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# Combat/Day Battle

(Redirected from Detection)
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

# Day Battle Breakdown

The Day Battle is the phase where the majority of combat takes place.

• This article will go more in-depth on the stages that take place during the surface combat.
• Although it will be mentioned when the other related battle phases take place, keep in mind that this page won't go deeper about it, due to the complexity of the mechanics behind them, please refer to each individual page for more details.

The Day Battle has the following structure:

1. Detection
2. Engagement
3. Aerial Combat
4. Surface Combat

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

# Detection

Successful Detection

During Detection, the fleet attempts to detect the enemy fleet. The success rate of Detection is influenced by many factors such as the number and quality of Recons, Radars, fleet Line of Sight (LoS), and such. It is not required to have any equipment to have successful Detection. Generally, it is extremely unlikely to fail detection unless using a very low leveled fleet.

Planes that participate in this phase:

In case the fleet fails to detect the enemy fleet, the fleet will not participate in the Aerial Combat Phase.

Regardless of Detection success, the recons may also be shot down if the enemy fleet has significantly more fighters than equipped recons and the fleet contains no Carriers.

Although the displayed message indicates that Accuracy and Evasion have changed, testing has shown that it has no noticeable effect.

Enemy Abyssal fleets always succeed in Detection. PVP opponents however may fail detection, and therefore not launch planes in Aerial Combat.

Detection

These formulas are taken from the Vita version and has not been tested, it may be outdated.

The success chance of detection is calculated by the following formula:

$\displaystyle{ \text{Success Rate}_\text{%} = \frac{\lfloor \text{Detection}_\text{power} + 1 \rfloor}{20} }$

$\displaystyle{ \text{Detection}_\text{power} = \sum^{\text{All Ships}} \frac{\text{LoS}_\text{ship} + \text{LoS}_\text{Equipment}}{\text{Mod}_\text{order}} + \text{Mod}_\text{NbShip} - 20 + \lfloor \sqrt{10 \times \text{Recon}_\text{power}} \rfloor }$

With:

• $\displaystyle{ \text{LoS}_\text{Ship} }$ the base of the ship.
• $\displaystyle{ \text{LoS}_\text{Equipment} }$ the sum of the of all equipment of the ship.
• $\displaystyle{ \text{Mod}_\text{order} }$ depends on the ship position in the fleet:
$\displaystyle{ \text{Mod}_\text{order} }$
Position Modifier
1 2
2 5
3~6 8
• $\displaystyle{ \text{Mod}_\text{NbShip} }$ depends on the number of ships in the fleet:
$\displaystyle{ \text{Mod}_\text{NbShip} }$
Number of Ships Modifier
1~2 0
3 1
4 2
5 3
6 4
• $\displaystyle{ \text{Recon}_\text{power} = \sum^{\text{All Recon}}\big( \text{Plane}_\text{Count} + \text{Mod}_\text{proficiency} \big) + \text{Mod}_\text{Carrier} }$

With:

• $\displaystyle{ \text{Plane}_\text{Count} }$ is the plane slots for planes that participate in Detection.
• $\displaystyle{ \text{Mod}_\text{proficiency} }$ the plane proficiency bonus (not applied if $\displaystyle{ \text{Plane}_\text{Count} }$ is 0):
$\displaystyle{ {Mod}_\text{proficiency} }$
Plane Rank Modifier
(blank) 0
|
|| 5
|||
\ 15
\\\
\\\\\
❱❱ 30
• $\displaystyle{ \text{Mod}_\text{Carrier} }$ depends on the number of Carriers in the fleet:
• +30 for the first carrier and +10 for each additional carrier.

Recons are shot down (each recon slot loses a random number between 0-2) if $\displaystyle{ \text{Shotdown}_\text{val} \le 0 }$ with:

$\displaystyle{ \text{Shotdown}_\text{val} = \text{Recon}_\text{power} - \lfloor \text{Def}_\text{fighter} \times \text{Rand} \rfloor }$ With:

• $\displaystyle{ \text{Def}_\text{fighter} = f(\sum^{\text{All Fighters}} \text{Plane}_\text{Count}) }$ with:
• $\displaystyle{ \text{Plane}_\text{Count} }$ the plane counts of the opposing fleet
• $\displaystyle{ f(x) }$ a function defined as:
$\displaystyle{ x }$ $\displaystyle{ f(x) }$
$\displaystyle{ 0\lt x \le 30 }$ $\displaystyle{ 1+x/9 }$
$\displaystyle{ 30\lt x \le 120 }$ $\displaystyle{ 2+x/20 }$
$\displaystyle{ 120\lt x }$ $\displaystyle{ 6+(x-120)/40 }$
• $\displaystyle{ \text{Rand} }$ is a random value between 1.0 and 1.4.

