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==Overview==
 
==Overview==
This is a guide to leveling your ship girls effectively through sorties. [[Experience and Rank|Experience (XP)]] increases the level of ships, which leads to increases in [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|Evasion]], [[Line of Sight|LOS]], and [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|ASW]] stats, as well as passive increases in accuracy. Leveling ships can also unlock [[Remodel|remodels]] at higher levels.
+
This article aims to provide you with a list of the most efficient places to quickly level your ship girls. '''It will only cover sorties'''. Generally [[Exercises]] are the most efficient way to level but are severely limited.  
  
{| class="wikitable"
+
[[Level|Experience (XP)]] increases the level of ships, being crucial to many mechanics (''see [[Level|here]]''). It also increases the Admiral HQ to some extent.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! Map
 +
! Bucket Usage
 +
! Low Morale?
 +
! Subtank?
 +
! Target Types
 +
! Notes
 +
|-
 +
![[1-5]]
 +
| Low
 +
| No
 +
| No
 +
| CL, DD, DE, CVL, BBV
 +
| style="text-align: left"| Enemy SS only
 +
|-
 +
![[2-1]]
 +
| Low
 +
| No
 +
| Yes
 +
| CV(L), (F)BB(V), CA(V), CL(T)
 +
|
 +
|-
 +
![[2-2]]
 +
| Low
 +
| Yes
 +
| Yes
 +
| CV(L), DD, SS(V)
 +
| style="text-align: left"| Bauxite farm
 +
|-
 +
![[3-4]]
 +
| High
 +
| No
 +
| No
 +
| CV(L)
 +
| style="text-align: left"| Ranking map
 +
|-
 +
![[3-5]]
 +
| Low
 +
| Yes
 +
| Yes
 +
| Any + CV(L)
 +
| style="text-align: left"|
 +
|-
 +
![[7-1]]
 +
| Medium
 +
| No
 +
| No
 +
| CL, DD
 +
| style="text-align: left"| Ranking map
 
|-
 
|-
! !! 2-2B !! 3-5B !! 4-5B/D !! 5-2C !! 5-3P !! 5-5B
+
![[7-2|7-2 p1]]
 +
| Low
 +
| No
 +
| No
 +
| CVL, DE
 +
| style="text-align: left"| Majority  Submarines
 
|-
 
|-
| Base XP || 150-200 || 300 || 170-230 || 140-160 || 700-750 || 200-250
+
![[7-2|7-2 p2]]
 +
| High
 +
| No
 +
| No
 +
| FBB, CV(L), CA
 +
| style="text-align: left"| Ranking map.
 
|-
 
|-
| Bucket Usage || very Low || Low || Low || Zero || High || Low
+
![[7-4]]
 +
| Very low
 +
| Yes
 +
| N/A
 +
| SS(V)
 +
| style="text-align: left"|
 +
*Resource farming,
 +
*LBAS proficiency farming.
 
|-
 
|-
| Red/Orange Morale? || yes || yes || yes || yes || no || yes
+
![[7-5]]
 +
| None
 +
| Yes
 +
| N/A
 +
| SS(V), CAV, BBV, CV(L), AV
 +
| style="text-align: left"| {{EquipmentLink|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} required
 
|-
 
|-
| Battle Type || Surface Combat || Surface Combat || Anti-Submarine || Airraid || Night Battle || Anti-Submarine
+
![[4-4]]
 +
| Medium
 +
| No
 +
| No
 +
| (F)BB(V), CV(L), CA
 +
| style="text-align: left"| Ranking map
 
|-
 
|-
| Target Ship-class || Any || Any || Any || AV, CV(L/B), BBV, CAV, SS || No CV(L/B), BBV || Any
+
![[4-5]]
 +
| Low
 +
| No
 +
| No
 +
| Any
 +
| style="text-align: left"| Enemy SS only
 
