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Special Attacks

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"Special Attacks", or "Touch", are special combats mechanics involving specific ships combinations in a fleet, in order to trigger a powerful attack, involving a unique animation and sometimes a unique "Touch CG" for the involved ships.

There are 4 main types of Touch currently in the game, the "Big Seven Touch", the "Yamato Touch", the "Kongou Touch", and the "Submarine Touch".

  • In a Combined Fleet, it is possible to both:
    • Trigger a Big Seven or Yamato Touch in the main fleet during day battle,
    • Then trigger a Kongou Touch in the escort fleet during night battle.

No special attack can be triggered in PVP.

Big Seven Touch

"Big Seven" refers to the first 7 battleships built to carry the biggest naval guns (> 40 cm) allowed by the Washington Naval Treaty, namely, the Nagato-class, Nelson-class, and Colorado-class.

Nagato-class Special Attack

At Kai Ni, Nagato and Mutsu are able to perform a special attack:

  • A Nagato-class Kai Ni must be the flagship.
    • Secretary for combined fleets.
    • She must not be more than lightly damaged (小破).
  • The 2nd ship in the fleet must be FBB/BB/BBV.
    • She must not be heavily damaged (大破).
  • There must be 6 or more surface ships in the fleet.
    • There must be no submarine in 6-ship fleets. In 7-ship fleets, only 1 submarine is allowed.
    • There must be no surface ship in the fleet sunk or evacuated via Command Facility FCFFleet Command Facility
      Striking Force Fleet Command Facility
      during a sortie, making the remaining total < 6. Ships in the escort fleet are not counted.

If triggered:

  • The flagship will do a 1st & 2nd attack,
  • The 2nd battleship will do a 3rd attack,
  • Each attack targets a ship at random,
  • If all enemies sunk, then touch stops early.
Attack Multipliers
Equipment Ship in 2nd position
Ship Banner Nagato Kai Ni.png
Ship Banner Mutsu Kai Ni.png
Nagato-class Kai Ni
(Nagato Flagship only) Other BB
Ship Banner Mutsu Kai.png
Mutsu Kai
Ship Banner Nelson Kai.png
Nelson Kai
Attacks 1, 2, & 3 Attacks 1 & 2 Attack 3 Attacks 1 & 2 Attack 3 Attacks 1 & 2 Attack 3
No Bonus Equipment 1.68 1.61 1.62 1.54 1.50 1.40 1.20
RADAR Surface Radar Only 1.93 1.85 1.86 1.77 1.73 1.61 1.38
Armor-Piercing Shell AP ShellsType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
Only
2.27 2.17 2.18 2.08 2.02 1.89 1.62
Armor-Piercing Shell APType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
+ RADAR Radar
2.61 2.50 2.52 2.39 2.33 2.17 1.86
  • The modifiers are post-cap on day battle, and pre-cap on night battle.
  • The equipment bonuses do not stack further than 1 radar and/or 1 AP shell per ship.
    • Only ships equipped with those equipment will get a bonus for their attack(s).

  • Both ships involved consume additional ammunition when triggered:
Fleet type Triggering type Additional ammo consumption
Single Day battle (no night battle) 10%
Day battle (with night battle) 15%
Night battle (after day battle) 15%
Night battle Node 5%
Combined Day battle (no night battle) 0%
Day battle (with night battle) 10%
Night battle (after day battle) 10%

The touch:

  • Can be triggered even if artillery spotting fails to activate.
  • Can only be activated once per sortie.
  • Has a chance to trigger every time the flagship takes a turn at shelling.
    • In single fleet, if it fails to trigger in day battle, there is a chance to trigger it in the follow-up night battle.
  • The rate is probably:
[math]\displaystyle{ \text{Trigger}_\text{Rate}\text{%} = \sqrt{\text{Lv}_\text{FS}} + \sqrt{\text{Lv}_\text{2nd}} + \sqrt{\text{Luck}_\text{FS}} + \sqrt{\text{Luck}_\text{2nd}} + \text{X} + \text{Y} }[/math]
With
  • [math]\displaystyle{ \text{Lv}_\text{FS} }[/math] the flagship's Level,
  • [math]\displaystyle{ \text{Lv}_\text{2nd} }[/math] the 2nd ship's Level,
  • [math]\displaystyle{ \text{Luck}_\text{FS} }[/math] the flagship's Luck Luck,
  • [math]\displaystyle{ \text{Luck}_\text{2nd} }[/math] the 2nd ship's Luck Luck,
  • [math]\displaystyle{ \text{X} }[/math] some yet unknown bonus variables,
  • [math]\displaystyle{ \text{Y} }[/math] some yet unknown base rate.

