• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Difference between revisions of "Combat"

From Kancolle Wiki
Jump to navigation Jump to search
>Ethrundr
 
(656 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
==Combat Stages==
+
{{CombatPortal}}
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:100%;"
+
Combat is a major component of the game in Kantai Collection. Combat is accessed through the [[Sortie]] menu by selecting a map to send a fleet. Multiple mechanics weave together to create an intricate combat dynamic. For more detailed explanations on the various combat mechanics, please see the individual pages below. [[Exercises]] also consist of one surface combat.
|-
 
! scope="col"|Stage
 
! scope="col"|Notes
 
|-
 
|Detection
 
|Requires planes or high detection stat.
 
  
Success increases hit rate and evasion.<br />
+
=Combat Phases=
Failure decreases hit rate, evasion, and leaves you unable to participate in air combat phase.
+
On each node, combat will consist of several "Combat Phases". The number of combat phases depends on the node type, with each node type using a different set of combat phases and order.
|-
+
*''See [[Node]]s for more details.
|Air Combat
+
*Using a [[Combined Fleet]] will also affect the phases, especially during the shelling.
|
 
|-
 
|Supporting Fire
 
|Map 5, requires sortie support expedition.
 
|-
 
|Opening Torpedo Salvo
 
|Requires midget subs or submarines over level 10
 
|-
 
|Shelling, 1st Round (Range Order)
 
|Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase.
 
|-
 
|Shelling, 2nd Round (Lineup Order)
 
|Only occurs when one or both sides has a battleship, or the enemy contains one of the special ship classes: 鬼, 姫, 戦鬼, or 戦姫.
 
|-
 
|Torpedo Salvo
 
|Must not have taken more than light damage to participate.
 
|-
 
|Night Combat
 
|Attacks occur in lineup order from top to bottom, alternating between sides. Must not have taken more than moderate damage to participate.
 
|}
 
  
 
+
The combat phases are made out of:
==Effects of Ship Damage==
+
{|class="wikitable"
Amount of damage on a ship will affect its performance.
+
!colspan=3|☀ [[Day Battle]]
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%; height: 100px;"
+
!rowspan=2|{{NBPower}} [[Night Battle]]
|Minor damage (小破) or less
 
|No effect on performance
 
 
|-
 
|-
|Moderate damage (中破)
+
!rowspan=2|{{LOS}}<br>[[Detection]]
|Attack power, accuracy, and evasion are slightly decreased
+
!{{Aircraft}} [[Aerial Combat]]
 +
!{{Firepower}} Surface Combat
 
|-
 
|-
|Heavy damage (大破)
+
|
|Attack power, accuracy, and evasion are significantly decreased
+
#LBAS's [[Jet Assault]]
|}
+
#Fleet's [[Jet Assault]]
 
+
#[[LBAS|Land-Based Aerial Support]]
 
+
#[[Air Power|Stage 1 - Battle for Air Superiority]]
==Damage Calculation==
+
#[[Anti-Air|Stage 2 - Fleet Anti-Air Defense]]
===Main Formula===
+
#[[Airstrike|Stage 3 - Airstrike]]
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
+
|
|-
+
#[[Engagement]]
! rowspan="3" scope="col" style="white-space:nowrap;"|
+
#[[Support Expedition]]
'''Damage ='''
+
#[[Battle Opening]]s
! scope="col"|<center>'''Basic Attack Power<br />x<br />Pre-Cap Modifiers'''</center>
+
#[[Shelling|Shelling Phase]]
! scope="col"|x
+
#[[Day Battle#Second Shelling Phase|Second Shelling Phase]]
! scope="col"|<center>'''Critical Modifier'''</center>
+
#[[Closing Torpedo Salvo]]
! scope="col"| -
+
|
! scope="col"|<center>'''Enemy Armor'''</center>
+
#[[Friendly Fleet]] (event only)
! scope="col"|x
+
#[[Support Expedition]]*
! scope="col"|<center>'''Random Number<br />(between 2/3 ~ 4/3)'''</center>
+
#[[Night Battle#Night Contact and Spotting|Night Contact and Spotting]]
|-
+
#[[Night Battle#Night Shelling Phase|Night Shelling Phase]]
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|x
 
|-
 
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|<center>'''Remaining Ammo Modifier'''</center>
 
|-
 
| colspan="8" |Notes:
 
 
 
*''If it isn't damaged by this formula, or becomes very little damage, it becomes scratch damage, maximum about 10% of enemy current HP (needs verification).''
 
*''If [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modifed -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]]''
 
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
 
 
|}
 
|}
  
 +
==Formation Selection==
 +
If the fleet currently deployed has 4 or more ships, the player will be prompted to pick a fleet formation before every battle. Fleets with 3 or less ships will not have a fleet formation prompt and will default to '''Line Ahead'''.
 +
* Sunk ships and ships [[Evacuation|evacuated]] with a {{EquipmentLink|Fleet Command Facility|Striking Force Fleet Command Facility|Elite Torpedo Squadron Command Facility|text=Command Facility|link=Evacuation}} are not counted.
 +
* Diamond Formation requires 5 or more ships present in the fleet to be selected.
 +
* Enemy fleets do not have these restrictions. Enemy fleets in Diamond formation with fewer than 4 ships lack formation graphics on the battle screen.
 +
Combined Fleets have special [[Combined Formation|formations]] that differ from the standard single fleet ones.
  