|-
 
|-
| Main Requirement || 3 CVL || CV(L/B) or CLT, SS || ASW Escorts || [[12cm 30 Tube Rocket Launcher Kai 2|RLK2]] || 2 DD || ASW Escorts
+
![[5-2]]
 +
| None
 +
| Yes
 +
| N/A
 +
| SS(V), CAV, BBV, CV(L), AV
 +
| style="text-align: left"| {{EquipmentLink|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} required
 +
|-
 +
![[5-3]]
 +
| High
 +
| No
 +
| No
 +
| Any (except BBV and CV(L))
 +
| style="text-align: left"| Night battle map
 +
|-
 +
![[5-5]]
 +
| Low
 +
| No
 +
| No
 +
| Any
 +
| style="text-align: left"| Enemy SS only
 +
|-
 +
![[6-5]]
 +
| Low
 +
| No
 +
| No
 +
| Any (except CV(L) and CLT)
 +
| style="text-align: left"| Enemy SS only
 +
|-
 +
! Map
 +
! Bucket Usage
 +
! Low Morale?
 +
! Subtank?
 +
! Target Types
 +
! Notes
 
|}
 
|}
  
==Suggested places to level:==
+
Alternatively, [[Expeditions#Expedition 32 Experience Formula|Expedition 32]] can be used for leveling, but this method is unadvised, as it takes away one expedition for resource farming.
*'''2-2B:''' For lower level admirals to train CVLs, finish weekly transports and gain bauxite while doing so
 
*'''3-5B:''' Mostly subcheesable node with decent XP
 
*'''4-5B/D:''' First Node ASW leveling/leeching suitable for all ship types
 
*'''5-2C:''' Airstrike Node leveling suitable for aviation vessels and submarines
 
*'''5-3P:''' High XP leveling for night battle capable ships
 
*'''5-5B:''' First Node ASW leveling/leeching suitable for all ship types
 
  
 +
=Leveling Locations=
 
<tabber>
 
<tabber>
|-|2-2B=
+
|-|1-5=
[[File:02_02.png|thumb|right]]
+
This map is a good starting point for leveling DD, DE, and CL. [[OASW]] is required to get the most out of this map. At higher HQ levels, the boss node contains a flagship submarine that can be difficult to sink in just 1 round of shelling. Furthermore, the submarines present will have opening torpedoes in the later nodes. Not having OASW means higher bucket usage.
*'''Base-XP:''' 150-200
+
 
*'''Requirements:''' 3CV(L/B)
+
BBV and CVL also have some use in this map. BBVs allow a 2nd round of shelling that can help weaker ASW ships secure S rank. CVLs can carry a [[Saiun]] to prevent RedT engagements from hampering your fleet's combat ability.
*'''Notes:'''
+
 
**Equip your CV exclusively with Torpedo Bombers to maximize the opening damage. The slot sizes should be smaller than or equal to 17 to prevent plane loss during the fighter combat phase due to [[Aerial_Combat|Aerial Combat]] rules.
+
''This map can be used for [[Ranking]].''
***Anything slot size 18 or larger will have a chance of losing plane(s) due to the aforementioned rules.
+
 
**Opening Airstrikes are not affected by morale, so you can run this map indefinitely
+
'''Recommended Fleets'''
**A Submarine will be able to tank up to 4 of the remaining ships depending on enemy fleet composition
+
* 4DD/DE
**Even if a ship gets heavily damaged on this Node you can advance after this node to Node A to gain bauxite and end the sortie
+
* 2CL 2DD/DE
**Equipping [[Daihatsu-class Landing Craft]] and [[Drum Canister]] on the remaining ships will increase Bauxite gain at Node A
+
* 1BBV 3DD/DE
|-|3-5B=
+
* 1BBV 2CL 1DD/DE
[[File:3-5_Map.png|thumb|right]]
+
* 1CVL 3DD/DE
*'''Base-XP:''' 300
+
* 1CVL 2CL 1DD/DE
*'''Requirements:''' 1CLT or 1CV(L/B), 1SS
+
* 1BBV 1CVL 2DD/DE
*'''Notes:'''
+
 
**The submarine will be tanking 4 of the enemies present at this node
+
'''Equipment Setups'''
**Try to frontload as much damage as possible in the Opening Airstrike and Torpedo Phase to weaken the enemy before the Shelling Phase
+
 
