuiun (Attack Equipment)Prototype Night Zuiun (Attack Equipment)
Searchlight SearchlightsSearchlight
Type 96 150cm Searchlight
  • Greatly increases the Accuracy of the fleet.
  • Greatly increases the cut-in rate of the fleet.
  • Decreases the cut-in rate of the enemy fleet.
  • The equipping ships have their evasion Evasion sharply reduced, and get targeted more often, see here
  • Ship must have at least 2 HP Health
  • Trigger rate is 100%
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
  • Increases the cut-in rate of the ship equipping it.
  • None
Night Reconnaissance Seaplane Night Recons
  • The recon cannot trigger on a slot of size 0.
  • The success rate is dependent on the level of the ship it is equipped on.
  • Trigger is determined by:
    • [math]\displaystyle{ \text{Triggers %} = 4 \times \bigg\lfloor \sqrt{\text{LoS}} \times \sqrt{\text{LV}} \bigg\rfloor }[/math]
    • With:
      • [math]\displaystyle{ \text{LoS} }[/math] The base LoS Line of Sight of the recon (excluding Improvements Improved and fit bonuses),
      • [math]\displaystyle{ \text{LV} }[/math] The Level of the ship carrying the Night recon.
    • Like Day Contact, if multiple night recons are in the fleet, each will have a chance to trigger, in base accuracy order.
  • If the Night Battle was preceded by a day battle:
    • The Air State must be AD, AS or AS+.

Night Shelling Phase

Example of engagement order during Night Battle

Following the battle preliminary stages, Night Shelling proper will begin. Similar to Day Battle, attacks performed by ships are shelling attacks.

Some rules are applied to shelling attacks:

  • Attack power is defined by Firepower + Torpedo Attack stats instead of only Firepower.
    • It is often represented with the Night Battle Power "Night Battle Power" (Yasen) icon.
    • If the enemy is unaffected by torpedoes, such as installations, only Firepower is used instead.
  • The Shooting Order is altered, with notably Heavily Damaged, evacuated, and sunk ships performing an actionless turn.
  • CV(B/L) are unable to participate in night battles, unless specific requirements are met (see below).
  • Shelling attacks that target submarines will always deal Scratch Damage, making it impossible to sink submarines during Night Battle.
    • This rule is void if the player's fleet is a Combined Fleet.
    • Friendly Fleets can also ignore this rule, and may damage submarines.

In addition to that, Night Battle is not affected by the Day Battle's Engagement, but is still affected by the Formation.

Carrier Night Attacks

Normally carriers cannot attack at night unless certain conditions are fulfilled. There are three different kinds of carrier night attacks: Standard Shelling, Swordfish Night Attacks, and Carrier Night Air Attacks.

This is not to be confused with Carrier Cut-In Attacks which are for daytime shelling.

Trigger Requirements

Standard Shelling
Swordfish Night Attack
  • This is just limited to Ark Royal/KaiArk Royal
    Ark Royal Kai
    when equipped with a SwordfishSwordfish
    Swordfish Mk.II (Skilled)
    Swordfish Mk.III (Skilled)
    .
  • This attack cannot be triggered when moderately damaged (中破).
  • The attack power is calculated using the surface night battle damage formula but only taking into account Ark Royal's base firepower and the Swordfish's stats and Improved improvements[1].
    • All other equipment stat/bonuses are ignored.
    • Swordfish fit bonuses are also ignored.[2]
  • Plane Proficiency still affects the critical rate.
  • May be set up to activate Cut-Ins like the Double Attack.

On a side note, unlike the browser version, on the arcade version the attack is very powerful.

Carrier Night Air Attack
  • When equipped with a Aviation Personnel NOAPNight Operation Aviation Personnel
    Night Operation Aviation Personnel + Skilled Deckhands
    along with at least one Night FighterNight Torpedo BomberNight Plane, all carriers are able to perform carrier night air attacks.
  • Like day battle, CV(L) cannot trigger the attack when moderately damaged (中破), but CVB still can.
  • The attack power is calculated using the carrier night air attack formula.
    • Only the base stats of the carriers, the stats of the night planes, and the count of each night plane are taken into account.
    • Planes in 0-size slots are ignored.
  • Plane Proficiency still affects the critical rate.
  • It can trigger regardless of the result of the fighter combat phase in day.
  • It can trigger even if no bombers are left.
  • CV(L) will ignore submarines to target surface ships with this attack.
    • Uniquely, Gambier Bay Mk.IIGambier Bay Mk.II will focus on submarines using a shelling attack
    • If the carrier can also natively carry out "Standard Shelling", and no other valid target is available, the carrier will switch back to the shelling against submarines.
  • May activate Night Carrier Cut-Ins.

