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| aircon = {{AirControlSystem
 
| aircon = {{AirControlSystem
 
| Map = 2-3
 
| Map = 2-3
| Fleet = '''Light:''' CL 4DD XX or CL 5CA<br/>'''Heavy:''' 2CV AV CL 2DD
+
| Fleet = '''Light:''' 1CL, 4DD, 1XX, / 1CL, 5CA<br/>'''Heavy:''' 2CV, 1AV, 1CL, 2DD
 
| Route = Random ('''Heavy''' can offroute)
 
| Route = Random ('''Heavy''' can offroute)
 
| AS = 81
 
| AS = 81
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**CL ≥ 1 and CA = 5
 
**CL ≥ 1 and CA = 5
 
*Random between M and N if fleet contains only SS(V)
 
*Random between M and N if fleet contains only SS(V)
*Random between L, M and N if fleet contains any SS(V)
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*Random between L, M, and N if fleet contains any SS(V)
 
*Otherwise, random between L and N, but the heavier the fleet (as in more BB or CV(L)), the more likely you will go to L
 
*Otherwise, random between L and N, but the heavier the fleet (as in more BB or CV(L)), the more likely you will go to L
 
}}
 
}}
 +
    
=== Tips ===
 
=== Tips ===
*Due to the danger of Late Model Destroyers present in Easter Orel Sea, Orel cruising has been rendered difficult to achieve and thus, can be rendered obsolete by changes to 2-3 after the HTML5 update.
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Regarding the branching rules, '''1XX, 1CL, 4DD''' or '''1CL, 5CA''' are the only two comps that guarantee the boss routing. Otherwise, any other fleets have a chance of off-routing, but should still be able to reach the boss node most of the time as long as CL+DD ≥ 4.
*Regarding the branching rules, '''1 XX 1 CL 4 DD''' or '''1 CL 5 CA''' are the only two comps that guarantees the boss routing. Otherwise, any other fleets has a chance of off-routing, but should still be able to reach the boss node most of the times as long as CL+DD ≥ 4
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*Bring at least one AV, CV(L), or CL to avoid the chance of off-routing from {{MapRoute|F|red}} to {{MapRoute|H|green}}.
**Bring at least one AV, CV(B/L) or CL to avoid chance of off-routing from F to H.
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*Bring at least 1AV and 2DD/DE to avoid the chance of off-routing from {{MapRoute|F|red}} to {{MapRoute|H|green}} when rolling the north route, and avoid off-routing entirely when rolling the south route.
**Bring at least 1 AV, 2 DD/DE to avoid chance of off-routing from F to H when rolling the north branch, and avoid off-routing entirely when rolling the south branch.
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*Bringing more heavy ships ((F)BB(V)/CV(L/B)) will reduce the chances of reaching the boss.
**Bringing more heavy ships ((F)BB(V)/CV(L/B)) will reduce the chances of reaching the boss.
+
*Fleets that contains SS(V) have a chance of reaching dead-end nodes {{MapRoute|H|green|L|blue|M|red}}.
**Fleets that contains SS/SSV have a chance of reaching dead end nodes which includes nodes H, L and M
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 +
 
 +
===Recommended Fleet===
 +
*'''2(F)BB(V)/CV(L), 1AV 1CL 2DD'''
 +
**Standard comps used for farming the boss node or clearing daily.
 +
**If you start at node {{MapRoute|B|red}}, you have around 10% off-route near the end ({{MapRoute|J|red|L|blue}} route).
 +
**If you start at node {{MapRoute|A|red}}, boss reach is guarantee.
   −
<br/>'''Recommended Fleet'''
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*'''1CL, 4DD, 1XX'''
*'''2(F)BB(V)+CV(L/B) 1AV 1CL 2DD'''
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*'''1CL, 5CA'''
**The standard comp used for farming the boss node or clearing daily. Note that if you start at node B in the beginning, you have around 10% offroute near the end ('''J-L''' route). If you start at node A however, will guarantee the boss fight due to no deadend in the south route.
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**Weaker fleets with 100% boss routing, but may cause some issue reaching the boss.
*'''1CL 4DD 1XX or 1CL 5CA (Not CAV)'''
  −
**100% boss routing, but may cause some issue reaching the boss.
       
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