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# Aerial Combat

(Redirected from Contact)
Combat Portal
Aerial Combat Day Battle Night Battle
Jet Assault  · LBAS  · 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

# Aerial Combat Breakdown

Aerial Combat is one of the Day Battle intermediary phases. In this phase, allied and enemy fleets indirectly fight each other for aerial dominance and airstrike potential, granting either fleet some substantial advantages in the subsequent combat phases.

Aerial Combat has the following structure:

If an LBAS phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.

• See LBAS for more details.

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

Planes in combat phases
Plane type Detection Contact Airpower Opening airstrike Day Cut-in ASW
Fighters ✔️ ✔️
Torpedo Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Dive Bombers ✔️ ✔️ ✔️ ✔️
Jets ✔️ ✔️
Carrier Recons ✔️ ✔️
Recon Seaplane Recons ✔️ ✔️ ✔️
Bomber Seaplane Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Seaplane Fighters ✔️
Large Flying Boats ✔️ ✔️ ✔️
Rotorcraft ✔️ ✔️
Liaison Aircraft ✔️ ✔️

# Jet Assault Phase

Planes that participate in this phase:

• , "Jets" (turbojet propelled fighter-bombers)

If any carrier on either side is equipped with Jets, the "Jet Assault" (JA) Phase will commence first of all. The JA Phase may only commence during battles where Airstrikes can be performed. The JA follows the same rules as Stage 3.

The defending side is allowed to defend against the Jets following the same rules as Stage 2, however, Jets possess great Anti-Air Resistance, specifically during the JA, and enemy AACI cannot be triggered during this phase either.

Jets also take part in the regular Stage 3, but in exchange, they are subject to enemy Anti-Air prior to the JA, and again during Stage 2.

Steel Cost: every time the Jet Assault Phase is triggered, is automatically subtracted from the stockpile.

$\displaystyle{ \text{Jet Phase Cost} = \sum^{\text{All Jets}} \lceil \text{Plane}_\text{Count} \times \text{Steel Cost} \rceil }$

• $\displaystyle{ \text{Plane}_\text{Count} }$ is the current plane count at the start of the battle.
• $\displaystyle{ \text{Steel Cost} }$ is the steel cost per plane.

# Stage 1 - Battle for Air Superiority

Green text at the bottom of the screen indicating an Air Supremacy result.

Planes that participate in this phase:

• Fighters:
• / carrier-based,
• seaplanes.
• Hayabusa ASW Hayabusa
• Bombers
• //// carrier-based,
• Bomber seaplanes.

Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is to define the Air State imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as Fighter Power (FP).

Fighter Power is defined by each plane equipped in the fleet that participates in this phase.

Fighter Power

$\displaystyle{ \text{Fighter Power} = \sum^{\text{All planes}} \left[ \left(\text{AA}_\text{Plane} \times \sqrt{\text{Plane}_\text{Count}} \right) + \text{Mod}_\text{proficiency} \right] }$

Where:

• $\displaystyle{ \text{AA}_\text{Plane} }$ is the AA stat of the plane, including Improvements.
• $\displaystyle{ \text{Plane}_\text{Count} }$ is the number of planes in the slot prior to Stage 1's start.
• $\displaystyle{ \text{Mod}_\text{proficiency} }$ is the fighter-power proficiency bonus. For maxed proficiency ❱❱ planes it is:

After Fighter Power is calculated for each fleet (FP and EFP for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:

Air State Fighter Power Range Allied Planes Shot Down Enemy Planes Shot Down Airstrike Contact Artillery Spotting Night Contact
Air Supremacy (AS+)

$\displaystyle{ \text{FP} \ge 3\text{EFP} }$ 3/120 - 7/120 0% - 100% Allied Only Allied Only Allied Only
Air Superiority (AS)

$\displaystyle{ 3\text{EFP} \gt \text{FP} \ge 1.5\text{EFP} }$ 9/120 - 21/120 0% - 80% Allied & Enemy Allied Only Allied & Enemy
Air Parity (AP)
No text
$\displaystyle{ 1.5\text{EFP} \gt \text{FP} \gt \frac{2}{3}\text{EFP} }$ 15/120 - 35/120 0% - 60% Neither Neither Neither
No text
$\displaystyle{ \frac{2}{3}\text{EFP} \ge \text{FP} \gt \frac{1}{3}\text{EFP} }$ 21/120 - 49/120 0% - 40% Allied & Enemy Enemy Only Allied & Enemy
Air Incapability (AI)

$\displaystyle{ \frac{1}{3}\text{EFP} \ge \text{FP} }$ 30/120 - 70/120 0% - 10% Enemy Only Enemy Only Enemy Only

After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.