====Basic Attack Power====
+
{|class="wikitable" style="text-align:center"
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 100%;"
+
!rowspan=2 colspan=2|Formation
 +
!colspan=3|Shelling
 +
!colspan=3|Torpedo
 +
!colspan=3|Anti-Submarine
 +
!colspan=3|[[Night Battle]]
 +
!rowspan=2|AA
 +
!rowspan=2|[[Flagship Protection]]
 +
!rowspan=2|Notes
 
|-
 
|-
! scope="col"|Type
+
!Damage!!Accuracy!!Evasion
! scope="col"|Basic Attack Power
+
!Damage!!Accuracy!!Evasion
! scope="col"|Notes
+
!Damage!!Accuracy!!Evasion
 +
!Damage!!Accuracy<ref>Measured and corroborated with Vita values.</ref>!!Evasion
 
|-
 
|-
|Aerial combat
+
|width=140px|Line Ahead<br>{{Nihongo|単縦陣|''Tanjuu-jin''}}
|Attack Type Modifier ''(see below)'' × [(Aircraft's divebomb or torp stat) × √(number of planes) + 25]
+
|{{LineAhead}}
 +
|style="color:red"|'''100%'''
 +
|100%
 +
|100%
 +
|style="color:red"|'''100%'''
 +
|style="color:red"|'''100%'''
 +
|100%
 +
|60%
 +
|100%
 +
|100%
 +
|100%
 +
|style="color:red"|'''100%'''
 +
|100%
 +
|100%
 +
|45%
 
|
 
|
 
|-
 
|-
|Shelling (except Carriers)
+
|Double Line<br>{{Nihongo|複縦陣|''Fukujuu-jin''}}
|Firepower + 5
+
|{{DoubleLine}}
 +
|80%
 +
|style="color:red"|'''120%'''<ref>Source: [http://bs-arekore.at.webry.info/201412/article_2.html '''半製造BSアレコレ雑記帳''' /「艦これ」砲撃命中率について・複縦陣 中間報告] ''(Dec 5, 2014).'' Corroborated with Vita values.</ref>
 +
|100%
 +
|80%
 +
|80%
 +
|100%
 +
|80%
 +
|style="color:red"|'''120%'''
 +
|100%
 +
|100%
 +
|90%
 +
|100%
 +
|120%
 +
|60%
 
|
 
|
 
|-
 
|-
|Shelling (Carrier only)
+
|Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}}
|(Firepower + Torpedo) × 1.5 + Dive Bomber Stat × 2 + 55
+
|{{Diamond}}
 +
|70%
 +
|100%
 +
|110%
 +
|70%
 +
|40%
 +
|110%
 +
|120%
 +
|100%
 +
|100%
 +
|100%
 +
|70%
 +
|100%
 +
|style="color:red"|'''160%'''
 +
|style="color:red"|'''75%'''
 
|
 
|
 
|-
 
|-
|Torpedo/Preemptive Torpedo
+
|rowspan=2|Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}}
|Torpedo + 5
+
|rowspan=2|{{Echelon}}
|
+
|75%
 +
|rowspan=2 style="color:red"|'''120%'''
 +
|style="color:red"|'''140%'''<ref>https://twitter.com/Xe_UCH/status/1304783506275409920</ref>
 +
|rowspan=2 |60%
 +
|75%<ref>https://twitter.com/Divinity__123/status/1177455647593353217</ref><ref>https://docs.google.com/spreadsheets/d/1L854d9MjPHc4yNELEp1oRz029-LHz2aMRF089_MO2vo/edit#gid=1875509487</ref>
 +
|rowspan=2|130%
 +
|110%
 +
|rowspan=2 style="color:red"|'''120%'''
 +
|rowspan=2 style="color:red"|'''140%<ref>https://twitter.com/Divinity_123/status/1453371977020985353</ref>'''
 +
|rowspan=2|100%
 +
|90%<ref name="echelon">https://twitter.com/Divinity__123/status/1228686473119064066</ref>
 +
|style="color:red"|'''130%'''<ref name="echelon"></ref>
 +
|rowspan=2|100%
 +
|rowspan=2|60%
 +
|Single vs Single fleet battles
 
|-
 
|-
|Anti-sub warfare
+
|60%
|(Original ASW <ref name="ASW0">Refers to ASW stat without any equipment.</ref> / 5, rounded down) + Equipment's ASW <ref name="ASWE">Refers to the total of ASW stats that the equipment added to the ship's stats.</ref> × 2 + 25
+
|120%
|This applies to DDs and CLs during the day; CVL anti-sub attacks and night anti-sub attacks are still under investigation.
+
|60%
 +
|100%
 +
|80%
 +
|110%
 +
|Single vs Combined fleet battles (either way)<ref>https://github.com/Tibowl/KCBugTracker/issues/24#issuecomment-872108225</ref>  
 
|-
 
|-
|Night Battle
+
|Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}}
|Firepower + Torpedo
+
|{{LineAbreast}}
 +
|60%
 +
|style="color:red"|'''120%'''
 +
|130%
 +
|60%
 +
|30%
 +
|style="color:red"|'''140%'''
 +
|style="color:red"|'''130%'''
 +
|style="color:red"|'''120%'''
 +
|110%
 +
|100%
 +
|80%
 +
|120%
 +
|100%
 +
|60%
 
|
 
|
|}
 
 
 
====Attack Type Modifier (Plane Scaling)====
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
 
 
|-
 
|-
! scope="col" style="width: 20%;"|Type
+
|rowspan=2|{{Tooltip|Vanguard|The direct translation of "Keikai" is "alert"}}<ref>https://docs.google.com/spreadsheets/d/14uCat5nahv3A0Zq6d263Ye3U_f1nBYpIMEc9ALegyNA/edit#gid=0</ref><br>{{Nihongo|警戒陣|''Keikai-jin''}}
! scope="col" style="width: 20%;"|Attack Type Modifier
+
|rowspan=2|{{Vanguard}}
! scope="col" style="width: 60%;"|Notes
+
|50%
 +
|80%<ref>https://twitter.com/Divinity_123/status/1452289616866947081</ref>
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|style="color:red"|'''100%'''
 +
|70%<ref>https://twitter.com/Divinity_123/status/1457819658090844163</ref>
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|100%
 +
|??
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|50%
 +
|??
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|110%
 +
|Medium
 +
|Upper half of the fleet
 
|-
 
|-
|Dive Bombers, Seaplane Bombers
+
|100%
|1
+
|style="color:red"|'''120%'''
|This value is fixed, regardless the situation.
+
|style="color:red"|'''100%'''
|-
+
|90%
|Torpedo Fighters'
+
|60%
|0.8 or 1.5
+
|??
|Calculation:
+
|100%
''Plane Scaling * [(雷装 + 爆装) * √(Plane Capacity) + 25]'' <ref name="explanation">In the wikiwiki, the portion here:
+
|??
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
+
|110%
|-
+
|High
|''※ 以上の計算式は「制空権確保」時のものであるため、それ以外の状況では異なる可能性がある。''
+
|Bottom half of the fleet
 