It is notably affected by:

  • The Level and luck Luck stat of the participating ships,

Ship Japanese/English Notes
Nagato Special Attack
Play
Let's do this! Main guns, full broadside! FIRE!!!!!!! Special Attack Line
行くぞ!主砲、一斉射!うってぇ!!!!!!
Nagato Special Attack
Play
Mutsu, leave it all to me! FIRE! Special Attack Line with Mutsu
陸奥よ、この長門に任せておけ!うってぇ!
Nagato Special Attack
Play
Mutsu, follow me! First fleet, attack! Main guns, full broadside! FIRE! Special Attack Line with Mutsu
陸奥よ、この長門に続け!第一戦隊、突撃!主砲、一斉射!うってぇ!
Nagato Special Attack
Play
Nelson? Interesting. Let's do this! FIRE! Special Attack Line with Nelson
Nelsonか?面白い。行くぞ。うってぇ!
Ship Japanese/English Notes
Mutsu Special Attack 1
Play
Battleship Mutsu, beginning the attack! Full broadside, FIRE! Special Attack Line
戦艦陸奥、突撃するわ。一斉射、うてぇ!
Mutsu Special Attack 2
Play
Nagato, leave it to me! FIRE! Special Attack Line with Nagato
長門、任せて!うてぇ!
Mutsu Special Attack 3
Play
Nagato, ready? Here we go! First Fleet, full broadside, FIRE! Special Attack Line with Nagato
長門、いい?いくはよ!第一戦隊、一斉射、うてぇ!

Nelson-class Special Attack

Nelson and Rodney are able to perform a special attack:

  • A Nelson-class must be the flagship.
    • Secretary for combined fleets.
    • She must not be more than lightly damaged (小破).
  • The 3rd and 5th ships must not be any CV/CVB/CVL/SS/SSV.
    • They can be heavily damaged (大破).
  • There must be 6 or more surface ships in the fleet.
    • There must be no submarine in 6-ship fleets. In 7-ship fleets, only 1 submarine is allowed.
    • There must be no surface ship in the fleet sunk or evacuated via Command Facility FCFFleet Command Facility
      Striking Force Fleet Command Facility
      during a sortie, making the remaining total < 6. Ships in the escort fleet are not counted.

If triggered:

  • The flagship will do a 1st attack,
  • The 3rd ship will do a 2nd attack,
  • The 5th ship will do a 3rd attack,
  • Each attack targets a ship at random,
  • If all enemies sunk, then touch stops early.
Multiplier No other
Nelson-class present
Other Nelson-class present[1]
Flagship Other Nelson-class
Base 2.0 2.3 2.4
Red T 2.5 2.875 3.0
  • The modifiers are post-cap on day battle, and pre-cap on night battle.
  • There is an additional small Accuracy Accuracy bonus of 1.05 [2].
  • Even if the other two ships can attack submarines, they will never target them during the touch.

  • It does not cost any extra resources if triggered.

The touch:

  • Can be triggered even if artillery spotting fails to activate.
  • Can only be activated once per sortie.
  • Has a chance to trigger every time the flagship takes a turn at shelling.
    • In single fleet, if it fails to trigger in day battle, there is a chance to trigger it in the follow-up night battle.
  • The rate is probably:
[math]\displaystyle{ \text{Trigger}_\text{Rate}\text{%} = \sqrt{\text{Lv}_\text{FS}} + \sqrt{\text{Lv}_\text{2nd}} + \sqrt{\text{Lv}_\text{3rd}} + \sqrt{\text{Luck}_\text{FS}} + \sqrt{\text{Luck}_\text{2nd}} + \sqrt{\text{Luck}_\text{3rd}} + \text{X} + \text{Y} }[/math]
With
  • [math]\displaystyle{ \text{Lv}_\text{FS} }[/math] the flagship's Level,
  • [math]\displaystyle{ \text{Lv}_\text{2nd} }[/math] the 2nd ship's Level,
  • [math]\displaystyle{ \text{Lv}_\text{3rd} }[/math] the 3rd ship's Level,
  • [math]\displaystyle{ \text{Luck}_\text{FS} }[/math] the flagship's Luck Luck,
  • [math]\displaystyle{ \text{Luck}_\text{2nd} }[/math] the 2nd ship's Luck Luck,
  • [math]\displaystyle{ \text{Luck}_\text{3rd} }[/math] the 3rd ship's Luck Luck,
  • [math]\displaystyle{ \text{X} }[/math] some yet unknown bonus variables,
  • [math]\displaystyle{ \text{Y} }[/math] some yet unknown base rate.