Proportional Air State Shootdown Formulas

For each slot of the Allied Fleet:

$\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Plane}_\text{Count} \times \left( \text{random} \left[ 0 ; \frac{\text{Mod}_\text{Air State}}{3} \right] + \frac{\text{Mod}_\text{Air State}}{4} \right) \times 0.1 \times \text{Mod}_\text{Jet} \right \rfloor }$

For each slot of the Enemy Fleet:

$\displaystyle{ \text{Plane Loss} = \Big\lfloor \text{Plane}_\text{Count} \times \big( 0.035 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] + 0.065 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] \big) \Big\rfloor }$

Where:

• $\displaystyle{ \text{Plane}_\text{Count} }$ is the plane's count in the slot.
• $\displaystyle{ \text{Mod}_\text{Air State} }$ is the Air State modifier for each side, with:
• AS+: 1
• AS: 3
• AP: 5
• AI: 10
• $\displaystyle{ \text{Mod}_\text{Jet} }$ is 0.6 for , 1 otherwise.
• The random function takes a random integer within the range in a linear distribution.
Notes
• Aircraft will be launched regardless of the carrier's state (except Sunk).
• The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
• If both sides launch no planes, the Air State will be Air Parity.
• By solely using planes with no AA stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
• In such case, the allied fleet will attain AS+ even if no planes are launched.

# Stage 2 - Fleet Anti-Air Defense

Planes that participate in this phase:

• Bombers

Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.

• Each bomber is assigned to a random enemy ship.
• Ships are picked regardless of damage state, ship class, and position in the fleet have no influence.
• Even ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
• Sunk ships cannot be chosen to defend[1], but sunk enemy ships can still activate Anti-Air Cut-in for the fleet[2]
• When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50% chance of success:
• The first roll, denominated Proportional Shootdown, or Prop for short, reduces the slot size by a given % value.
• The second roll, denominated Fixed Shootdown, or Fixed for short, reduces the slot size by a given X value.
• There is therefore a chance of 25% to trigger both effects, 25% to trigger only Prop, 25% to trigger only Fixed, and 25% to trigger neither, for each bomber.
• Player-side ships are also guaranteed to shoot down at least +1 plane in addition to this, see Anti-Air Cut-in for details.

Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value Ship Adjusted AA applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value Fleet Adjusted AA has the objective of further increasing the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.

Allied Fleet:

• Ship Adjusted AA of each ship is defined by[1]:
• $\displaystyle{ \text{AdjAA}_\text{ship} = \text{AA}_\text{ship} + \sum^{\text{All Equip}} \left( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} + \text{AA}_\text{★-Equip} \right) }$
• Then, if ship has any equipment equipped: $\displaystyle{ \text{AdjAA}_\text{ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{ship}}{2}\bigg\rfloor }$ (rounded down to the nearest multiple of 2)

• Fleet Adjusted AA is defined by:
• $\displaystyle{ \text{AdjAA}_\text{fleet} = \frac{2}{1.3} \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} + \text{AA}_\text{★-Fleet} ) \bigg\rfloor \Bigg\rfloor }$

Enemy Fleet

• Ship Adjusted AA of each ship is defined by:
• $\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \Bigg\lfloor \sqrt{\text{AA}_\text{ship} + \sum^{\text{All Equip}} \text{AA}_\text{Equip}} \Bigg\rfloor + \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} ) }$
• Then: $\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{enemy ship}}{2}\bigg\rfloor }$ (rounded down to the nearest multiple of 2)

• Fleet Adjusted AA is defined by:
• $\displaystyle{ \text{AdjAA}_\text{enemy fleet} = 2 \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} ) \bigg\rfloor \Bigg\rfloor }$

With:

