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====Your Starter====
 
====Your Starter====
So before we continue, if you're reading this guide, odds are that your starter ship is *probably* one of your higher-levelled ships.
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So before we continue, if you're one of the people this guide is primarily aimed at, odds are that your starter ship is *probably* one of your higher-levelled ships.
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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:
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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 fleet:
    
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 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 good news is that for the early game, we need immediate power, and a well-levelled and modernized DD will usually be sufficient for now.
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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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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 should be picking up at least Yuudachi and Shigure K2 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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Nonetheless, it is still preferable to begin training DDs for use later on (a level 40 Arashio carries 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.  
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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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For example, by the time of the event, your best six DDs may look like this: Samidare L45, Kasumi L45, Yuudachi K2 L55, Shigure K2 L60, Yukikaze L45, with Arashio K1 L50 as a potential carrier. That's three key priority DDs (Yuudachi, Shigure, Yukikaze), with three more trained DDs (Samidare, Kasumi, Arashio), two of which have future potential (Kasumi and 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, when these arise, it's generally alright to place reserve expedition DDs (level ~20) into the fleet.
    
====Immediate Priorities: Yuudachi K2 夕立, Shigure K2 時雨, Yukikaze 雪風, Shimakaze 島風====
 
====Immediate Priorities: Yuudachi K2 夕立, Shigure K2 時雨, Yukikaze 雪風, Shimakaze 島風====
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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====
 
====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 that 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 a DA''. Before using a TPCI setup on a DD, always consider whether the same results would be achieved with a DA setup.
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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 that a DD ''should'' run a TPCI.''' TPCIs are fundamentally a ''utility'' that should be used appropriately, while they are more powerful than double attacks, they are also less reliable, a 60 luck Yukikaze in a flag position with skilled lookouts and/or searchlights, starshells, lucky charms, blood sacrifices etc. ''will still CI less consistently than she would perform a DA has she been given a DA set''. Before using a TPCI setup on a DD, '''always''' consider whether the same results could be achieved more consistently with a DA setup.
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The reason TPCI DDs are TPCI DDs is because they all have one thing in common: good luck, luck is the major determinant in how often a cut-in attack happens. TPCIs offer far more power than a double attack (150% * 2). Destroyer TPCIs are important to understand because unlike CLs, CLTs or CAs, DDs have the lowest opportunity cost of running a torpedo set:
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The reason TPCI DDs are TPCI DDs is because they all have one thing in common: good luck.
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* CLs, with the exception of Abukuma and perhaps Yura who would can utilize torps in the day well, give up daytime artillery spotting
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* CLTs already have night attack power near the cap of 300, and gain very little from a torpedo set
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* CAs, with the exception of Maya, must give up daytime double attacks to carry a TPCI set.
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* Ayanami (40 luck) is one of the best DDs overall, 72FP places her 1 behind Yuudachi. Ayanami would be one of the best DDs whether or not she had such luck, and is often used with a double attack set in any case.
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* Ayanami (40 luck) is one of the best DDs overall, 72FP places her 1 behind Yuudachi. She would be one of the best DDs even without considering luck, and is often used with a double attack set for her power anyway.
 
* Yukikaze has 60 luck at level 20, that alone makes her a fantastic early-game option, and one of the top reasons to perform rare DD crafting.
 
* Yukikaze has 60 luck at level 20, that alone makes her a fantastic early-game option, and one of the top reasons to perform rare DD crafting.
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* Hatsushimo has 50 luck, and is essentially a weaker version of Shigure, who is herself fairly mediocre by the late-middle game, her remodelling at level 70 places her in competition with many far better choices.
 
* Hatsushimo has 50 luck, and is essentially a weaker version of Shigure, who is herself fairly mediocre by the late-middle game, her remodelling at level 70 places her in competition with many far better choices.
 
* Kasumi has 37 luck, is weaker than Ayanami, but still extremely strong, she's better off used to carry daihatsus than as a TPCI DD.
 