It is notably affected by:

  • The Level and luck Luck stat of the participating ships[1],

It is currently measured above around 60~65 % if all three ships are lv.99.

Ship Japanese/English Notes
Nelson Special Attack
Play
Nelson Touch. Main guns 1 and 2, one more shot! Nelson Touch Line
Nelson Touch。主砲、一番、二番、もう一撃だ!
Ship Japanese/English Notes
Rodney Special Attack
Play
Rodney Squadron, charge. We'll divide those enemies.

All ships, fire all your main guns! Commence bombardment!

Special Attack Line
Rodney戦隊、突入。敵を分断する。各艦、全主砲斉射!始め!

Colorado-class Special Attack

Colorado and Maryland are able to perform a special attack:

  • A Colorado-class must be the flagship.
    • Secretary for combined fleets.
    • She must not be more than lightly damaged (小破).
  • The 2nd and 3rd ships in the fleet must be FBB/BB/BBV.
    • They must not be heavily damaged (大破).
  • There must be 6 or more surface ships in the fleet.
    • There must be no submarine in 6-ship fleets. In 7-ship fleets, only 1 submarine is allowed.
    • There must be no surface ship in the fleet sunk or evacuated via Command Facility FCFFleet Command Facility
      Striking Force Fleet Command Facility
      during a sortie, making the remaining total < 6. Ships in the escort fleet are not counted.

If triggered:

  • The flagship will do a 1st attack,
  • The 2nd ship will do a 2nd attack,
  • The 3rd ship will do a 3rd attack,
  • Each attack targets a ship at random,
  • If all enemies sunk, then touch stops early.
"Big 7" refers here to Nagato Kai/NiNagato Kai
Nagato Kai Ni
, Mutsu Kai/NiMutsu Kai
Mutsu Kai Ni
, Nelson KaiNelson Kai, Rodney KaiRodney Kai[citation needed], Colorado/KaiColorado
Colorado Kai
, and Maryland/KaiMaryland
Maryland Kai
.
Attack Multipliers
Equipment Any
Flagship
2nd ship 3rd ship 2nd ship 3rd ship
is Big 7 not Big 7
Attack 1 Attack 2 Attack 3 Attack 2 Attack 3
No Bonus Equipment 1.50 1.50 1.52 1.30
RADAR Surface Radar Only 1.73 1.72 1.75 1.50
RADAR SG Radar (Late Model)SG Radar (Late Model) Only 1.98 1.98 2.01 1.72
Armor-Piercing Shell AP ShellsType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
Only
2.03 2.02 2.05 1.76
Armor-Piercing Shell APType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
+ RADAR Radar
2.33 2.32 2.36 2.02
Armor-Piercing Shell APType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
+ RADAR SG LMSG Radar (Late Model)
2.68 2.67 2.72 2.32
  • The modifiers are post-cap on day battle, and pre-cap on night battle.
  • The equipment bonuses do not stack further than 1 radar and/or 1 AP shell per ship.
    • Only ships equipped with those equipment will get a bonus for their attack(s).

  • All three ships involved consume additional ammunition when triggered:
Fleet type Triggering type Additional ammo consumption
Single Day battle (no night battle) 10%
Day battle (with night battle) 15%
Night battle (after day battle) 15%
Night battle Node 5%
Combined Day battle (no night battle) 0%
Day battle (with night battle) 10%
Night battle (after day battle) 10%

The touch:

  • Can be triggered even if artillery spotting fails to activate.
  • Can only be activated once per sortie.
  • Has a chance to trigger every time the flagship takes a turn at shelling.
    • In single fleet, if it fails to trigger in day battle, there is a chance to trigger it in the follow-up night battle.
  • The rate is probably:
[math]\displaystyle{ \text{Trigger}_\text{Rate}\text{%} = \sqrt{\text{Lv}_\text{FS}} + \sqrt{\text{Lv}_\text{2nd}} + \sqrt{\text{Lv}_\text{3rd}} + \sqrt{\text{Luck}_\text{FS}} + \sqrt{\text{Luck}_\text{2nd}} + \sqrt{\text{Luck}_\text{3rd}} + \text{X} + \text{Y} }[/math]
With
  • [math]\displaystyle{ \text{Lv}_\text{FS} }[/math] the flagship's Level,
  • [math]\displaystyle{ \text{Lv}_\text{2nd} }[/math] the 2nd ship's Level,
  • [math]\displaystyle{ \text{Lv}_\text{3rd} }[/math] the 3rd ship's Level,
  • [math]\displaystyle{ \text{Luck}_\text{FS} }[/math] the flagship's Luck Luck,
  • [math]\displaystyle{ \text{Luck}_\text{2nd} }[/math] the 2nd ship's Luck Luck,
  • [math]\displaystyle{ \text{Luck}_\text{3rd} }[/math] the 3rd ship's Luck Luck,
  • [math]\displaystyle{ \text{X} }[/math] some yet unknown bonus variables,
  • [math]\displaystyle{ \text{Y} }[/math] some yet unknown base rate.

It is notably affected by:

  • The Level and luck Luck stat of the participating ships[1],

It is currently measured around 52~60 % if all three ships are lv.99.

Ship Japanese/English Notes
Colorado Special Attack
Play
Colorado Squadron, full broadside! Open fire when you've confirmed your targets! We'll destroy them in one broadside. Fire! Special Attack Line
Colorado戦隊全力斉射!各個目標に砲撃開始!一気に殲滅する。Fire!
Ship Japanese/English Notes
Maryland Special Attack
Play
Ready to begin directed fire. All ships, use the following targeting data. OK? ...Open fire! Special Attack Line
統制射撃を開始する。各艦、目標諸元入力。OK?……Open fire!

Yamato Special Attacks

Yamato gains two different special attacks on Kai Ni/Juu.

They're distinguished by how many ships participate, there's a 2-ship touch and a 3-ship touch:

Devs also have stated that the touch helpers will be updated with relevant ship implementation [9].

Yamato-class 2-Ship Special Attack

"Touch Helpers"
Yamato Flagship: Musashi Flagship:
Ship Banner Musashi Kai Ni.png
Ship Banner Iowa Kai.png
Ship Banner Bismarck Drei.png
Ship Banner Richelieu Kai.png
Ship Banner Yamato Kai Ni.pngKai Ni/Juu
  • A Yamato-class Kai Ni/Juu must be flagship.
    • Secretary for combined fleets.
    • She must not be more than lightly damaged (小破).
  • Another "Touch Helper" must be in the 2nd position.
    • She must not be more than lightly damaged (小破).
    • When using Musashi Kai Ni as the helper in the 2nd position with Nagato Kai Ni or Mutsu Kai Ni in the 3rd one being lightly damaged (小破) or better, there is a random chance to trigger the "3-Ship Special Attack" instead.
  • There must be 6 or more surface ships in the fleet.
    • There must be no submarine in 6-ship fleets. In 7-ship fleets, only 1 submarine is allowed.
    • There must be no surface ship in the fleet sunk or evacuated via Command Facility FCFFleet Command Facility
      Striking Force Fleet Command Facility
      during a sortie, making the remaining total < 6. Ships in the escort fleet are not counted.
  • In single fleet, EchelonEchelon.png needs to be selected.
  • In a combined fleet, Cruising Formation 4Formation 4.png needs to be selected.
  • The touch can activate even if Yamato Kai Ni Juu is equipped with ASW equipment when facing a fleet mixed with submarines.