• $\displaystyle{ \text{AA}_\text{ship} }$ the base AA stat of the ship.
• $\displaystyle{ \text{AA}_\text{Equip} }$ the AA stat of the equipment
• $\displaystyle{ \text{AA}_\text{★-Equip} }$ the "equipment" AA stat gained from Improvements.
• $\displaystyle{ \text{AA}_\text{★-Fleet} }$ the "fleet" AA stat gained from Improvements.
• $\displaystyle{ \text{Mod}_\text{Formation} }$ the Formation modifier. See Combat for more details.
• $\displaystyle{ \text{Mod}_\text{Equip-XX} }$ the equipment type modifier, with each value used in their respective formulas:
Equipment Type $\displaystyle{ \text{Mod}_\text{Equip-Ship} }$ $\displaystyle{ \text{Mod}_\text{Equip-Fleet} }$

High-Angle Guns,
4 0.35

3 0.4

0 0.6

[3]
0 0.25

AA Guns
6 0.2
All other equipment 0
Other Abyssal AA Equipment
Including CIC, HA Single-Guns
0

## Proportional and Fixed shootdowns

• Ship Adjusted AA is used to calculate Proportional shootdown.
• Ship Adjusted AA and Fleet Adjusted AA are used to calculate Fixed shootdown.
Prop/Fixed Shootdown Formulas

Allied Fleet's ship:

• $\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor }$
• $\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value}}{10} \right \rfloor }$

Enemy Fleet's ship:

• $\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor }$
• $\displaystyle{ \text{Fixed}= \Bigg\lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{enemy fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value} \times 0.75 }{8} \Bigg\rfloor }$

With:

• $\displaystyle{ \text{AdjAA}_\text{xx} }$ the previously calculated Adjusted Anti-Air.
• $\displaystyle{ \text{Plane}_\text{Count} }$ the current number of attacking planes.
• $\displaystyle{ \text{Mod}_\text{CF} }$ the Combined Fleet modifier, being:
• 1 in Single Fleets
• 0.8 if the ship is in a CF's main fleet on Surface Nodes
• 0.72 if the ship is in a CF's main fleet on Air Raid Nodes
• 0.48 if the ship is in a CF's escort fleet
• $\displaystyle{ \text{K}_\text{value} }$ the Anti Air Cut-in (AACI) multiplier.
• $\displaystyle{ \text{AAR}_\text{ship} }$ the attacking plane's Ship AA Resist.
• $\displaystyle{ \text{AAR}_\text{fleet} }$ the attacking plane's Fleet AA Resist.
Guaranteed Shootdown Formula
• $\displaystyle{ \text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB} }$

With:

• $\displaystyle{ \text{AAR}_\text{AACI} }$ the attacking plane's AACI Resist.
• Value is suspected to be equal to $\displaystyle{ \text{AAR}_\text{ship} }$, but not confirmed for all planes.[1]
• $\displaystyle{ \text{AACI}_\text{shotA} }$ and $\displaystyle{ \text{AACI}_\text{shotB} }$ are Anti Air Cut-in (AACI) Shot-down values
• See Shot down per slot column of AACI Patterns for values in tooltips.
• Player fleet uses $\displaystyle{ \text{AACI}_\text{shotA} = 1 }$, $\displaystyle{ \text{AACI}_\text{shotB} = 0 }$ if no AACI triggered
• Enemy fleet uses $\displaystyle{ \text{AACI}_\text{shotA} = 0 }$, $\displaystyle{ \text{AACI}_\text{shotB} = 0 }$ if no AACI triggered
• Values for API values after 13 are unconfirmed

### Anti-Air Resistance

Specific planes, in particular skilled variants, remarkable aces or state-of-the-art aircraft may present a special AA resistance property. AA resistance is presented in form of "Ship AA Resistance/Fleet AA Resistance", with each value being used in the respective above formulas.

This property is arbitrary to each aircraft, but loosely fit in the following categories:

• Extremely high resistance: Aircraft that presents a resistance of 0.5/0.5
• High resistance: Aircraft that presents a resistance of 0.5/0.7
• Average resistance: Aircraft that presents a resistance of 0.6/0.7
• Low resistance: Aircraft that presents a resistance of 0.6/1.0
AA Resist Planes
Plane Air State Modifier Ship AA Modifier Fleet AA Modifier
Torpedo Bombers
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
Dive Bombers
1 0.6 1
1 0.6 0.7
1 0.6 0.7
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
Jets
0.6 0.5 0.7
0.6 0.5 0.5
Bomber Seaplane Bombers
1 0.6 1
1 0.6 1
1 0.6 0.7
1 0.6 0.7
1 0.5 0.7
1 0.5 0.5
1 0.5 0.7
Liaison Aircraft
1 0.6 1
Land Based Bombers
1 0.6 1
1 0.6 0.7
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 0.7
1 0.6 0.7
1 0.6 1
Abyssal Planes
Abyssal Night Dive Bomber 1 0.6 0.7
Abyssal Night Revenge Torpedo Bomber 1 0.6 0.7
Abyssal Two-seat Fighter-bomber Hawk 1 0.6? 0.7?
Abyssal Two-seat Fighter-bomber Hawk Kai 1 0.6? 0.7?
[1] [2] [3] [4] [5]

## Anti-Air Cut-in

Akizuki performing the API 1 (HHR) AACI.