 
''航空戦でのダメージは各スロットの機体性能と搭載数から個々に計算されており、空母の火力値は攻撃力に影響しない。 搭載数はリアルタイムに反映されており、雷撃・爆撃の前に艦載機が撃ち落とされた場合は、そのぶん攻撃力が減少する。 航空戦ではキャップ前補正(陣形補正、交戦形態補正、損傷補正)を受けない。 防御側の対空はダメージに直接は影響しない。ただし敵艦載機を撃ち落とすことによって搭載数を減少させたり、回避率に影響している可能性はある。''
 
 
 
''装甲の堅い敵に艦攻が有効なのは、倍率150%の攻撃があるためである。ただしこの倍率は80%の場合もあり、攻撃力は安定しない。''
 
 
 
''航空戦では互いの艦上戦闘機による制空権の判定が行われ、(被)撃墜数などに大きく影響する。 制空権の影響を大きく受けるのが艦攻で、艦爆は比較的受ける影響が少ないと言われている。''
 
|}
 
 
 
Apparently this is calculation's accuracy can only be justified when you managed to get air superiority, aka "制空権確保".
 
 
 
As we all know, damage during "Air Combat" phase is only affected by plane capacity and the type of planes you have. The "Firepower" stats doesn't affect anything during this phase.
 
 
 
Seems like AA also does not affect the damage during Air Combat directly, just that it is possible that the more planes you shoot down, the higher chance you get to evade the bombings.
 
 
 
Then there's the part whereby it informs us that it's effective against ships with high armor due to the possibility of having a 150% scaling during the bombing.
 
 
 
And as we all know, air superiority is also determined by how many planes were shot down and the side without air superiority will be doing considerably less damage on bombing. (Wording doesn't include torpedo, so I'm not sure whether they're including both bombing and torpedo as one category)</ref>
 
 
|}
 
|}
  
 
+
{|class="wikitable"
===Formation Modifier (Pre-Cap Modifier)===
+
!colspan=5|Accuracy Exceptions
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
 
|-
 
! scope="col" style="text-align:center;"|Formation
 
! scope="col" style="text-align:center;"|Formation Icon
 
! scope="col" style="text-align:center;"|Modifier
 
! scope="col" style="text-align:center;"|Modifier when attacking subs
 
 
|-
 
|-
| Line Ahead (単縦陣)
+
!Formation
| <center>{{LineAhead}}</center>
+
!Day Shelling &<br>Carrier Attacks
| style="text-align:center;"|100%
+
!Torpedo Attacks
| style="text-align:center;"|45%
+
!ASW
 +
!Night Battles
 
|-
 
|-
| Double Line (複縦陣)
+
|Vanguard (Both) vs DD<ref>Has even greater bonuses against [[PT Imp]]s (see [[Template:Anti-PT Imp Setups|here]])</ref>||additional 110%||additional 120%||?||?
| <center>{{DoubleLine}}</center>
 
| style="text-align:center;"|80%
 
| style="text-align:center;"|60%
 
 
|-
 
|-
| Diamond (輪形陣)
+
|Double Line vs Line Abreast||rowspan=3|100%||rowspan=3|N/A||rowspan=3|100%||rowspan=3|N/A
| <center>{{Diamond}}</center>
 
| style="text-align:center;"|70%
 
| style="text-align:center;"|90%
 
 
|-
 
|-
| Echelon (梯形陣)
+
|Echelon vs Line Ahead
| <center>{{Echelon}}</center>
 
| style="text-align:center;"|60%
 
| style="text-align:center;"|75%
 
 
|-
 
|-
| Line Abreast (単横陣)
+
|Line Abreast vs Echelon
| <center>{{LineAbreast}}</center>
 
| style="text-align:center;"|60%
 
| style="text-align:center;"|100%
 
 
|}
 
|}
Night battle and air combat are not affected by formation choice.
 
  
 +
;Notes:
 +
* Exact values were datamined from KanColle Kai for the Vita. Testing on the browser version has corroborated these results.
 +
** Values for Vanguard and the [[Game_Updates/2019/Feburary_27th|new]] Echelon are vague as they weren't introduced for KanColle Kai.
 +
<references/>
  
 +
===Flagship Protection===
 +
'''Flagship Protection''' is when a non-flagship protects the flagship from being targeted by receiving the attack instead. When activated, a "curved shield" animation plays in front of the flagship's banner.
 +
* In [[Combined Fleet]]s, the escort flagship does not receive flagship protection in day battles.
 +
* ''See [[Flagship Protection]] for more dedails.
  
===Engagement Form Modifer (Pre-Cap Modifier)===
+
===Vanguard Formation===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
+
Vanguard is only available during [[Event]]s, and is usable on '''any map''' during this time.
|-
+
* The modifiers on Vanguard Formation refer respectively to the '''"upper half"''' and '''"bottom half"''' of the fleet.
! scope="col" style="text-align:center;"|Form
+
** For a fleet with 6 or 7 ships, the top row applies to ships 1 to 3, and the bottom row applies to the remaining ships.
! scope="col" style="white-space:nowrap;text-align:center;"|Modifier
+
** For a fleet with 4 or 5 ships, the top row applies to ships 1 and 2 and the bottom row applies to the remaining ships.
|-
+
* '''Damage and accuracy of [[Support Fleet]]s are affected by the top row multipliers, meaning the 50% damage modifier is applied.'''
|Parallel Engagement (同航戦)
 
| style="text-align:center;"|100%
 
|-
 
|Head-on Engagement (反航戦)
 
| style="text-align:center;"|80%
 
|-
 
|Crossing the T (Advantage) <span style="color:green">'''(T字戦有利)'''</span>
 
| style="text-align:center;"|120%
 
|-
 
| style="white-space: nowrap;"|Crossing the T (Disadvantage) <span style="color:red">'''(T字戦不利)'''</span>
 
| style="text-align:center;"|60%
 
|}
 
*Night battle and air combat are not affected by engagement form.
 