If triggered:

  • The flagship will do a 1st & 2nd attack,
  • The Helper will do a 3rd attack,
  • Each attack targets a ship at random,
  • If all enemies sunk, then touch stops early.
Equipment Yamato Kai Ni JuuYamato Kai Ni Juu 2nd Yamato-class Kai NiYamato Kai Ni
Musashi Kai Ni
2nd
Other HelpersIowa Kai
Bismarck Drei
Richelieu Kai
Attacks 1 & 2 Attack 3 Attacks 1 & 2 Attack 3 Attacks 1 & 2 Attack 3
No Bonus Equipment 1.54 1.94 1.54 1.86 1.40 1.55
RADAR Surface Radar Only 1.77 2.23 1.77 2.14 1.61 1.78
Very Large RADARSp Very large radar15m Duplex Rangefinder + Type 21 Radar Kai Ni
15m Duplex Rangefinder Kai + Type 21 Radar Kai Ni + Skilled Fire Direction Center
Only
1.96 2.45 1.95 2.35 1.77 1.96
Armor-Piercing Shell AP ShellsType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
Only
2.08 2.62 2.08 2.51 1.89 2.09
Armor-Piercing Shell APType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
+ RADAR Radar
2.39 3.01 2.39 2.89 2.17 2.41
Armor-Piercing Shell APType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
+ Very Large RADARSp Very large radar15m Duplex Rangefinder + Type 21 Radar Kai Ni
15m Duplex Rangefinder Kai + Type 21 Radar Kai Ni + Skilled Fire Direction Center
2.63 3.31 2.63 3.18 2.39 2.65
  • The modifiers are post-cap on day battle, and pre-cap on night battle.
  • The equipment bonuses do not stack further than 1 radar and/or 1 AP shell per ship.
    • Only ships equipped with those equipment will get a bonus for their attack(s).

The attack will consume extra ammo from participating ships when triggered. The total ammo consumption will be x1.6 of the original ammo consumption of those ships when the attack is triggered.

The touch:

  • Can be triggered even if artillery spotting fails to activate.
  • Can only be activated once per sortie.
  • Has a chance to trigger every time the flagship takes a turn at shelling.
    • In single fleet, if it fails to trigger in day battle, there is a chance to trigger it in the follow-up night battle.
  • The rate is:[1][2]
[math]\displaystyle{ \text{Trigger}_\text{Rate}\text{%} = \sqrt{\text{Lv}_\text{FS}} + \sqrt{\text{Lv}_\text{2nd}} + \sqrt{\text{Luck}_\text{FS}} + \sqrt{\text{Luck}_\text{2nd}} + \text{A} + \text{B} + \text{C} + 35 }[/math]
With
  • [math]\displaystyle{ \text{Lv}_\text{FS} }[/math] the flagship's Level,
  • [math]\displaystyle{ \text{Lv}_\text{2nd} }[/math] the 2nd ship's Level,
  • [math]\displaystyle{ \text{Luck}_\text{FS} }[/math] the flagship's Luck Luck,
  • [math]\displaystyle{ \text{Luck}_\text{2nd} }[/math] the 2nd ship's Luck Luck,
  • [math]\displaystyle{ \text{A} }[/math] being 2 if Yamato is flagship, 0 otherwise,
  • [math]\displaystyle{ \text{B} }[/math] being 5 if Musashi is the helper, 0 otherwise,
  • [math]\displaystyle{ \text{C} }[/math] the bonus for equipping a Surface RADARSurface Surface Radars (5+ LoS?)[3], being:
    • 10 if 1 ships has a radar,
    • 20 if both ships have a radar,
    • 0 otherwise.

Yamato 3-Ship Special Attack

  • Yamato Kai Ni/Juu must be the flagship.
    • Secretary for combined fleets.
    • She must not be more than lightly damaged (小破).
  • A pair of ships from a same "Helper Pair" must be in the 2nd and 3rd positions.
    • They must not be more than lightly damaged (小破).
    • When using Musashi Kai Ni as the helper in the 2nd position with Nagato Kai Ni or Mutsu Kai Ni in the 3rd one:
      • If the 3rd ship is lightly damaged (小破) or better, there is a random chance to trigger the "2-Ship Special Attack" instead.
      • If the 3rd ship is moderately damaged (中破) or worse, the "2-Ship Special Attack" will trigger instead.
  • There must be 6 or more surface ships in the fleet.
    • There must be no submarine in 6-ship fleets. In 7-ship fleets, only 1 submarine is allowed.
    • There must be no surface ship in the fleet sunk or evacuated via Command Facility FCFFleet Command Facility
      Striking Force Fleet Command Facility
      during a sortie, making the remaining total < 6. Ships in the escort fleet are not counted.
  • In single fleet, EchelonEchelon.png needs to be selected.
  • In a combined fleet, Cruising Formation 4Formation 4.png needs to be selected.
  • The touch can activate even if Yamato Kai Ni Juu is equipped with ASW equipment when facing a fleet mixed with submarines.
"Helper Pairs"
One of the following pairs:
Musashi Kai Ni 2nd ship: In any order:
Ship Banner Musashi Kai Ni.png
Ship Banner Nagato Kai Ni.png
Ship Banner Nagato Kai Ni.png
Ship Banner Mutsu Kai Ni.png
Ship Banner Kongou Kai Ni C.png
Ship Banner Hiei Kai Ni C.png
Ship Banner Kongou Kai Ni C.png
Ship Banner Haruna Kai Ni B.pngKai Ni B/C
Ship Banner Ise Kai Ni.png
Ship Banner Hyuuga Kai Ni.png
Ship Banner Fusou Kai Ni.png
Ship Banner Yamashiro Kai Ni.png
Ship Banner Musashi Kai Ni.png
Ship Banner Mutsu Kai Ni.png
Ship Banner South Dakota Kai.png
Ship Banner Washington Kai.png
Ship Banner Colorado Kai.png
Ship Banner Maryland Kai.png
Ship Banner Warspite Kai.png
Ship Banner Nelson Kai.png
Ship Banner Italia.png
Ship Banner Roma Kai.png