* Kasumi has 37 luck, is weaker than Ayanami, but still extremely strong, she's better off used to carry daihatsus than as a TPCI DD.
* Ushio with her 32 luck is very weak (by K2 standards), essentially only slightly better than a non-K2 DD, but do note that the option does exist in desperate situations.
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* Ushio with her 32 luck is very weak (by K2 standards), she's essentially only mentioned for being slightly better than a non-K2 DD,
 
   
 
   
   
On a side note, the CI chances are as follows: <ref>http://kancolle-calc.net/deckbuilder.html</ref>
 
On a side note, the CI chances are as follows: <ref>http://kancolle-calc.net/deckbuilder.html</ref>
 
* 30 Luck: 40%, 55% if flag
 
* 30 Luck: 40%, 55% if flag
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* 60 Luck: 65%, 80% if flag
 
* 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, but she will be discussed anyway
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* Mutsuki 睦月, Kisaragi 如月, Satsuki 皐月 are also daihatsu carriers, but are ridiculously weak in all other circumstances, don't bother with them at all
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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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The daihatsu carriers are essential for taking on artillery imps and some installations, and are also key participants in transport fleets (daihatsus are worth more than drums, though this is of minimal concern in the early game).
* Asashio is not included in this list because she can only carry daihatsus when she reaches Kai 2D at 85
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* Arashio and Ooshio would be top tier DDs even if they couldn't carry daihatsus, they possess a great amount of offensive power. Very conveniently, they even provide a daihatsu landing craft upon remodelling, <span style=" color:blue">far less conveniently, they require a blueprint for remodelling.</span> In any case, they are well worth keeeping a blueprint for in the event they are required.
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* Asashio is incapable of carrying daihatsus until K2D at level 85, well outside any realistic preparation range. Nonetheless, she
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* Kasumi has a bit more luck, but remodels at a prohibitively high level
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====OASW and Others Worth Mention: Ushio, Amatsukaze====
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Mutsuki 睦月, Kisaragi 如月, Satsuki 皐月
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One thing that has not been discussed here is OASW
====Others Worth Mention: Ushio, Amatsukaze====
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With 57 HP, we will, on average, only have a single chance to deal at least 28 HP to it
 
With 57 HP, we will, on average, only have a single chance to deal at least 28 HP to it
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===Light Cruisers and Torpedo Cruisers - CLs and CLTs===
 
===Light Cruisers and Torpedo Cruisers - CLs and CLTs===
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Despite this, it is most important not to overestimate her, she is incredibly strong and possibly overpowered, but remember that other cruisers do possess their niches, Ooyodo with her four slots in particular is often better at anti-installation combat. She is also extremely expensive to obtain, not only being relatively rare, but only reaching her full combat potential at level 75 while also requiring a blueprint to do so.
 
Despite this, it is most important not to overestimate her, she is incredibly strong and possibly overpowered, but remember that other cruisers do possess their niches, Ooyodo with her four slots in particular is often better at anti-installation combat. She is also extremely expensive to obtain, not only being relatively rare, but only reaching her full combat potential at level 75 while also requiring a blueprint to do so.
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===Heavy/Aviation Cruisers - CAs and CAVs===
 
===Heavy/Aviation Cruisers - CAs and CAVs===
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After the Myoukous, the Takao-class is the other major class to be on the lookout for, the two older sisters (Takao and Atago) are early-game powerhouses that remain viable well into the late-game, while the two younger sisters are the two of the most important cruisers in the game for two very different reasons.
 
After the Myoukous, the Takao-class is the other major class to be on the lookout for, the two older sisters (Takao and Atago) are early-game powerhouses that remain viable well into the late-game, while the two younger sisters are the two of the most important cruisers in the game for two very different reasons.
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Takao and Atago remodel at level 25
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Takao and Atago remodel at level 25, and at that level are amongst the strongest CAs in the game.
    
The next two Takao sisters will be reviewed separately, simply because they have vastly differing roles in a fleet, Maya is an overall strong K2 with a specialization in anti-air, while Choukai is the single-best night attacker in the game apart from the CLTs.
 
The next two Takao sisters will be reviewed separately, simply because they have vastly differing roles in a fleet, Maya is an overall strong K2 with a specialization in anti-air, while Choukai is the single-best night attacker in the game apart from the CLTs.
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Maya once had the distinction of possessing the highest second remodel level of all cruisers at 75. She's since been overtaken by both Suzuya (level 84) and Zara (level 88). However, in terms of importance to her fleet, she is second to none
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Maya once had the distinction of possessing the highest second remodel level of all cruisers at 75. She's since been overtaken by both Suzuya (level 84) and Zara (level 88). However, in terms of importance to the fleet, she is second to none, her AACI is
 
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Barring the CLTs, Choukai is the single-best night attacker in the game when it comes to surface combat. Her one drawback
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Barring the CLTs, Choukai is the single-best night attacker in the game when it comes to surface combat. Her one drawback is that she require a blueprint for remodelling.
    