**The presence of Ri-Class FS and Ta-Class Elite will lead to damage taken on all ships, especially when at low morale
+
''Reaching OASW for DD, DE, and CL overrides all equipment setup suggestions listed below.''
**End the sortie after finishing Node B
+
{|class="wikitable" width="100%"
**Not recommended when you have access to 5-2 and/or 5-3 leveling
+
!width="50px"| Ship Type
|-|4-5B/D=
+
!width="170px"| Equipment
[[File:4-5_Map.png|thumb|right]]
+
! Notes
*'''Base-XP:''' 170-230
+
|-
*'''Requirements:''' Preferably 5 Ships capable of OASW
+
! DD
*'''Notes:'''
+
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
**Put the Ship you want to level into Flagship Position, this method is suitable for all ship types
+
| This balances accuracy and damage for DDs. The SONARS add accuracy and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provides them with ASW synergy damage. An extra SONAR can be added for [[Tashkent]].
**Set up your remaining Ships for OASW attacks to clear out Submarines before their opening Torpedo Salvo
+
|-
**If your Flagship is capable of ASW attacks as well, give it your strongest ASW synergy to ensure it achieves MVP more frequently
+
! DE
**A BB will enable a second shelling phase if you struggle to disable the Submarines before the Ending Torpedo Phase
+
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
**It is recommended to use DE for the escort ships. Their low consumption, repair times and OASW requirements make them prime candidates
+
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
**As these are Submarine nodes, they only take small amounts of fuel per sortie
+
|-
**Node B yields higher XP than D
+
! CL
**End the sortie after one Node
+
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
**Please note that unlike opening airstrikes, OASW '''is''' affected by morale.
+
| Similar to the DD setup, it aims to balance accuracy and damage.
|-|5-2C=
+
|-
[[File:5-2_Map.png|thumb|right]]
+
! BBV
*'''Base-XP:''' 140-160
+
| {{Autogyro}}{{ASWPlane}}{{Seaplane}}
*'''Requirements:''' [[12cm 30 Tube Rocket Launcher Kai 2]]
+
| A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. [[Hyuuga|Hyuuga Kai Ni]] is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
*'''Notes:'''
+
|-
**This Leveling Method utilizes the ability of the RLK2 to negate all damage from the opening airstrike of the Airstrike node C
+
! CVL
**Shiptypes eligible are: CAV, BBV, CV, CVB, CVL, AV, SS, SSV
+
| {{BluePlane}}{{Autogyro}}{{ASWPlane}}{{YellowPlane}}
**Equip every ship you intend to level with a [[12cm 30 Tube Rocket Launcher Kai 2]] and High-Angle Guns aswell as AA-MGs until you have 100% Activation Chance for the Anti-Aircraft Rocket Barrage. This stat can be looked up in most viewers when a Ship is equipped with said equipment. Otherwise, refer to [[Aerial_Combat#Anti-Air_Rocket_Barrage|this Page]] for additional info.
+
| Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.
**Modernizing AA stat of the ships helps increase the activation chance of the AARB/AAPB
+
|}
**Morale has no influence on the activation; it is therefore possible to level here indefinitely
+
 
**As this is an Airstrike node, fuel and ammo consumption is low
+
|-|2-1=
**The Flagship will always get MVP
+
This map is not all that fantastic for experience, but it is the earliest map that is efficient for leveling heavier ships like BB, CA, CV, and CVL. Air power is nearly nonexistent which allows your fleet to have a powerful opening strike that reduces your bucket cost.
**SS(V) take no damage on Airstrike nodes, guaranteeing perfect S ranks when using them exclusively
+
 
**Taking more than 2 CV(B) or 4 CV(B/L) or a SS(V) introduces a chance to get routed to the Maelstrom Node B, increasing sortie costs slightly
+
'''Recommended Fleets'''
**End the sortie after Node C
+
* 2CV(L) 1-2BB/CA 0-1CL/T 2DD
|-|5-3P=
+
 