If triggered:

  • Yamato will do a 1st attack,
  • The 2nd ship will do a 2nd attack,
  • The 3rd ship will do a 3rd attack,
  • Each attack targets a ship at random,
  • If all enemies sunk, then touch stops early.
Equipment Musashi Kai NiMusashi Kai Ni (& HelperNagato Kai Ni
Mutsu Kai Ni
)
Nagato-classNagato Kai Ni
Mutsu Kai Ni
Pair
Ise-classIse Kai Ni
Hyuuga Kai Ni
Pair
Other "Helper Pairs" Any "Helper Pairs"
Attacks 1 Attacks 2 Attack 1 & 2 Attacks 1 Attacks 2 Attack 1 & 2 Attacks 3
No Bonus Equipment 1.65 1.80 1.65 1.65 1.58 1.50 1.65
RADAR Surface Radar Only 1.90 2.07 1.90 1.90 1.80 1.73 1.90
Very Large RADARSp Very large radar15m Duplex Rangefinder + Type 21 Radar Kai Ni
15m Duplex Rangefinder Kai + Type 21 Radar Kai Ni + Skilled Fire Direction Center
Only
2.09 2.28 2.09 2.09 1.99 1.90
Armor-Piercing Shell AP ShellsType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
Only
2.23 2.43 2.23 2.23 2.13 2.03 2.23
Armor-Piercing Shell APType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
+ RADAR Radar
2.56 2.79 2.56 2.56 2.45 2.33 2.56
Armor-Piercing Shell APType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
+ Very Large RADARSp Very large radar15m Duplex Rangefinder + Type 21 Radar Kai Ni
15m Duplex Rangefinder Kai + Type 21 Radar Kai Ni + Skilled Fire Direction Center
2.82 3.07 2.82 2.82 2.69 2.56
  • The modifiers are post-cap on day battle, and pre-cap on night battle.
  • The equipment bonuses do not stack further than 1 radar and/or 1 AP shell per ship.
    • Only ships equipped with those equipment will get a bonus for their attack(s).

The attack will consume extra ammo from participating ships when triggered. The total ammo consumption will be x1.8 of the original ammo consumption of those ships when the attack is triggered.

The touch:

  • Can be triggered even if artillery spotting fails to activate.
  • Can only be activated once per sortie.
  • Has a chance to trigger every time the flagship takes a turn at shelling.
    • In single fleet, if it fails to trigger in day battle, there is a chance to trigger it in the follow-up night battle.
  • The rate is probably:
[math]\displaystyle{ \text{Trigger}_\text{Rate}\text{%} = \sqrt{\text{Lv}_\text{FS}} + \sqrt{\text{Lv}_\text{2nd}} + \sqrt{\text{Lv}_\text{3rd}} + \sqrt{\text{Luck}_\text{FS}} + \sqrt{\text{Luck}_\text{2nd}} + \sqrt{\text{Luck}_\text{3rd}} + \text{X} + \text{Y} }[/math]
With
  • [math]\displaystyle{ \text{Lv}_\text{FS} }[/math] the flagship's Level,
  • [math]\displaystyle{ \text{Lv}_\text{2nd} }[/math] the 2nd ship's Level,
  • [math]\displaystyle{ \text{Lv}_\text{3rd} }[/math] the 3rd ship's Level,
  • [math]\displaystyle{ \text{Luck}_\text{FS} }[/math] the flagship's Luck Luck,
  • [math]\displaystyle{ \text{Luck}_\text{2nd} }[/math] the 2nd ship's Luck Luck,
  • [math]\displaystyle{ \text{Luck}_\text{3rd} }[/math] the 3rd ship's Luck Luck,
  • [math]\displaystyle{ \text{X} }[/math] some yet unknown bonus variables,
  • [math]\displaystyle{ \text{Y} }[/math] some yet unknown base rate.