=====Tone-Class=====
 
=====Tone-Class=====
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====Aviation Cruisers - CAVs====
 
====Aviation Cruisers - CAVs====
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===Battleships, Fast Battleships, and Aviation Battleships - BB, FBB, BBV===
 
===Battleships, Fast Battleships, and Aviation Battleships - BB, FBB, BBV===
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====Aviation Battleships - BBV ====
 
====Aviation Battleships - BBV ====
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===Light Carriers - CVL===
 
===Light Carriers - CVL===
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Most light carriers are bad, even when compared to the worst full CVs (trophy ships), they have low base firepower, low armor, very little HP, often have pitiful plane slots (the largest being a 28 slot on Ryuujou K2), generally poor evasion, and can be forced to attack submarines.
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Yet despite all these downsides, CVLs are one of the most important ships to prepare for an event for a multitude of reasons:
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* When CV(B)s are not available (either due to routing or restrictions), CVLs will be your primary source of air power for your fleet
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* The Surface Task Force combined fleet allows for either one CV(B) or two CVLs. In these cases, taking air superiority is much easier with eight smaller plane slots than four larger ones.
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* CVLs are capable of hitting submarines, making them important for maps with submarine bosses
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You might not like them, but you're going to have to get to know them, in general, they have a few key characteristics:
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* Despite their low base firepower, they use the CV shelling formula, allowing for far stronger attacks than would suggest e.g. Houshou with three 12A dive bombers reaches 157 power even with her pitiful 29 base power. (Note: Illustration purposes only, please do not ever actually do that)
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* Their slot sizes are much smaller than CV(B)s, while their shelling power remains relatively good, their opening airstrikes are generally much weaker.
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** Leading on, bombers in smaller slots are much more vulnerable to attrition across multiple nodes, while fighters are relatively stronger due to veterancy conferring a flat bonus
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** Many CVLs have small slots which, for the reasons above, are ideal for fighters
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* Their resource consumption rates are extremely low (Junyou costs 40/50), even compared to Heavy Cruisers
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* They're the only real form of non-CV air control you get for most of the early game (you won't have seaplane fighters early, and Zuiuns just don't cut it most of the time)
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=====Houshou-Class=====
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* '''Houshou 鳳翔'''
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Houshou was, historically, the first "proper" aircraft carrier, and it shows. She's overall one of the weakest ships in the game. She only has three slots, which is a critical disadvantage over any other carrier. At least she's cheap.
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=====Hiyou-Class=====
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* '''Junyou 隼鷹''' 24/18/20/4 - K2 L80
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* '''Hiyou 飛鷹''' 18/18/18/12
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These two are slow CVLs. Junyou is one of the strongest CVLs in the game, at her K2, she has high firepower for a CVL (40), excellent evasion (comparable to some DDs), and has the best plane slots of any CVL. Her armor and HP are still severely lacking compared to a CV, but aside from being slow, she's one of the best CVLs, if you can get her, the primary downside is that she only gains these benefits at level 80, until which point she is effectively equal to....
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Hiyou, the other member of the class, her slots are still decent, but somewhat awkward (a 12 slot is insufficient for a bomber but still a bit big for a fighter). Her evasion is, like most other CVLs, poor, as is her offensive power. In general, until Junyou reaches K2, both Junyou and Hiyou are much weaker than Chitose and Chiyoda, both of whom K2 at a far more attainable level.
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=====Ryuujou=====
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* '''Ryuujou 龍驤''' K1 9/24/5/5/ L25; K2 18/28/6/3 L75
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Ryuujou is a very strong fast CVL at K2, with a slot that can actually deal decent damage on airstrikes and two small slots which are well-suited for fighters.
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The primary problem with her is that she only reaches her potential at level 75, and is extremely poor before she reaches that point, being completely outclassed by the Chitose-class.
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=====Chitose-Class=====
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From AV at L15:
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* '''Chitose 千歳''' and '''Chiyoda 千代田''': K1 at L35; K2 at L50
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The Chitose-Class is your main fast-CVL class
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In what's a break with the theme of strong CVLs only reaching their full potential at extremely high levels, both Chitose and Chiyoda reach their potential early, and remain relevant and strong well into the late game.
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=====Shouhou-Class=====
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* '''Shouhou 祥鳳''' and '''Zuihou 瑞鳳''': K1 18/12/12/6 L25
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Shouhou and Zuihou are two of the weaker fast-CVLs, Shouhou being fairly common, while Zuihou is less so. They possess relatively weakish slots, but are still usable on easier difficulties and maps.
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=====Kasuga Maru/Taiyou=====
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* Kasuga Maru 14/9 until L30
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* Taiyou 14/11/2  until L60
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* Taiyou K1 14/14/5/3 until L85
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* Taiyou K2 14/14/8/3
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Taiyou is an exceptional CVL, not in the form of her base stats, which are rather average, but rather in her special attributes and abilities.
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Taiyou's special characteristics make her one of the most important CVLs in the game at higher levels, but her rarity and expensive requirements put her well outside the reach of most players.
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Taiyou's Special ~~Sauce~~ Abilities
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* Taiyou's the only CVL that can take part in a transport fleet
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* Only CVL capable of performing opening ASW attacks (from Kai)
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** Requires a 931st Squadron air group at Kai, this requirement does not apply to her K2
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* Capable of performing (weak) night attacks
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Of these three special abilities, the most important one is her ability to participate in a transport fleet.
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===Fleet Carriers and Armored Fleet Carriers - CVs and CVBs===
 