*'''The engagement form attack modifier affects both your fleet and the enemy fleet.'''
 
**This also applied for the Crossing the T (both Advantage or Disadvantage) modifier. It may be a bug or a design flaw.
 
*Crossing the T (Disadvantage) can be avoided by equipping a {{Template:YellowPlane}}彩雲 Saiun (Carrier-based recon plane).
 
  
 +
Vanguard gives an accuracy penalty to the opposite fleet. See ''[[Accuracy, Evasion and Criticals#Vanguard Formation|here]]'' for more details.
  
====Engagement Forms====
+
The '''bottom half''' ships have an increased chance to be targeted.
====='''Parallel Engagement'''=====
+
* The targeting is determined as follows:
 +
**1. Target a ship from the fleet.
 +
**2. If the selected ship is an upper half ship, target a ship from the fleet again.<ref>https://twitter.com/Xe_UCH/status/974571652229955584</ref>
 +
* Target rate based on the above procedure (without other factor):
  
The course of the player's fleet and the enemy fleet are the same.
+
{|class="wikitable" style="text-align:center"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 300px;"
+
! colspan=5| Target Rate
|Fleet A
 
|→
 
|→
 
|→
 
|→
 
|→
 
|→
 
 
|-
 
|-
|Fleet B
+
! rowspan=2| Fleet position
|→
+
! colspan=4| Number of ships
|→
 
|→
 
|→
 
|→
 
|→
 
|}
 
 
 
 
 
====='''Head-on Engagement'''=====
 
 
 
The course of the player's fleet and the enemy fleet are opposite each other.
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 300px;"
 
|Fleet A
 
|→
 
|→
 
|→
 
|→
 
|→
 
|→
 
 
|-
 
|-
|Fleet B
+
! 4
|←
+
! 5
|←
+
! 6
|←
+
! 7
|←
 
|←
 
|←
 
|}
 
 
 
 
 
====='''Crossing the T'''=====
 
 
 
The course of the player's fleet and the enemy fleet are perpendicular to each other (that's 90 degrees, which results in a T figure).  A fleet is in disadvantage if it is coming from「|」direction, and is in advantage it is is coming from「―」direction.
 
 
 
(Historically, the point of this was for the「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)
 
 
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 300px;"
 
|→
 
|→
 
|→
 
|→
 
|→
 
|→
 
| colspan="2" rowspan="7" style="text-align:center;"|<center>'''OR'''</center>
 
|←
 
|←
 
|←
 
|←
 
|←
 
|←
 
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
! 1
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
| style="background-color:#92D050;color:black"| 12,50%
 +
| style="background-color:#92D050;color:black"| 8,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
! 2
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
| style="background-color:#92D050;color:black"| 12,50%
 +
| style="background-color:#92D050;color:black"| 8,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
! 3
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
| style="background-color:#F8CBAD;color:black"| 37,50%
 +
| style="background-color:#F8CBAD;color:black"| 28,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
! 4
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
| style="background-color:#F8CBAD;color:black"| 37,50%
 +
| style="background-color:#F8CBAD;color:black"| 28,00%
 +
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
! 5
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
!
 +
| style="background-color:#F8CBAD;color:black"| 28,00%
 +
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
! 6
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
+
!
|}
+
!
 
+
| style="background-color:#F8CBAD;color:black"| 25,00%
 
+
| style="background-color:#F8CBAD;color:black"| 20,40%
==Night Combat==
 
*Night battle damage depends on either the Firepower or Torpedo (or both!) stats for attack power, depending on the specific attack type.  Consequently, DDs, CLs, CLTs and CAs have drastically increase strength at night.
 
*Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.>
 
*Main Gun = {{Template:RedGunMedium}}Red guns or 10cm High-angle Gun
 
*Secondary (Sub) Gun = {{Template:YellowGun}}Yellow guns / 12.7cm High-angle Gun / 8cm High-angle Gun
 
*Auxiliary equipment (e.g radar, turbine, special ammunition, pure AA equipment(green), and mini-sub) will not affect the combination.
 
 
 
 
 
===Night Battle Attack Types===
 
 
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 100%;"
 
|-
 
! scope="col"|Type
 
! scope="col"|Main
 
! scope="col"|Secondary
 
! scope="col"|Torpedo
 
! scope="col"|Notes
 
|-
 
| rowspan="4"|Cut-In
 
|
 
|
 
|2+
 
|Torpedo Attack
 
|-
 
|3+
 
|
 
|
 
| rowspan="2"|Shelling
 
|-
 
|2
 
|1+
 
|
 
|-
 
|1-2
 
|
 
|1
 
|Combined Attack
 
|-
 
| rowspan="3"|Double Attack
 
|2
 
|0
 
|0
 
|
 
|-
 
|1
 
|1+
 
|0
 
|
 
|-
 
|0
 
|2+
 
|0-1
 
|Secondary Gun Double-Attack, Torpedo doesn't fire
 
|-
 
|Single Attack
 
| colspan="4"|Results from failing to meet equipment requirements, or other attacks random chance at failing.  Fires with gun or torpedo in highest equipment slot.
 
|-
 
|Anti-Submarine
 
| colspan="4" rowspan="1"|Any enemy submarines will force Destroyers and Light Cruisers to target them.  Cut-In and Double Attacks are ignored.
 
|}
 
 
 
 
 
====Cut-in Equipment Setups====
 
NOTE: These are only a few examples.  See the above table.
 