Using special equipment setups, ships may perform one of multiple special anti-air maneuvers during Stage 2. These moves are often referred to as AA Cut-ins, or AACI due to the way the equipment is displayed in the screen before they are performed. Particular AACI are often referred to by their acronym, such as BBR for AACI 5.

AACI grants a multiplier to the Fixed Shootdown of all Allied Fleet ships regardless of what ship uses it, referred to as K-value. On top of that effect, AACI will remove a fixed number of planes from each enemy bomber slot. These effects make depleting the entirety of enemy bombers much more feasible.

Although several ships can be equipped with a proper AACI setup, only one ship can perform an AACI. If Stage 2 happens multiple times, like in an Air Battle node, then each Air Phase's Stage 2 might roll an AACI.

If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, an animation will not be shown, but the effects will function normally. It can activate during the regular airstrike phase, but not during LBAS phases.

• There is a bug that allows enemy ships to activate AACI even if they were sunk[1].

The trigger chance of a given AACI is solely determined by its API value, and is arbitrary. Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS have no bearing in AACI trigger rates. Most trigger chances were datamined from KanColle Vita, and tests in the Browser version corroborated the results.

• is used to indicate any .
• is used to indicate any AA Gun.
• Air is used to indicate an Air Radar.
• Any Radar with AA stat of 2 or higher is considered an Air Radar, even if not explicitly stated by the game.

AACI Patterns
API value Type Shot down
per slot
K-value Rate User Notes
None - 1.0 N/A Player's fleet only Triggers if no other AACI is activated
1 HHR
Air
1.7 65% HA guns x2 + Air Radar
2 HR
Air
1.7 58% HA guns + Air Radar
3 HH
1.6 50% HA guns x2
4 MSAR
Air
1.5 52% Battleships Large Main Gun + AA Shell + AAFD + Air Radar
5 BBR
8+ AA 8+ AA Air
1.5 55% All HA guns (≥8 AA) x2 + Air Radar
6 MSA
1.45 40% Battleships Large Main Gun + AA Shell + AAFD
7 HAR
Air
1.35 45% All HA guns + AAFD + Air Radar
8 BR
8+ AA Air
1.4 50% HA guns (≥8 AA) + Air Radar
9 HA
1.3 40% HA guns + AAFD
10 HCR
9+ AA Air
1.65 60% HA guns + AA Gun (≥9 AA) + Air Radar
11 HC
9+ AA
1.5 55% HA guns + AA Gun (≥9 AA)
12 CGR
9+ AA 3+ AA Air
1.25 45% All AA Gun (≥9 AA) + AA Gun (≥3 AA) + Air Radar
13 Cannot be activated:
8+ AA 9+ AA Air
1.35 35% All except HA guns (≥8 AA) + AA Gun (≥9 AA) + Air Radar
14 HGR
Air
+5 1.45 62% HA guns + AA Gun + Air Radar
15 HG
+4 1.3 55% HA guns + AA Gun
16 HGR
Air
+5 1.4 62% &
(not )
HA guns + AA Gun + Air Radar
17 HG
+3 1.25 55% HA guns + AA Gun
18 C
9+ AA
+3 1.2 60% AA Gun (≥9 AA)
19 HC
7- AA 9+ AA
+6 1.45 58% HA guns (≤7 AA) + AA Gun (≥9 AA)
20 C
9+ AA
+4 1.25 65% AA Gun (≥9 AA)
21 HR
Air
+6 1.45 60% HA guns + Air Radar
22 C
9+ AA
+3 1.2 60% AA Gun (≥9 AA)
23 G
3~8 AA
+2 1.05 80% AA Gun (3 to 8 AA)
24 HG
3~8 AA
+4 1.25 40% HA guns + AA Gun (3 to 8 AA)
25 Air +8 1.55 60% + Air Radar + AA Shell
26 Air +7 1.4 55% + Air Radar
27 Air +6 1.55 55% + + Air Radar
28 Air +5 1.4 55% &
29 HR
Air
+6 1.55 60% &
Using HA guns (≥8 AA) has a high chance to proc AACI 5/8 instead.
30 HHH
+4 1.3 45% &
HA guns x3
31 HH
+3 1.2 52% HA guns x2
32
OR