Night Special Attacks

When using special equipment setups, ships may perform one of multiple special attacks at night. These attacks are often referred to as Cut-Ins due to the way the equipment is displayed on the screen before the attacks are performed. Particular cut-ins are often referred to by their acronym, such as TCI for Torpedo Cut-In, GCI for Gun Cut-In, DA for Double Attack, etc...

Compared to Day cut-ins (Artillery Spotting), Night cut-ins do not require any particular Air State, relying solely on the equipment restrictions and the stats of the ship performing it. Do note that the specific equipment being shown during the cut-ins animation have no influence on the damage output.

Cut-ins may be activated during a ship's turn and will override its normal single attack.

In addition, all "Special Attacks" (Touches) can trigger at night, with the "Kongou-class Night Assault" being only available during night battle.

Setups and Attack Types

Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are solely determined by the attack's prerequisites.

For a given cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-ins rolled for. If the setup fulfills multiple prerequisites, the Cut-in closer to the bottom of the list will be used. Additionally, each ship will roll for "New Type" Cut-ins first, if possible.

Special attacks that hit twice will roll independently to determine hit, critical chance, and armor penetration. Although their animations appear as single hits, Torpedo Cut-In, and Mixed Torpedo Cut-In are actually composed of 2 separate hits, with their damage added together in-game.

"New Type" Cut-ins

Uranami performing a DD-exclusive Torpedo/RADAR/Lookout Cut-in, or TRL for short.

The "New Type" Cut-ins are the Cut-ins introduced with the implementation of Saratoga Mk.II onwards. From top to bottom, each eligible Cut-in will be rolled if the previous roll has failed. If all rolls fail, then an additional single roll for a "Original Type" Cut-in is performed.

Do note that Night Carrier Cut-ins require a CV(L/B) with Night Operation capabilities by either equipping a NOAPNight Operation Aviation Personnel
Night Operation Aviation Personnel + Skilled Deckhands
or being a CVN.

  • Carriers that can perform Surface Shelling attacks at night will not perform Carrier Cut-ins without said Night Operation capabilities.
Night Zuiun CI
  • Can only be triggered on BBV, CAV, CL, or AV[1].
  • The ship must not be more than lightly damaged (小破).
  • Performs 2 attacks against random enemies.
    • The same enemy can be targeted twice.
  • Drops a Star Shell during the attack.


If not applicable, ships will skip rolling for "New Type" Cut-ins altogether and only roll for "Original Types" instead.

Attack Type Prerequisites Notes Pre-cap Damage Modifier Accuracy
Modifier[1]
Hits Chance for 2nd Hit[2][3]
(LV 80+ DD only)
Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
Destroyer Cut-ins TorpedoesSmall Caliber Main GunSurface RADARSurface 1.3 1.1 1 or 2 65% 115[4]
With 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 1.625
With 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3 1.706
With 2 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 1.820
With both 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 & K312.7cm Twin Gun Mount Model D Kai 3 1.911
With 2 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3 2.002
TorpedoesSurface RADARSurfaceLookout 1.2 1.2~? 50% 140[5]
With 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 1.5
With 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3 1.575
With 2 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2[6] 1.680
With both 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 & K312.7cm Twin Gun Mount Model D Kai 3[6] 1.768
With 2 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3[6] 1.848?
TorpedoesTorpedoesEquipment Card Torpedo Squadron Skilled Lookouts.png Requires TSLOTorpedo Squadron Skilled Lookouts 1.5 1.37~? 87.5% 125[7]
TorpedoesDrum CanisterEquipment Card Torpedo Squadron Skilled Lookouts.png Requires TSLOTorpedo Squadron Skilled Lookouts 1.3 ? ~55%? 122[8]
Carrier Cut-ins[9] Night FighterNight FighterNight Bomber Wildcard = Night FighterNight BomberNight-capable Dive BomberDive-bomber or Torpedo Bomber 1.25 ? 1 N/A 105[10]
Night FighterNight Bomber 1.2 120[10]
Night FighterNight-capable Dive Bomber
OR
Night Bomber Night-capable Dive Bomber
1.2 120?[10]
Night FighterWildcard Wildcard 1.18 130[10]
Night Zuiun Cut-ins Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane BomberSurface RADARSurface Is affected differently by "night equipment", see below 1.36 1.02~1.11 2*Will fire at 2 random enemies N/A 135[11]
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane Bomber 1.32
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberSurface RADARSurface 1.28
Large Caliber Main GunLarge Caliber Main GunNight Seaplane Bomber 1.24
  1. [1]
  2. [2]
  3. [3]
  4. Buffed from 130 to 115 [4]
  5. Buffed from 150 to 140 [5]
  6. 6.0 6.1 6.2 Tashkent Kai only.
  7. [6][7]
  8. [8]
  9. NB CVCI [9]
  10. 10.0 10.1 10.2 10.3 [10]
  11. [11]
Derivated set-ups

When using an SLOSkilled Lookouts or TSLOTorpedo Squadron Skilled Lookouts in the Reinforcement Expansion, it is possible to "mix" the Destroyer Cut-ins, making 2 cut-ins available to trigger at once, and so increasing the odds of having at least one that activates during Night Battle.