{| class="wikitable" style="width: 100%;"
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}3 main guns
 
| rowspan="5"|
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}} 2 main guns
 
| rowspan="5"|
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}} 1 main gun
 
| rowspan="5"|
 
|-
 
| style="text-align: center;"|{{TorpedoWeapon}}{{TorpedoWeapon}} Just 2 torpedos
 
|-
 
| colspan="1" style="text-align: center;"|
 
| colspan="1" style="text-align: center;"|'''+'''
 
| colspan="1" style="text-align: center;"|'''+'''
 
| colspan="1" style="text-align: center;"|
 
|-
 
| colspan="1" rowspan="2" style="text-align: center;"|No {{YellowGun}} or {{TorpedoWeapon}} equipped
 
| colspan="1" rowspan="2" style="text-align: center;"|{{YellowGun}} 1 sub gun
 
| colspan="1" rowspan="2" style="text-align: center;"|{{TorpedoWeapon}} 1 torpedo
 
| colspan="1" rowspan="2" style="text-align: center;"|One {{YellowGun}} also equippable
 
|}
 
 
 
 
 
====Double-attack Equipment Setups====
 
NOTE: These are only a few examples.  See the above table.
 
 
 
{| class="wikitable" style="width: 100%;"
 
| colspan="1" rowspan="1" style="text-align: center;"|{{RedGunMedium}} 1 main gun
 
| colspan="1" rowspan="5" style="text-align: center;"|
 
| colspan="1" rowspan="3" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}} 2 main guns
 
| colspan="1" rowspan="5" style="text-align: center;"|
 
| colspan="1" rowspan="3" style="text-align: center;"|{{YellowGun}}{{YellowGun}} 2 or more sub guns
 
|-
 
| style="text-align: center;"|'''+'''
 
|-
 
| style="text-align: center;"|{{YellowGun}}1 or more sub guns
 
|-
 
| style="text-align: center;"|
 
| style="text-align: center;"|
 
 
|-
 
|-
| style="text-align: center;"|No {{TorpedoWeapon}} equipped
+
! 7
| colspan="1" rowspan="2" style="text-align: center;"|No {{YellowGun}} or {{TorpedoWeapon}} equipped
+
!
| colspan="1" rowspan="2" style="text-align: center;"|One {{TorpedoWeapon}} also equippable
+
!
 +
!
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|}
 
|}
 +
<references/>
  
 +
===Choosing a Formation===
 +
[[File:Formation_Selection_Screen.png|thumb|right|Formation Selection Screen]]
 +
When selecting a formation, its modifiers will be applied to the entirety of the next battle node whenever applicable. Picking another formation will discard any previous formation bonuses and penalties and use the new modifiers instead. Each formation has a general use-case archetype based on its modifiers.
  
===Night Battle Special Attack Modifier (Pre-Cap Modifier)===
+
* '''Line Ahead''': All-out surface combat formation.
====Cut-in attack====
+
* '''Double Line''': All-around, high accuracy formation.
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 100%;"
+
* '''Diamond''': Anti-Air formation.
|-
+
* '''Echelon''': Mixed surface-ASW combat formation.
! scope="col"|Weapon Type
+
* '''Line Abreast''': ASW formation.
! scope="col"|Modifier
+
* '''Vanguard''': Defensive/evasive & anti DD/[[PT Imp]] formation (event only).
|-
+
* [[Combined Fleet]] has other formations.
|2 torpedoes
 
|2 consecutive attacks at 150%
 
|-
 
|1 main gun, 1 torpedo
 
|2 consecutive attacks at 130%
 
|-
 
|3 main guns
 
|200%
 
|-
 
|2 main guns, 1 secondary gun
 
|175%
 
|}
 
  
  
====Double Attack====
+
Other mechanics available on this menu:
Two consecutive attacks at 120%. Always procs, compared to cut-ins which proc only by chance and is affected by the luck stat. ''(Japanese wikis confirm that Yukikaze has a greater chance of doing cut-ins than Shimakaze)''
+
* This UI can be hidden by clicking once or twice on the flagship, to see the map.
 +
** The [[Fleet Preview|Enemy composition preview]] once hidden.
 +
* The smoke screen button if a {{Smoke}} [[Smoke Generator]] is equiped in the fleet.
  
 +
=Victory Conditions=
 +
A damage gauge that is displayed at the post-combat screen for each fleet, using the following calculation:
  
===Ship's Health Modifier (Pre-Cap Modifier)===
+
<math>\text{Damage%} = \dfrac{\text{Fleet HP lost}}{\text{Fleet HP}}</math>
  
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
+
The following conditions must be met to attain each rank:
|-
 
! scope="col" style="text-align:center;"|Damage
 
! scope="col" style="white-space:nowrap;text-align:center;"|Modifier
 
|-
 
| style="white-space: nowrap;"|Minor damage (小破) or less
 
| style="text-align:center;"|100%
 
|-
 
|Moderate damage (中破)
 
| style="text-align:center;"|70%
 
|-
 
|Heavy damage (大破)
 
| style="text-align:center;"|40%
 
|}
 
Modifier does not affect aerial attacks.
 
 
 
 
 
===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
 
Conditions for the attack power cap to activate: [Basic attack power x Pre-cap modifiers] exceeds '''150 for day''' battle, '''300 for night''' battle, and '''100 for anti-sub''' attacks.<br />This is the attack power cap, and it's represented below by <math>x</math>:
 
 
 
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>
 
 
 
What we can draw from this is that during the day, firepower or torpedo stats above 150 have the possibility of breaking the cap immediately and thus becoming nerfed.  Best to use that extra red gun on Yamato or torp on Kitakami Kai 2 on something else.
 
 
 
 
 
===Critical Modifier===
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 100%;"
 
|-
 
! scope="col"|Attack Type
 
! scope="col" style="text-align:center;"|Modifier
 
|-
 
|Normal Attack
 
| style="text-align:center;"|100%
 
|-
 
|Critical Hit
 
| style="text-align:center;"|150%
 
|}
 
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40.''' (If, on the other hand, the critical message appeared when the damage dealt was less than 40, then it was a critical hit.)
 