OR
+4 1.2 50% Royal Navy Ships &
+
OR
+ /
33 HG
4+ AA
+4 1.35 45% HA guns + AA Gun (≥4 AA)
34 +8 1.6 55% Fletcher-class 2
35
OR
+7 1.55 55% + /
36
OR

OR
+7 1.55 50% 2 / +
37 +5 1.45 40% 2 (not base)
38 +11 1.85 57% 2
39 +11 1.7 57% +
40
OR

OR
+11 1.7 56% 2 / +
41
OR

OR
+10 1.65 55% 2 /
42 Sp 6+ AA +11 1.65 ?% + 1 or 2 + 0 or 1 AA Gun (≥6 AA)
43 Sp +9 1.6 ?%
44 Sp 6+ AA +7 1.6 ?%
45 Sp +6 1.55 ?%
Notes
• If multiple ships can trigger AACI, the ship that rolls the highest API number takes priority.
• If API numbers are tied, priority goes by fleet slot order from top to bottom.
• If a single ship fulfills multiple AACI requirements:
• A single roll is done to check for all AACIs.
• This means that an AACI with higher priority and higher trigger rate completely blocks lower priority AACI from activating.
• For example, Akizuki with a 8+ AA8+ AAAir setup fulfills the requirements of the AACIs with API values 1, 2, 3, 5, and 8, with 1 being the highest priority. Due to this, the only API that Akizuki can trigger is 1, because a success will activate it, and a failure implies that the roll wouldn't meet the 58%, 50%, 55%, and 50% trigger rates as it has failed to meet a 65% rate roll.
• Conversely, an AACI with lower priority but higher trigger rate has a chance of occurring, if the roll fails to pass the higher priority AACI.
• For example, Isokaze B Kai with 8+ AA8+ AAAir fulfils 5 (55% rate) and 29 (60% rate), with 5 having priority. This means that in total, 5 will occur 55% of the time, and 29 will occur the leftover 5% of the time (60% - 55%).
• Priority is: (1 > 2 > 3, 10 > 11, 14 > 15, 16 > 17, 19, 21, 25, 42 > 43 > 44 > 45) > 4 > 5 > 6 > 8 > 7 > (26 > 27 > 28, 29) > 9 > (33) > 12 > 13 > (18, 20, 22, 23, 30 > 31 > 24, 32)[2][3]
• Examples:
• Kinu Kai Ni can trigger both API 20 and 19.
• The same ship can activate APIs 20, 5, and 29.
• Note: At some point during 2018-2019(?), priority was changed from 7 > 8 to 8 > 7. Prior to this, both 7 and 8 could be triggered with 8+ AAAir[4], whereas now only 8 can be triggered.

### Sequential AACIs

The Sequential AACIs are the Cut-ins introduced with the implementation of Johnston onwards. So far, they are exclusive to the and . Different from Original AACIs, each eligible AACI will be rolled independently if the previous roll has failed. If all Sequential rolls fail, an additional Original Type roll is performed. This grants the specific ships with access to Sequential AACIs extremely high combined trigger rates.

• Example: Atlanta with + + fulfils 39, 40, 41, and 5. Rolled independently, this gives 57% for 39, ~24% for 40, ~10.4% for 41, ~4.7% for 5, for a total of ~96% chance of some AACI occurring.

Sequential AACIs are, in order of priority: (34 > 35 > 37 > 36, 38 > 39 > 40 > 41) > (Original AACI)[2]

# Stage 3 - Airstrike

Planes that participate in this phase:

• Reconnaissance Seaplanes
• Carrier-based Reconnaissance Aircraft
• Carrier-based Bombers
• Seaplane Bombers
• Liaison Aircraft with Dive Bombing stat.

With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as Shelling target selection. The targeted ship is not necessarily the ship that has defended against said bomber during Stage 2.

See Damage Calculations for details on airstrike damage.