It is notably affected by:

  • The Level and luck Luck stat of the participating ships,
  • RADAR Surface Radars (5+ LoS?) on attacking ships (+8~10 %)[1].

It is currently measured above 70 %.

Main source: [10]

Kongou-class Touch

On Kai Ni B/C, Kongou, Hiei, and Haruna gain a "Night Assault" special attack:

"Touch Helpers"
Kongou Flagship: Hiei Flagship: Haruna Flagship:
Ship Banner Hiei Kai Ni C.png
Ship Banner Haruna Kai Ni.pngKai Ni/B/C
Ship Banner Warspite.pngBase/Kai
Ship Banner Kongou Kai Ni C.png
Ship Banner Haruna Kai Ni B.pngB/C
Ship Banner Kirishima Kai Ni.png
Ship Banner Kongou Kai Ni C.png
Ship Banner Hiei Kai Ni C.png
  • A Kongou-class Kai Ni B/C must be flagship.
    • Flagship of the 2nd fleet in combined fleets.
  • Another "Touch Helper" must be in the 2nd position.
  • Both must not be more than lightly damaged (小破).
  • It must be a Night Battle.

If triggered:

  • The flagship will do a 1st attack,
  • The 2nd battleship will do a 2nd attack,
  • Each attack targets a ship at random,
  • If all enemies sunk, then touch stops early.
[3]Nb of
35.6 K3C35.6cm Twin Gun Mount Kai 3 C/K435.6cm Twin Gun Mount Kai 4
Red T Parallel
Head-on
Green T
0 1.920.8 x 2.4 2.4 31.25 x 2.4
1 2.130.8 x 2.4 x 1.11 2.662.4 x 1.11 3.331.25 x 2.4 x 1.11
2+ 2.210.8 x 2.4 x 1.15 2.762.4 x 1.15 3.451.25 x 2.4 x 1.15
  • The modifiers are pre-cap.
  • There is also an Accuracy Accuracy bonus of 1.35~1.4 [4].

  • The attack will consume extra ammo from both participating battleships when triggered. The total ammo consumption will be x1.2 of the original ammo consumption of those ships when the attack is triggered, hence:
    • If it is triggered in a night battle in a normal node, it costs 6% extra ammo.
    • If it is triggered in a night battle node, it costs 2% extra ammo.

The Night Assault can be:

  • Activated in the same battle as another separate special attack.
  • Activated twice per sortie, during night battle only:[1][2][3][4]
[math]\displaystyle{ \text{Trigger}_\text{Rate}\text{%} = \Biggl\lfloor 4 \times \big( \sqrt{\text{Lv}_\text{FS}} + \sqrt{\text{Lv}_\text{2nd}} \big) + \sqrt{\text{Luck}_\text{FS}} + \sqrt{\text{Luck}_\text{2nd}} + \text{A} + \text{B} - 45 \Biggr\rfloor }[/math]
With
  • [math]\displaystyle{ \text{Lv}_\text{FS} }[/math] the flagship's Level,
  • [math]\displaystyle{ \text{Lv}_\text{2nd} }[/math] the 2nd ship's Level,
  • [math]\displaystyle{ \text{Luck}_\text{FS} }[/math] the flagship's Luck Luck,
  • [math]\displaystyle{ \text{Luck}_\text{2nd} }[/math] the 2nd ship's Luck Luck,
Bonus Condition Kongou Hiei Haruna
[math]\displaystyle{ \text{A} }[/math] Surface RADARSurface Surface Radar with a base LoS Line of Sight ≥ 8 equipped on the flagship,
  • 0 otherwise
32 10 30?
[math]\displaystyle{ \text{B} }[/math] Large SearchlightLarge Type 96 150cm SearchlightType 96 150cm Searchlight equipped on the flagship,
  • 0 otherwise
10 32 0?