[[File:5-3_Map.png|thumb|right]]
+
'''Equipment Setups'''
*'''Base-XP:''' 700-750
+
{|class="wikitable" width="100%"
*'''Requirements:''' 2 Destroyers, No CV(L/B), BBV, SS(V). Max 2 (F)BB, 1 slow BB max
+
!width="50px"| Ship Type
*'''Notes:'''
+
!width="170px"| Equipment
**This leveling method costs Buckets/Repair Time, but has huge payoff
+
! Notes
**Both Combat Nodes I and P are night battles.
+
|-  
***It is recommended to bring [[Star Shell|Star Shells]] {{StarShell}} to reduce enemy Cut-In Chance. Using Searchlights is highly discouraged.
+
! DD
**Node I is a night battle against an Abyssal Heavy Cruiser Squadron containing Ri-Class Flagship.
+
| {{GreenGunDP}}{{GreenGunDP}}{{WildCard}}
***This Node is capable of damaging your ships heavily and/or forcing retreats, costing Buckets.
+
| Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. They are primarily here to reduce costs. Else, putting more CL and CA in the fleet would still work.
**After going to O, you select Node P.
+
|-
**End the sortie after defeating the Transport Node P.
+
! CL
***You can also complete both weekly Transport quests while leveling here
+
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
**The recommended Setup consists of 1XX (MVP Ship you intend to level) and 5DDs
+
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun.
***The Flagship should be using a [[Combat#Night_Battle_Special_Attacks|Night Double-Attack]] set-up to maximize Damage and ensure MVP is achieved
+
|-
***To control which ship gets MVP, the remaining  DDs could use the ({{Radar}}{{Template:TorpedoWeapon}}{{SurfaceShipPersonnel}}) Cut-In to reduce their damage instead of a regular double attack if deemed necessary; this also has an evasion synergy bonus for better survivability
+
! CLT
***It is also possible to use 5 fodder DDs instead; a disclaimer can be found further below
+
| {{RedGunMedium}}{{RedGunMedium}}{{TorpedoWeapon}}
|-|5-5B=
+
| CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
[[File:5-5_Map.png|thumb|right]]
+
|-
*'''Base-XP:''' 200-250
+
! CA
*'''Requirements:''' No more than 3 Destroyers
+
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
*'''Notes:'''
+
| Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
**This method is essentially identical to 4-5 with slightly stronger subs and more XP
+
|-
**Taking more than 3 Destroyers will cause you to route to A instead. You can however take as many Destroyer Escorts as you like
+
! BB
**Put the Ship you want to level into Flagship Position, this method is suitable for all ship types
+
| {{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}}
**Set up your remaining Ships for OASW attacks to clear out Submarines before their opening Torpedo Salvo
+
| Just a standard artillery spotting setup.
**If your Flagship is capable of ASW attacks as well, give it your strongest ASW synergy to ensure it achieves MVP more frequently
+
|-
**A BB will enable a second shelling phase if you struggle to disable the Submarines before the Ending Torpedo Phase
+
! CV(L)
**It is recommended to use DE for the escort ships. Their low consumption, repair times and OASW requirements make them prime candidates
+
| {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}}
**As this is a Submarine node, it only takes small amounts of fuel per sortie
+
| You may need to shuffle around some planes in order to hit the 162 fighter power required for AS+. One of your carriers should also have a [[Saiun]] if you can manage it.
**End the sortie after one Node
+
|}
|-|
+
 
</tabber>
+
|-|2-2=
 +
This map requires a minimum of 3 CV(L), allowing you to leech up to 3 other girls. The objective of this leveling method is to '''only hit node B and the bauxite node'''. It doesn't give a lot of experience but it provides safe leveling. The resource cost is very low and it is even possible to get a refund on the bauxite cost. While it is possible to run this map at low morale, you will want to have more carriers to increase the chances the airstrike sinks all the enemy ships. This will reduce the bucket cost.
 +
 
 +
''This map can also be used for farming bauxite. See [[Help:Resource Farming#2-2|Resource Farming]] for more details.''
 +
 
 +
'''Recommended Fleets'''
 +
* 3CV(L) 3XX
 +
 
 +
'''Equipment Setups'''
 +
 
 +
''The equipment of the other ships do not matter. Taking barrels and Daihatsu along will increase your bauxite gain.''
 +
 
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}}
 +
| Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the [[Type 2 Recon Aircraft]] in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers.
 +
|}
 +
 