  
 
+
{|class="wikitable" style="width:75%; margin:auto; text-align:center"
===Remaining Ammo Modifier===
+
!Victory State
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 400px;"
+
!Rank
 +
!Common name
 +
!Conditions
 
|-
 
|-
! scope="col"|Remaining Ammunition
+
!rowspan=4|Victory
! scope="col" style="text-align:center;"|Modifier
+
|{{TextGlow|'''Total Victory: S<br>(完全勝利S)'''|black|text-colour=gold|glow-size=2px}}
 +
|{{TextGlow|'''Perfect S'''|black|text-colour=gold|glow-size=2px}}
 +
|style="text-align:left|
 +
* Sink all enemy ships, while taking no damage in return.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take 0 damage.
 
|-
 
|-
|5 or more {{Ammo}} bar
+
|{{TextGlow|'''Victory: S<br>(勝利S)'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;"|100%
+
|{{TextGlow|'''S rank'''|black|text-colour=gold|glow-size=2px}}
 +
|style="text-align:left|
 +
* Sink all enemy ships.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take less than 5% damage.
 
|-
 
|-
|4 {{Ammo}} bar
+
|{{colour|red|'''Victory: A<br>(勝利A)'''}}
| style="text-align:center;"|80% - 90%
+
|{{colour|red|'''A rank'''}}
 +
|style="text-align:left|
 +
* Sink 2/3 of the enemy ships.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 5% and 10% damage.
 
|-
 
|-
|3 {{Ammo}} bar 
+
|{{TextGlow|'''Tactical Victory: B<br>(戦術的勝利B)'''|black|text-colour=orange|glow-size=2px}}
| style="text-align:center;"|60% - 70%
+
|{{TextGlow|'''B rank'''|black|text-colour=orange|glow-size=2px}}
 +
|style="text-align:left|
 +
* Sink the enemy flagship and have fewer ships sunk than the enemy.
 +
* If the enemy flagship survives and the Damage % gauge is at least 2.5x less than the enemy's.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 10% and 20% damage.
 +
* ''If any of the ships sink, this is the maximum rank obtainable''.
 
|-
 
|-
|2 {{Ammo}} bar
+
!rowspan=4|Defeat
| style="text-align:center;"|40% - 50%
+
|{{TextGlow|'''Tactical Defeat: C<br>(戦術的敗北C)'''|black|text-colour=Yellow|glow-size=2px}}
 +
|{{TextGlow|'''C Rank'''|black|text-colour=Yellow|glow-size=2px}}
 +
|style="text-align:left|
 +
* The enemy flagship survives and the Damage % gauge is between 0.5x and 2.5x less than the enemy's.
 +
** Also applies when sinking any ship during the battle.
 +
* If the enemy flagship is sunk but the enemy has fewer sunken ships, as well as having the Damage % gauge between 0.5x and 2.5x less than the enemy's.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 50% and 20% damage.
 
|-
 
|-
|1 {{Ammo}} bar
+
|{{TextGlow|'''Defeat: D<br>(敗北D)'''|black|text-colour=lime|glow-size=2px}}
| style="text-align:center;"|20% - 30%
+
|{{TextGlow|'''D rank'''|black|text-colour=lime|glow-size=2px}}
 +
|style="text-align:left|
 +
* If the enemy flagship survives and the Damage % gauge is less than 0.5x of the enemy's.
 +
* If the Damage % dealt is 0.05% (essentially 0).
 +
* If both fleets deal no damage to each other.
 +
** This applies to submarine vs submarine battles and air battle nodes.
 +
* Ships are sunk but not enough to meet the conditions for E.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take heavy damage.
 
|-
 
|-
|0 {{Ammo}} bar
+
|{{TextGlow|'''Defeat: E'''<br>(敗北E)'''|lightgray|text-colour=blue|glow-size=1px}}
| style="text-align:center;"|Scratch Damage (1% - 5%)
+
|{{TextGlow|'''E rank'''|lightgray|text-colour=blue|glow-size=1px}}
 +
|style="text-align:left|
 +
* The enemy flagship survives and the number of sunk ships in the fleet meets the minimum kill requirements.
 +
** Not meeting the requirements for a D Rank.
 
|}
 
|}
*One bar of {{Ammo}} will be used each time the ship enters shelling mode. The bar will be decreased for all ship in the fleet, regardless if they shoot or not.
 
**For the Torpedo Salvo session, there will be no ammunition decrease. This also applied for the opening Torpedo Salvo.
 
***This is not applied to Submarines, which their torpedo attack will also decrease their ammunition by 1 bar for each torpedo.
 
**When entering night battle, the amount of ammunition on a vessel is same as after the day battle. However, on night battle, the one that have their ammunition reduced only those who fires.
 
**The default ammo usage for each battle is 2 bars. In case your ship consume less than 2 bars in a battle, they'll get 2 bars decrease after the battle ends.
 
*Amount of ammunition also affects aircraft carrier damage.
 
*Ships which are low on fuel and/or ammo remaining have higher chance of getting heavily damaged.
 
*Due to the nature that most of battles will consume 2 bars of ammunition each, on the 5th battle (nodes) in the same sortie, you'll run out of ammunition, which will ensure your loss on the next battle.
 
**Make sure on every map boss battle landed on 3rd or 4th battle, since if they are on the 5th battle, your winning chance are greatly reduced.
 
*To prevent the the loss of firepower while trying to reach the boss, avoid night battles and whirlpools on the way.
 
**While early map's whirpool decreases your resource directly, later maps will decrease either {{Fuel}} or {{Ammo}} bar of your sorted fleet, which may cause disadvantages for you especially when you're low of them.
 
**However, if you're only going for the experience and/or rare drops, do the night battle to gain the S victory, since S victory will give you more EXP and higher chance for rare drops.
 
 
 
==Victory Conditions==
 
;Perfect S
 
*No damage taken, all enemy ships sunk.
 
;S (Victory)
 
*All enemy ships sunk.
 
;A (Victory)
 
*No friendly ships sunk and required number of enemy ships sunk. (see below)
 
;B (Tactical Victory)
 
*Enemy flagship sunk.
 
**If your flagship not sunk and enemy doesn't met the minimum sunk requirement (see below), you'll got B regardless how bad are you damaged if enemy's flagship sunk.
 
*No damage taken, and enemy took over a certain amount of damage.
 
*Damage gauge at least twice enemy damage gauge.
 
*Friendly ship sunk, specified number of enemy ships sunk (see below), and damage gauge twice enemy gauge.
 
*Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
 
;C (Tactical Defeat)
 
*Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
 
*Damage gauge higher than enemy gauge, but not reaching twice as much.
 
*Friendly ship sunk, damage gauge higher than enemy, but not twice as much.
 
;D (Defeat)
 
*Enemy took less than a certain amount of damage.
 
**Both sides taking 0 damage is also D.
 
*Damage gauge lower than enemy gauge.
 
*Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
 
;E (Defeat)
 
*Over a certain number of friendly ships sunk. (see below)
 
*Friendly ship sunk while not meeting any victory conditions.
 
*No damage done to enemy, while taking over a certain amount.
 
  
 +
'''Notes:'''
 +
* B-ranks are the minimum victory requirements for:
 +
** Obtaining drops.
 +
** Clearing a map without a boss gauge.
 +
* Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
 +
* Perfect S (Total Victory) ranks count as a regular S-Rank.
 +
** Perfect S is fulfilled if all ships' final HPs on battle ended is greater than or equal to initial HPs on battle started.
 +
** So it's possible to obtain a perfect S if the only damaged ship has used a '''[[Repair Goddess]]''' in battle, and her final HP is still greater than or equal to her initial. 
  
===Notes===
+
==MVP==
*The Minimum Sunk Requirement is around 60% of your fleet, thus:
+
At the end of combat, one girl is picked as the MVP. She gains exp and morale bonuses. For more details, please see ''[[Experience and Rank]]'' and ''[[Morale and Fatigue]]''.
** 4 ships out of fleet of 6
 
** 3 ships out of fleet of 5
 
** 3 ships out of fleet of 4
 
** 2 ships out of fleet of 3
 
** 1 ship out of fleet of 2
 
** Heavy damage on the 1st ship out of fleet of 1
 
*Victory status affects the chance of getting drops and rare drops on the specified node.
 
**B victories tend to have no drops, while Perfect S has the highest chance for rare drop, however, these chance modifier are not too significant.
 
  
 +
The way MVP is determined is:
 +
* The girl who deals the highest total damage (sum of all attacks during the combat) is awarded MVP. This damage is not weighted.
 +
* If multiple girls are tied for damage, the MVP goes to the topmost girl in the fleet order.
 +
* If the ship achieving the most damage would be sunk in the battle, MVP is rewarded to the next highest damage dealer instead.
 +
** As such, if no damage is dealt to the enemy, the flagship automatically receives MVP.
 +
* Battles ending in an E-Rank have no MVP.
 +
* In a Combined Fleet, each fleet has its own independent MVP.
  
==Additional Explanation/Details==
+
=See Also=
{{reflist}}
+
{{Mechanics}}

Latest revision as of 20:17, 22 October 2023

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · 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  · Shooting Order and Targeting

Combat is a major component of the game in Kantai Collection. Combat is accessed through the Sortie menu by selecting a map to send a fleet. Multiple mechanics weave together to create an intricate combat dynamic. For more detailed explanations on the various combat mechanics, please see the individual pages below. Exercises also consist of one surface combat.

Combat Phases

On each node, combat will consist of several "Combat Phases". The number of combat phases depends on the node type, with each node type using a different set of combat phases and order.

  • See Nodes for more details.
  • Using a Combined Fleet will also affect the phases, especially during the shelling.

The combat phases are made out of:

Day Battle Night Battle Power Night Battle
Line of Sight
Detection
Aircraft Aerial Combat Firepower Surface Combat
  1. LBAS's Jet Assault
  2. Fleet's Jet Assault
  3. Land-Based Aerial Support
  4. Stage 1 - Battle for Air Superiority
  5. Stage 2 - Fleet Anti-Air Defense
  6. Stage 3 - Airstrike
  1. Engagement
  2. Support Expedition
  3. Battle Openings
  4. Shelling Phase
  5. Second Shelling Phase
  6. Closing Torpedo Salvo
  1. Friendly Fleet (event only)
  2. Support Expedition*
  3. Night Contact and Spotting
  4. Night Shelling Phase

Formation Selection

If the fleet currently deployed has 4 or more ships, the player will be prompted to pick a fleet formation before every battle. Fleets with 3 or less ships will not have a fleet formation prompt and will default to Line Ahead.

  • Sunk ships and ships evacuated with a Command FacilityFleet Command Facility
    Striking Force Fleet Command Facility
    Elite Torpedo Squadron Command Facility
    are not counted.
  • Diamond Formation requires 5 or more ships present in the fleet to be selected.
  • Enemy fleets do not have these restrictions. Enemy fleets in Diamond formation with fewer than 4 ships lack formation graphics on the battle screen.

Combined Fleets have special formations that differ from the standard single fleet ones.

Formation Shelling Torpedo Anti-Submarine Night Battle AA Flagship Protection Notes
Damage Accuracy Evasion Damage Accuracy Evasion Damage Accuracy Evasion Damage Accuracy[1] Evasion
Line Ahead
単縦陣 (Tanjuu-jin?)
Formation 1: Line Ahead 100% 100% 100% 100% 100% 100% 60% 100% 100% 100% 100% 100% 100% 45%
Double Line
複縦陣 (Fukujuu-jin?)
Formation 2: Double Line 80% 120%[2] 100% 80% 80% 100% 80% 120% 100% 100% 90% 100% 120% 60%
Diamond
輪形陣 (Rinkei-jin?)
Formation 3: Diamond 70% 100% 110% 70% 40% 110% 120% 100% 100% 100% 70% 100% 160% 75%
Echelon
梯形陣 (Teikei-jin?)
Formation 4: Echelon 75% 120% 140%[3] 60% 75%[4][5] 130% 110% 120% 140%[6] 100% 90%[7] 130%[7] 100% 60% Single vs Single fleet battles
60% 120% 60% 100% 80% 110% Single vs Combined fleet battles (either way)[8]
Line Abreast
単横陣 (Tan'ou-jin?)
Formation 5: Line Abreast 60% 120% 130% 60% 30% 140% 130% 120% 110% 100% 80% 120% 100% 60%
Vanguard[9]
警戒陣 (Keikai-jin?)
Formation 6: Vanguard 50% 80%[10] See
below
100% 70%[11] See
below
100% ?? See
below
50% ?? See
below
110% Medium Upper half of the fleet
100% 120% 100% 90% 60% ?? 100% ?? 110% High Bottom half of the fleet
Accuracy Exceptions
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW Night Battles
Vanguard (Both) vs DD[12] additional 110% additional 120% ? ?
Double Line vs Line Abreast 100% N/A 100% N/A
Echelon vs Line Ahead
Line Abreast vs Echelon
Notes
  • Exact values were datamined from KanColle Kai for the Vita. Testing on the browser version has corroborated these results.
    • Values for Vanguard and the new Echelon are vague as they weren't introduced for KanColle Kai.