Submarine Special Attack

Also called the "AS Touch", it is a Special Attack involving a Submarine Tender leading a fleet of at least two submarines.

  • The flagship must be a Submarine Tender (AS) at Lv 30+,
    • She must not be more than moderately damaged (中破).
  • The 2nd and 3rd ships must be Submarines (SS) or Aircraft Carrying Submarines (SSV) and not evacuated via Command Facility SFFCFStriking Force Fleet Command Facility,
    • The 4th ship may optionally be a SS(V), but does not affect the above requirement,
    • At least two SS(V) among the 2nd, 3rd, and 4th ships must not be more than lightly damaged (小破),
    • If all 3 ships are SS(V), the 2nd and 4th ones will attack; if one of the two is moderately damaged (中破), the 3rd one will attack instead.[1]
  • The fleet must be a single fleet or a Striking Force Fleet,
  • The formation needs to be either EchelonEchelon.png or Line AbreastLineAbreast.png,
  • At least one Submarine Supply MaterialSubmarine Supply Material must be available in the inventory.

  • Two SS(V) will launch torpedo strikes.
  • The attack power of each strike is postcapped and unaffected by formation, engagement, or damage cap.
  • A rough damage formula per Submarine attack is:
[math]\displaystyle{ \text{DMG}_\text{day} = \text{TP} \times ( 1.2 + 0.04 \times \sqrt{LV} ) }[/math]

[math]\displaystyle{ \text{DMG}_\text{night} = ( \text{FP + TP} ) \times ( 1.2 + 0.04 \times \sqrt{LV} ) }[/math]

With
  • [math]\displaystyle{ \text{DMG} }[/math] the damage result for day and night battle respectively,
  • [math]\displaystyle{ \text{FP} }[/math] the submarine's Firepower Firepower stat,
  • [math]\displaystyle{ \text{TP} }[/math] the submarine's Torpedo Torpedo Attack stat,
  • [math]\displaystyle{ \text{LV} }[/math] the submarine's Level.
    • [math]\displaystyle{ 1.2 + 0.04 \times \sqrt{LV} = 1.6 }[/math] at Lv 100.

The number of attacks per Touch ranges from 2 to 4.

  • Each submarine will trough either 1 or 2 torpedo strikes.
    • Only Lv 75+ submarines can trigger 2 strikes,
    • If a Lv 75+ submarine does not carry any Submarine Equipment Submarine Radar, it rolls between 1 and 2 strikes randomly (exact rate unclear yet),
    • If a Lv 75+ submarine does carry any Submarine Equipment Submarine Radar, it is guaranteed to roll 2 strikes.

One Submarine Supply MaterialSubmarine Supply Material will be consumed for EACH battle the Touch triggers in.

  • If the Touch triggers twice in a battle, only a single Item Card Submarine Supply Material.png will be consumed for this battle.
  • If the Touch triggers in multiple nodes, one Item Card Submarine Supply Material.png will be consumed for each node it is triggered.
It does not consume any extra ammo. If the game is refreshed before the battle ends, then no material will be consumed even if the touch triggered.

Trigger rate is affected by the Level and luck Luck stat of the participating ships[1].

It has a chance to trigger every time the AS takes a turn at shelling.
  • It can trigger in both day and night for the same battle.
  • It can only trigger once during day battle.
  • If it fails to trigger during the day battle, there is still a chance to trigger it in the follow-up night battle.
  • If all enemies sunk, then touch stops early.
The attack order is always (where amo,g the attacking submarines, 1 is upper one and 2 is lower one):
  • 1-1-2-2 for 4 attacks,
  • 1-1-2 or 1-2-2 for 3 attacks,
  • 1-2 for 2 attacks.
    • If touch stops early, then attacks can be just 1-1
    • Also note that the actual order may be different from client animation of who shoots torpedoes, which always assigns attackers alternately like 1-2-1-2 or 1-2-1 or 1-2, so you may mismatch the real attack.
The touch can be activated multiple times per sortie.

When attacking a fleet, the usual Targeting rules apply.

  • The torpedoes fired target ships independently,
  • When facing a Combined Fleet, if any ship is present in the escort fleet on day battle, then all torpedoes will be fired to the escort fleet.

Regular
Seasonal

See Also