 +
|-|3-4=
 +
This map is primarily for CV(L). The strategy is to load up on your best torpedo bombers and attempt to wipe the nodes before they send your fleet back to port. Be warned that this map costs an exorbitant amount of bauxite. Attempting to reduce the bauxite cost will increase the bucket cost.
 +
 
 +
''This map can also be used for [[Ranking]].''
 +
 
 +
'''Recommended Fleets'''
 +
* 2CV 2CVL 1CL 1AV
 +
 
 +
'''Equipment Setups'''
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-  
 +
! rowspan=2| CL
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
 +
| A basic artillery spotting setup. Keep in mind that not taking a CL capable of performing opening torpedoes will reduce your success rate.
 +
|-
 +
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}}
 +
| This is for either [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]]. The extra torpedoes will make their opening strike a lot more powerful, allowing it to hopefully take out heavier targets.
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}}
 +
| You will need to reach a total of 168 fighter power in order to minimize your bauxite losses. At least 1 carrier should have a [[Type 2 Recon Aircraft]] in order to maximize the power of the airstrike.
 +
|-
 +
! AV
 +
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}}
 +
| Similar to the CL, the AV should aim to maximize torpedo power. In this case, all three should be midget submarines.
 +
|}
 +
 
 +
|-|3-5=
 +
This map allows you to level any ship type as the flagship. '''You should retreat after node B'''. 3-4 enemies in the node will be forced to attack a submarine, allowing you to mitigate some damage taken. Note that those enemies have ASW equipment so the sub is unlikely to survive more than one battle. Because the airstrike will do most of the heavy lifting, it is possible to run this map with low morale ships. Beware that this will increase your bucket cost when the airstrike fails to take out enough enemy ships.
 +
 
 +
'''Recommended Fleets'''
 +
* 1XX 4CV(L) 1SS/V
 +
 
 +
'''Equipment Setups'''
 +
 
 +
''The flagship and submarine can be equipped with anything. You may use any of the standard [[Help:Equipment Setup|Equipment Setups]] for the flagship.''
 +
 
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}}
 +
| Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the [[Type 2 Recon Aircraft]] in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers.
 +
|}
 +
 
 +
|-|7-1=
 +
This map is great for leveling CLs and DDs but the requirements are tight if you want to reduce bucket costs. At least 3-4 girls in the fleet must be capable of [[OASW]]. The fewer girls that are capable, the higher the bucket cost will be. Having a CL capable of opening strikes will help by increasing the pass rate at G.
 +
 
 +
''This map can be used for [[Ranking]].''
 +
 
 +
'''Recommended Fleets'''
 +
* 1CL 4DD
 +
 
 +
'''Equipment Setups'''
 +
 
 +
''Reaching OASW for DD and CL overrides all equipment setup suggestions listed below.''
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DD
 +
| {{Sonar}}{{DepthCharge}}{{RedGunLight}}
 +
| The SONAR and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provide decent ASW damage against any sub that you will encounter on the map. The gun adds much needed daytime shelling power to reduce retreats at G. An extra SONAR or gun can be added for [[Tashkent]].
 +
|-
 +
! rowspan=3| CL
 +
| {{RedGunMedium}}{{Sonar}}{{DepthCharge}}
 +
| This setup is for CLs without an opening attack. The reasoning behind it is similar to the DD setup.
 +
|-
 +
| {{Seaplane}}{{Seaplane}}{{Sonar}}'''/'''{{DepthCharge}}
 +
| This setup is for [[:Category:Agano Class|Agano-class]], [[Tama|Tama Kai Ni]] or [[Gotland|Gotland Kai]]. The seaplanes should be seaplane bombers. Good SPB like the [[Prototype Seiran]] are important to increase the pass rate. The [[Zuiun]] is not strong enough to reliably sink or disable enemies at G before closing torpedoes.
 +
|-
 +
| {{TorpedoWeapon}}{{Sonar}}{{DepthCharge}}
 +
| This setup is limited to [[Abukuma|Abukuma Kai Ni]] and [[Yura|Yura Kai Ni]]. They are the best choice for CLs on this map. The opening torpedo is nearly guaranteed to kill at least one enemy at G which drastically increases your pass rate.
 +
|}
 +
 
