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The starter ships are Fubuki 吹雪, Murakumo 叢雲, Sazanami 漣, Inazuma 電, and Samidare 五月雨. You're probably wondering how they will fit into your overall strategy, well there's good news and bad news:
 
The starter ships are Fubuki 吹雪, Murakumo 叢雲, Sazanami 漣, Inazuma 電, and Samidare 五月雨. You're probably wondering how they will fit into your overall strategy, well there's good news and bad news:
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The bad news is that only '''Fubuki 吹雪''' and possibly '''Murakumo 叢雲''' have any real long-term potential, as they're the only two with K2 forms that greatly increase their stats. The good news is that for now, we need immediate power, and a well-le
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The bad news is that only '''Fubuki 吹雪''' and possibly '''Murakumo 叢雲''' have any real long-term potential, as they're the only two with K2 forms that greatly increase their stats.  
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The good news is that for the early game, we need immediate power, and a well-levelled and modernized DD will be sufficient.
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The point here is: With a few key exceptions, '''destroyers are essentially equivalent to each other until they reach Kai Ni at around level 70.''' Training a ship to level 70 in the early game is a significant investment in time and resources. If your starter is well-levelled and modernized, she'll do just fine in the context of easy mode, especially since you will be picking up at least Yuudachi and Shigure during your preparation.
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Nonetheless, it is still preferable to begin training DDs for use later on (a level 40 Arashio has serious long-term potential). An solid strategy, as such, would be to focus on about five to six, with possibly at least one potential daihatsu carrier DD (e.g. Fubuki, Yuudachi, Shigure, Yukikaze, Arashio
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This may present problems for a transport escort fleet, which require at least 7 DDs. This is a weakness we're willing to accept, transport maps are often passable on A-ranks.
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====Immediate Priorities: Yuudachi K2 夕立, Shigure K2 時雨, Yukikaze 雪風, Shimakaze 島風====
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These four have been selected as immediate priorities for one reason: Ease of access. Yukikaze and Shimakaze, while rare, are the two DDs that possess stats comparable to many K2s at level 20. Yuudachi and Shigure reach their K2 at levels 55 and 60 respectively, far earlier than most other K2s (recall: L50, 60, 70 = 150, 180, 265k respectively).
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* Yuudachi has the highest raw power of any DD in the game, and is overall a must-have for any fleet simply for that reason
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* Shimakaze becomes strong early on, and is far stronger than a number of K2s
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* Shigure, on top of decent power, also possesses high luck, allowing for TPCI options, but she tends to fall behind once stronger options such as Ayanami become available.
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* Yukikaze levels early like Shimakaze, and is actually more powerful than Shigure, she also posssses TPCI capability wih her 60 !uck, the highest base luck of any DD
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====Torpedo Cut-In (TCI/TPCI) - Capable DDs: Ayanami K2 綾波, Yukikaze 雪風, Shigure 時雨, Hatsushimo K2 初霜, Kasumi K2 霞, Ushio K2 潮====
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Before we go any further, it's best that we start this with one of the most important pieces of advice we can give you: '''Just because a DD ''can'' run a reliable TPCI doesn't mean a DD ''should'' run a TPCI.''' Torpedo Cut-Ins are fundamentally ''options'' that should be used appropriately, while they are more powerful than double attacks, they are also less reliable, you can have 60 luck in a flag position with skilled lookouts and/or searchlights, starshells, lucky charms, blood sacrifices, whatever. She ''will still'' CI less consistently than she would perform with a DA setup.
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Torpedo CI DDs all have one thing in common: good luck.
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* Ayanami is one of the best DDs overall, 72FP places her 1 behind Yuudachi, and she'd be
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* By K2 standards, Ushio is very weak, she's essentially comparable to, nonetheless, she's a low priority in general, but it's important to appr
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On a side note, the CI chances are as follows: <ref>http://kancolle-calc.net/deckbuilder.html</ref>
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* 30 Luck: 40%, 55% if flag
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* 40 Luck: 49%, 64% if flag
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* 50 Luck: 57%, 72% if flag
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* 60 Luck: 65%, 80% if flag
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====Revisiting the Daihatsu Carriers: Hibiki 響 / Verniy, Kasumi 霞, Kawakaze 江風, Ooshio 大潮, Arashio 荒潮====
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* Asashio is not included in this list because she can only carry daihatsus when she reaches Kai 2D at 85
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Mutsuki 睦月, Kisaragi 如月, Satsuki 皐月
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====Others Worth Mention: Ushio, Amatsukaze====
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The point here is: With a few key exceptions, '''destroyers are effectively equivalent to each other until they reach Kai Ni at around level 70.''' Training a ship to level 70 in the early game is a significant investment in time and resources. If your starter is well-levelled and modernized, she'll do just fine in the context of easy mode, especially since you will be picking up at least Yuudachi and Shigure during your preparation.
      
====Discussing the Destroyers====
 
====Discussing the Destroyers====
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Examining destroyers gives us a great opportunity to introduce two of the more confusing aspects of the game, overkill mechanics and armor mechanics. [[File:He_f.png|thumb|right|This is the He-Flag, she has 57HP, 39 armor, 80 torpedo, and a fantastic chance to send you home if she fires that torpedo.]]
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Examining destroyers also gives us a great opportunity to introduce two of the more confusing aspects of the game, overkill mechanics and armor mechanics. [[File:He_f.png|thumb|right|This is the He-Flag, she has 57HP, 39 armor, 80 torpedo, and a fantastic chance to send you home if she fires that torpedo.]]
    
'''What A Difference a (few) Points Make #1: 32HP Destroyers - Introduction to Overkill'''
 
'''What A Difference a (few) Points Make #1: 32HP Destroyers - Introduction to Overkill'''
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In any case, we're going to go through them here, both as a showcase of the Shoukaku-class's capability in future, and on the off chance that you actually went out and crafted Taihou (you absolute madman).
 
In any case, we're going to go through them here, both as a showcase of the Shoukaku-class's capability in future, and on the off chance that you actually went out and crafted Taihou (you absolute madman).
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{{reflist}}
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