Notes
• Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
• The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
• Submarines are untargetable by Airstrike

## Contact

Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.

Contact is a special mechanic that increases the damage of all bombers participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text Making contact! (触接中!, shokusetsu-chū!).

### Step 1: Contact Trigger

This step determines if any contact can trigger at all. Each plane that can perform Contact except / Torpedo Bombers contributes an independent trigger rate based on the plane's LoS stat and slot size. The Final Trigger Rate is determined using the sum of all independent trigger rates, and is also affected by Air State.

• If only / Torpedo Bombers are present, there is still a very small chance Contact Trigger can succeed.
Contact Trigger Rate Formula[1]

$\displaystyle{ \text{Contact Rate}= \frac{1 + \sum^{\text{All Planes}} \left( \lfloor \sqrt{\text{Plane}_\text{Count}} \times \text{LoS}_\text{Plane} \rfloor \right)} {\text{Mod}_\text{Air State}} }$

Where:

• $\displaystyle{ \text{All Planes} }$ refer only to all planes that can perform Contact (/Recon//) except Torpedo Bombers (/).
• $\displaystyle{ \text{Plane}_\text{Count} }$ is the current plane's slot size.
• $\displaystyle{ \text{LoS}_\text{Plane} }$ is the plane's displayed LoS stat.
• $\displaystyle{ \text{Mod}_\text{Air State} }$ is the Air State modifier.
• AS+: 25
• AS: 40

A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.

### Step 2: Aircraft Selection

After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:

• Accuracy stat, starting from highest.
• The Carrier's position in the fleet, starting from Flagship.
• The Equipment slot position, starting from the first.
Aircraft Selection Formula[1]

$\displaystyle{ \text{Selection Rate}= \frac{\text{LoS}_\text{Plane}} {\text{Mod}_\text{Air State}} }$

Where:

• $\displaystyle{ \text{Selection Rate} }$ applies only to planes that can perform Contact (//Recon//).
• $\displaystyle{ \text{LoS}_\text{Plane} }$ is the plane's displayed LoS stat.
• $\displaystyle{ \text{Mod}_\text{Air State} }$ is the Air State modifier.
• AS+: 14
• AS: 16

The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, Contact will not trigger, even if Step 1 was successful.

If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's stat.

Accuracy Damage Modifier
0 112%
1 112%
2 117%
3+ 120%
1. KanColle Kai decompile

## Anti-Air Rocket Barrage

Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage.

• The only ships types able to trigger this mechanic are:
• The ship must be equipped with a .
• It is often referred to as "RLK2" or "Rosa Kai Ni" for short.
AARB Trigger Rate Formula

The trigger rate for a given ship is:

$\displaystyle{ \text{AARB %} = 100 \times \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck}}{400 - \left( 40 \times \text{N}_\text{rocket} + \text{AdjAA}_\text{RLK2} + 30 + \text{Mod}_\text{Ise-class} \right)} }$

With:

• $\displaystyle{ \text{AdjAA}_\text{ship} }$ the previously calculated Adjusted AA of the ship.
• $\displaystyle{ \text{Luck} }$ the ship's Luck stat.
• $\displaystyle{ \text{N}_\text{rocket} }$ the number of equipped on the ship.
• $\displaystyle{ \text{AdjAA}_\text{RLK2} }$ the Adjusted AA of the RLK2, being .
• $\displaystyle{ \text{Mod}_\text{Ise-class} }$ being 70 if the ship is an Ise-class, 0 otherwise.
Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.

If the AARB triggers on a ship, the ship will slide forward, and Rocket Barrage Successful (噴進弾幕成功, funshindan maku seikō) will be displayed over its card.

• If the ship does not take any damage during the airstrike, the same animation will also be played, even if the AARB failed to trigger or the ship was not targeted by any bomber.
• Generally when a ship is targeted by any bomber and takes no damage, the text "miss" will be displayed over the ship's card, but if the AARB actually triggered, nothing will be displayed instead.
Notes
• It is possible to achieve more than 100% activation rate.
• There is another anti-air barrage animation in-game for only AA Shells. No effects were found for it.
• The combination of a AA Shells and the is also supposed to have extra effects. No effects were found for it.
• The uselessness/cosmetic-only role of AA Shells in this mechanic might be an historical reference to the real T3 shells, being extremely ineffective in their AA role, and being compared to simple "fireworks".