 +
|-|7-2p1=
 +
 
 +
This section is for 7-2 phase 1 that terminates at node G. It is a decent map for leveling DE and CVL. The exp is lower than 1-5, but you can level 1 more girl. Ideally, you will want all your girls to be capable of [[OASW]]. This will allow them to eliminate the submarine threats and take no damage in return. Note that the boss node contains a mix of sub and surface ships.
 +
 
 +
'''Recommended Fleets
 +
* 3DE, 2CVL
 +
 
 +
'''Equipment Setups
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DE
 +
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 +
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
 +
|-
 +
! CVL
 +
| {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}}
 +
| Because the boss contains surface ships, you will want to maximize your airstrike along with ASW. The surface ships at the boss are just DD and CL so taking your highest ASW torpedo bombers should be sufficient. One CVL should have a [[Saiun]] to prevent Red T.
 +
|}
 +
 
 +
|-|7-2p2=
 +
This section is for 7-2 phase 2 that terminates at node M. It provides slightly more experience than 4-4 in exchange for harder fights. It is primarily for leveling BB, CV(L), and CA. It also has a very steep fighter power requirement, which limits the effectiveness of the airstrike. Overall, it costs a lot more resources to run compared to 4-4.
 +
 
 +
''This map can also be used for [[Ranking]].''
 +
 
 +
'''Recommended Fleets
 +
* 1FBB, 2CV(L), 1CA/CL, 2DD
 +
* 1AV, 2CLT, 3DD
 +
 
 +
'''Equipment Setups'''
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
!Notes
 +
|-
 +
! DD
 +
| {{GreenGunDP}}{{GreenGunDP}}{{WildCard}}
 +
| Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support.  The wildcard can be a radar for AACI (if using the right guns) or SONARs to help with passing node C.
 +
|-
 +
! CL
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
 +
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. For [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]], the seaplane can be replaced with a midget submarine.
 +
|-
 +
! CLT
 +
| {{RedGunMedium}}{{RedGunMedium}}{{TorpedoWeapon}}
 +
| CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
 +
|-
 +
! CA
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
 +
| Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
 +
|-
 +
! BB
 +
| {{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}}
 +
| Just a standard artillery spotting setup.
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{GreenPlane}}
 +
| You will need to hit 359 fighter power for AS. Attempting to hit AS+ is futile and will cripple your carrier's combat effectiveness.
 +
|}
 +
 
 +
|-|7-4=
 +
On [[7-4]], it is possible to use a submarine fleet to route to the Port Node O instead of the Boss, farming fuel and bauxite at the same time. It is also possible to send one LBAS to level up LBAS planes' proficiency at the same time.
 +
*See [[World 7/7-4#Resources_and_LBAS_Farming|here]] for more detail.
  
==General Tips==
+
'''Recommended Fleets:
 +
* 1-6SS(V)
 +
* Route = {{MapRoute|C|red|D|pink|F|blue|J|red|K|red|M|pink|O|green}}
 +
** LoS required: '''≥ 32''' (Cn3)
  
*XP differs across the enemy compositions a node can spawn. The Boss node usually yields the most XP on any given map
+
|-|4-4=
*Submarine, PT Imp, Airstrike and Night Battle nodes consume considerably less fuel and ammo than regular surface battle nodes
+
This map is primarily for leveling BB, CV(L), CA, or CL. Unlike 7-1p2, it has no speed routing so a wider variety of girls can be used. It can get fairly costly depending on the setup used. It is not recommended to bring more than 1 leech for this map. The pre-boss nodes are fairly dangerous with the flagship Ri that will cause you to retreat. The boss herself has flagship Ta as escorts that will cost you buckets if you do not bring powerful enough girls.
*[[Modernization]]: Improves the primary four stats of your ships. AA tends to be difficult to modernize but is generally the least important for farming XP. Firepower and armor can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.
+
*''This map can also be used for [[Ranking]].
*For more experienced Admirals that do not need ships drops, leveling speed can also be increased by sortieing with maxed out ship slots so that you do not waste time getting new ships.
 