# Engagement

Red T Engagement is declared

Before the battle proper begins, the game will roll one of 4 possible engagements:

Form Common name Damage Modifier Chance
T字戦有利 (T Ji-sen Yuuri?)
Green T 120% 15%
Parallel Engagement

Parallel 100% 45%

T字戦不利 (T Ji-sen Furi?)
Red T 60% 10%
• Engagement modifier affects all aspects of Shelling Phases, as well as the Battle Opening and Closing Torpedo Salvos.
• All engagement forms affect both sides equally, including crossing the T (Advantage or Disadvantage).
• Equipping a will override Red T engagements and turn them into Head-on engagements instead.
• This mechanic does not work if the Saiun is in a zero plane slot or on "air nodes".

# Shelling Phase

Following engagement, each side will begin the Shelling phase. A ship's single attack, carrier plane sweep, or ASW attack, as well as Artillery Spotting and Special Attacks are shelling attacks.

Some rules are applied for shelling attacks:

• Standard and Light Aircraft Carriers (CV and CVL) are unable to shell if they are moderately damaged (中破) or heavily damaged (大破). This includes Installations that are of the Aircraft Carrier (CV) and Aviation Battleship (BBV) types.
• Armored Aircraft Carriers (CVB) are only unable to shell when heavily damaged (大破) instead.
• Aircraft Carriers will not attack if they have no bombers or the equipped bombers' slots are reduced to 0 during the sortie.
• Ships that are able to attack submarines are forced to attack submarines as long there is at least one submarine alive (see here).
• Ships may perform special attacks denominated Artillery Spotting and Special Attacks, if applicable.

The firing order is defined when each of the Shelling Phase subphases starts, and skips over ships unable to attack, such as damaged/deplaned carriers, or sunk/evacuated ships.

If a ship would normally be able to attack but currently is unable to, such as a carrier that is moderately damaged (中破) or lost all its equipped bombers, their turn will still be accounted for in the turn order. Ships that are unable to attack during their turn or sink before their turn will still take actionless turns.

## First Shelling Phase

• In this phase, both fleets will take turns shelling the opposing fleet, with the turn order defined by each ship's Range stat. It is possible to increase a ship's range with proper equipment.
• The shelling order is Longest > Very Long > Long > Medium > Short > None.
• If two or more ships tie for range, the order between them is random.
Notes
• "Longest" range is only attainable on certain ships, using range extenders (see Range Extension).
• Unlike the other ranges, Longest does not have a proper in-game icon and so is just displayed as "Very Long".
• "None" range is mostly reserved for Abyssal Aircraft Carriers and Transport Ships.

## Second Shelling Phase

This phase will only occur if either side of the battle has any kind of Battleship present. The Battleship doesn't have to be alive for this phase to trigger.

In this phase, both fleets will take turns shelling the opposing fleet, with the turn order defined by the fleet order.

# Closing Torpedo Salvo

After the Shelling Phase, any ship with a torpedo stat higher than 0 that is no more than lightly damaged (小破) will fire a Closing Torpedo. Each torpedo will target a surface ship at random and all torpedoes will strike both sides at the same time. After the Closing Torpedo Salvo, the Day Battle is over.

• Submarines and Installations cannot be targeted.
• Ships must have a base stat greater than 0 to attack. stats from equipment do not count.
• See Damage Calculations and Accuracy, Evasion and Criticals for calculation details.
• It's been observed that during Combined Fleet vs Combined Fleet (12 vs 12) and Player Single Fleet vs Enemy Combined Fleet (6 vs 12) scenarios, the player side torpedoes will resolve their damage before Abyssal side torpedoes, causing Abyssal torpedo power to be lowered if the Abyssal is Medium Damaged, or reduced to zero if Heavy Damaged or sunk (causing only scratch damage if it hits), in the same way a damaged ship firing opening torpedoes is handled.

# Aftermath

If any of the enemy ships are still alive after Day Battle ends, a prompt asking if the player desires to pursue the enemy fleet into Night Battle will appear. Accepting this prompt will move the battle to Night Battle, starting with the conditions on which the Day Battle ended.

If the Day Battle was preceded by a Night Battle in the same node, such a prompt will not appear, and the battle will automatically end instead.