Those set-ups are:

  • "GTRL": Small Caliber Main GunTorpedoesSurface RADARSurfaceLookout
  • "DTRL": Drum CanisterTorpedoesSurface RADARSurfaceEquipment Card Torpedo Squadron Skilled Lookouts.png

GTRL is sometimes referred to as "GUiTaRSolo" for "Gun, Torp, Radar, and Skilled Lookouts (SLO)".

Do note that if a DD is equipped with a Surface RADARSurface Surface Radar AND a Lookout Skilled LookoutSkilled Lookouts
Torpedo Squadron Skilled Lookouts
, then it gain a post-cap evasion bonus during Night Battle.

Original Cut-ins

In contrast with the "New Type" Cut-ins, "Original" Cut-ins are only rolled once, even if multiple setup prerequisites are met. The setup used will be the top-most that meets the prerequisites. If this roll fails, the ship will perform a Single Attack.

Attack Type Prerequisites Notes Pre-cap
Damage
Modifier
Accuracy
Modifier[1]
Hits Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
Gun Cut-in Large Caliber Main GunLarge Caliber Main GunLarge Caliber Main Gun + Any on the remaining slots 2 2[2] 1 140
Mixed Gun Cut-in Large Caliber Main GunLarge Caliber Main GunSecondary Gun No additional Large Caliber Main Gun 1.75 1.5[2] 130
Submarine Cut-ins Late Model Submarine TorpedoesSub_LM Submarine Equipment With Late-Model Sub Torps ONLY 1.75 ? 2 105[3]
Late Model Submarine TorpedoesSub_LM Late Model Submarine TorpedoesSub_LM 1.6 110[4]
Torpedo Cut-in TorpedoesTorpedoes + Any on the remaining slots 1.5 1.5 122
Mixed Torpedo Cut-in TorpedoesLarge Caliber Main Gun Additional Large Caliber Main GunSecondary Gun allowed 1.3 1.5[2] 115
Double Attack Large Caliber Main GunLarge Caliber Main Gun No additional TorpedoesLarge Caliber Main GunSecondary Gun 1.2 1.1 -
Large Caliber Main GunSecondary Gun Additional Secondary Gun allowed
Secondary GunSecondary Gun Additional Secondary GunTorpedoes allowed

Single Attack

If all rolls fail or the ship meets no Cut-in requirements, then it will perform a "Single Attack", a default 1 hit shelling attack, with no particular damage or accuracy modifier.

Trigger Rates

Trigger rate formula
[math]\displaystyle{ \text{Trigger %}_\text{Cut-in} = \left[ \dfrac{\text{Base}_\text{ship} }{\text{Base}_\text{attack} } \right] \times 100 }[/math]
With
  • [math]\displaystyle{ \text{Base}_\text{ship} = \lfloor 15 + \text{Luck} + 0.75 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor }[/math] , if the Ship's Luck stat is less than 50.
  • [math]\displaystyle{ \text{Base}_\text{ship} = \lfloor 65 + \sqrt{ \left( \text{Luck} - 50 \right) } + 0.8 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor }[/math], if the Ship's Luck stat is 50 or greater.
  • [math]\displaystyle{ \text{Base}_\text{attack} }[/math] is the Value used by each type of Cut-in. See the above tables for value.
  • [math]\displaystyle{ \text{Modifiers} }[/math] is the sum of various equipment modifiers See the below table for value.
    • Do note that modifiers change based on the Cut-in that is being used.
    • Do note that modifiers can affect the enemy fleet.
Notes
  • The effect of Luck over 51 is negligible due to diminishing returns, thus going above such value is generally discouraged.
  • The formula used above was datamined from KanColle Kai and is corroborated by test results in the browser version.
Modifier Value
Allied Enemy
Other CIs Night
Zuiun CI
Ship Placement Flagship 15 N/A
Other 0
Health Health Moderately Damaged
(中破 Chuuha)
18
All other health states 0
LookoutSkilled LookoutsSkilled Lookouts - 5 8
LookoutTorpedo Squadron Skilled LookoutsTorpedo Squadron Skilled Lookouts[1] DD/CL(T) 8 0
Other 0
Fleet Searchlight SearchlightsSearchlight
Type 96 150cm Searchlight
[2]
- 7 -10 -5
FlareIcon.pngStar ShellStar Shell
Night Seaplane BomberPrototype Night Zuiun (Attack Equipment)Prototype Night Zuiun (Attack Equipment)[3]
Do not stack 4 -10 -10
  1. https://twitter.com/Divinity_123/status/1680201615746146304
  2. [15]
  3. Only affect attacks after the Night Zuiun CI triggred.

See Also