===Fleet Carriers and Armored Fleet Carriers - CVs and CVBs===
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Fleet carriers are the other major group of "heavy" ship that you will encounter in Kancolle.
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Carriers, unlike most other ships, carry air squadrons of varying sizes, as such, they are one of the few classes in the game in which **equipment order plays a major role**. Fighters contribute fighter power, while bombers contribute both to opening strike and to carrier shelling power (carrier shelling is a *horrible* term, incidentally).
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Here is our main criteria for evaluating the usefulness (or crappiness) of a carrier, wee will go into the exact intricacies of these criteria later, but short explanations are included below
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* Slot distribution: The bigger the slot, the greater the airstrike power and the more resistant a slot is to being completely wiped out.
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** First Slot: A max-veterancy bomber in the first slot confers additional multipliers on critical hits
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** Small slots: Due to the nature of fighter veterancy bonuses (a flat bonus), small slots are ideal for fighters (and recon planes too)
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* Base FP: Carriers which can hit the FP cap using a few torpedo bombers allow for more fighters to be run (and more obviously, hit harder than their counterparts)
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* Armored CVs: Due to the high power of carrier shelling, CVs such as Shoukaku and Zuikaku still hit extremely hard even when chuuha
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====Fleet Carriers - CVs====
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There are only six really relevant carriers for most events, two of which
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=====Cardiv 1: Akagi and Kaga=====
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* '''Akagi 赤城''': K1 20/20/32/10
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* '''Kaga 加賀''': K1 20/20/46/12
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Akagi is probably going to be your first carrier (she comes from a quest), Kaga may be significantly more difficult to obtain.
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Let's look at them first, Kaga is strictly better than Akagi in terms of plane slots, but possesses 5 less firepower than Akagi.
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=====Cardiv 2: Souryuu and Hiryuu=====
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* '''Souryuu 蒼龍'''and '''Hiryuu 飛龍''': K1 18/27/18/10
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Souryuu and Hiryuu's K2s are more advanced, and will be covered just below
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Souryuu and Hiryuu
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=====Cardiv 5: Shoukaku and Zuikaku=====
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* '''Shoukaku 翔鶴''' and ''' Zuikaku 瑞鶴''': K1 24/24/24/12
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Shoukaku-class K2s are well outside the scope of this introductory guide
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====Armored Fleet Carriers - CVBs====
 
====Armored Fleet Carriers - CVBs====
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The good news is that there are only three armored carriers in the game, '''Shoukaku 翔鶴, Zuikaku 瑞鶴, and Taihou 大鳳''', the even better news is that since they're all but out of reach for beginners and even intermediate players, there's no real need to worry about them.  
 
The good news is that there are only three armored carriers in the game, '''Shoukaku 翔鶴, Zuikaku 瑞鶴, and Taihou 大鳳''', the even better news is that since they're all but out of reach for beginners and even intermediate players, there's no real need to worry about them.  
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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).
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In any case, we're going to go through them here as a showcase of the Shoukaku-class's capability in future, a primer for what you 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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