Flagship Protection

Flagship Protection is when a non-flagship protects the flagship from being targeted by receiving the attack instead. When activated, a "curved shield" animation plays in front of the flagship's banner.

Vanguard Formation

Vanguard is only available during Events, and is usable on any map during this time.

  • The modifiers on Vanguard Formation refer respectively to the "upper half" and "bottom half" of the fleet.
    • For a fleet with 6 or 7 ships, the top row applies to ships 1 to 3, and the bottom row applies to the remaining ships.
    • For a fleet with 4 or 5 ships, the top row applies to ships 1 and 2 and the bottom row applies to the remaining ships.
  • Damage and accuracy of Support Fleets are affected by the top row multipliers, meaning the 50% damage modifier is applied.

Vanguard gives an accuracy penalty to the opposite fleet. See here for more details.

The bottom half ships have an increased chance to be targeted.

  • The targeting is determined as follows:
    • 1. Target a ship from the fleet.
    • 2. If the selected ship is an upper half ship, target a ship from the fleet again.[1]
  • Target rate based on the above procedure (without other factor):
Target Rate
Fleet position Number of ships
4 5 6 7
1 12,50% 8,00% 8,33% 6,13%
2 12,50% 8,00% 8,33% 6,13%
3 37,50% 28,00% 8,33% 6,13%
4 37,50% 28,00% 25,00% 20,40%
5 28,00% 25,00% 20,40%
6 25,00% 20,40%
7 20,40%

Choosing a Formation

Formation Selection Screen

When selecting a formation, its modifiers will be applied to the entirety of the next battle node whenever applicable. Picking another formation will discard any previous formation bonuses and penalties and use the new modifiers instead. Each formation has a general use-case archetype based on its modifiers.

  • Line Ahead: All-out surface combat formation.
  • Double Line: All-around, high accuracy formation.
  • Diamond: Anti-Air formation.
  • Echelon: Mixed surface-ASW combat formation.
  • Line Abreast: ASW formation.
  • Vanguard: Defensive/evasive & anti DD/PT Imp formation (event only).
  • Combined Fleet has other formations.


Other mechanics available on this menu:

Victory Conditions

A damage gauge that is displayed at the post-combat screen for each fleet, using the following calculation:

[math]\displaystyle{ \text{Damage%} = \dfrac{\text{Fleet HP lost}}{\text{Fleet HP}} }[/math]

The following conditions must be met to attain each rank:

Victory State Rank Common name Conditions
Victory Total Victory: S
(完全勝利S)
Perfect S
  • Sink all enemy ships, while taking no damage in return.
  • In Short Battle Nodes, take 0 damage.
Victory: S
(勝利S)
S rank
Victory: A
(勝利A)
A rank
Tactical Victory: B
(戦術的勝利B)
B rank
  • Sink the enemy flagship and have fewer ships sunk than the enemy.
  • If the enemy flagship survives and the Damage % gauge is at least 2.5x less than the enemy's.
  • In Short Battle Nodes, take between 10% and 20% damage.
  • If any of the ships sink, this is the maximum rank obtainable.
Defeat Tactical Defeat: C
(戦術的敗北C)
C Rank
  • The enemy flagship survives and the Damage % gauge is between 0.5x and 2.5x less than the enemy's.
    • Also applies when sinking any ship during the battle.
  • If the enemy flagship is sunk but the enemy has fewer sunken ships, as well as having the Damage % gauge between 0.5x and 2.5x less than the enemy's.
  • In Short Battle Nodes, take between 50% and 20% damage.
Defeat: D
(敗北D)
D rank
  • If the enemy flagship survives and the Damage % gauge is less than 0.5x of the enemy's.
  • If the Damage % dealt is 0.05% (essentially 0).
  • If both fleets deal no damage to each other.
    • This applies to submarine vs submarine battles and air battle nodes.
  • Ships are sunk but not enough to meet the conditions for E.
  • In Short Battle Nodes, take heavy damage.
Defeat: E
(敗北E)
E rank
  • The enemy flagship survives and the number of sunk ships in the fleet meets the minimum kill requirements.
    • Not meeting the requirements for a D Rank.

Notes:

  • B-ranks are the minimum victory requirements for:
    • Obtaining drops.
    • Clearing a map without a boss gauge.
  • Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
  • Perfect S (Total Victory) ranks count as a regular S-Rank.
    • Perfect S is fulfilled if all ships' final HPs on battle ended is greater than or equal to initial HPs on battle started.
    • So it's possible to obtain a perfect S if the only damaged ship has used a Repair Goddess in battle, and her final HP is still greater than or equal to her initial.

MVP

At the end of combat, one girl is picked as the MVP. She gains exp and morale bonuses. For more details, please see Experience and Rank and Morale and Fatigue.

The way MVP is determined is:

  • The girl who deals the highest total damage (sum of all attacks during the combat) is awarded MVP. This damage is not weighted.
  • If multiple girls are tied for damage, the MVP goes to the topmost girl in the fleet order.
  • If the ship achieving the most damage would be sunk in the battle, MVP is rewarded to the next highest damage dealer instead.
    • As such, if no damage is dealt to the enemy, the flagship automatically receives MVP.
  • Battles ending in an E-Rank have no MVP.
  • In a Combined Fleet, each fleet has its own independent MVP.

See Also