*Using spare level 1 ship drops can help reduce the cost of sorties. This is usually used with the objective of focusing XP on a single ship as it takes other slots away from being able to gain XP. When the ship is heavily damaged or runs out of supplies (fuel/ammo), they can be used as modernization fodder or scrapped.
 
**Spare BB can be used to grant double shelling without having to resupply them.
 
  
====Sinking====
+
'''Recommended fleets:
Avoid sinking ships by ending sorties if a ship is heavily damaged. Do not deploy ships that are heavily damaged. Ships entering a new node at Medium damage will not sink, but having the flagship heavily damaged during a sortie will force your fleet return to base and requires immediate repair/change of flagship to continue. Sinking ships can also lead to lower battle ranks, lowering your XP gain and making consecutive sorties slower due to morale drain.
+
* 1BB, 2CV(L), 1CA/CL, 2DD
  
====Using Fodder Ships====
+
'''Equipment Setups'''
If maps require passing a dangerous node (like 5-3 I) first to get to the leveling spot, it is possible to exploit disposable escort ships that can be sunk during the sortie to save on buckets and time. Be aware that sinking Ships intentionally can generate quite a bit of hostility from other admirals. It is generally not recommended to utilize these strategies, but are included here for sake of completion of the guide. Be aware of the following:
+
{|class="wikitable" width="100%"
*Equipment from sunk ships is permanently lost, do not use anything but the most basic equipment on them
+
!width="50px"| Ship Type
*Losing Ships can affect Battle Ranks
+
!width="170px"| Equipment
*Unmodernized Level 1 ships with disposable equipment will struggle to make any meaningful contribution to the battle, which will also affect Battle Ranks
+
! Notes
*Sinking Ships can also lead to failure to fulfil certain branching rules later on in the same map
+
|-  
 +
! DD
 +
| {{GreenGunDP}}{{Sonar}}{{DepthCharge}}
 +
| The main role of the DD will be to help increase the pass rate at E. [[OASW]] is highly recommended.
 +
|-
 +
! CL
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
 +
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. For [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]], the seaplane can be replaced with a midget submarine.
 +
|-
 +
! CLT
 +
| {{RedGunMedium}}{{RedGunMedium}}{{TorpedoWeapon}}
 +
| CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
 +
|-
 +
! CA
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
 +
| Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
 +
|-
 +
! BB
 +
| {{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}}
 +
| Just a standard artillery spotting setup.
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}}
 +
| The fighter power requirement is very low at 144 for AS+. This allows your carriers to bring a powerful airstrike that will increase your chances of reaching the boss.
 +
|}
  
====Submarines as tanks====
+
|-|4-5=
Submarines draw fire from all ships that can target them (DD, CL, certain CV(L)s) This helps to prevent damage to other ships and lowers your repair costs as submarines have very low repair costs. Non-Aircraft carrying Submarines also have low repair times, making cycling them for tanking an option. Early on, submarines can be obtained through [[Construction]] or from the map 1-5. They have low sortie costs.
+
Out of the 3 "1st node submarine" maps, 4-5 is the 2nd best in terms of experience. It also has the added advantage of not being limited by fleet composition. The objective is to '''retreat after node B or D'''. You will require some girls capable of [[OASW]] to reduce the bucket cost. Because your fleet only fights one node, morale can quickly become an issue.
  
====Morale considerations====
+
'''Recommended Fleets'''
Morale affects ship performance like accuracy and evasion which can affect rank and help influence MVP
+
* 3-4OASW 2-3XX
*CV(L/B)s' opening airstrike is not affected by morale
 
*OASW is affected by morale
 
*If you intend to level a single ship on a map requiring the escort ships to have morale, consider using Fleet Presets to quickly rotate out the escorting ships to accelerate sortie rates.
 
  
==Experience Mechanics==
+
'''Equipment Setups'''
====Tips to Maximize Experience====
 
*Flagship gives 50% extra XP.
 
  
*MVP gives double XP. Can be combined with Flagship bonus for total of 3x bonus.
+
''Any girl not capable of ASW can just be equipped with anything. Bulges will help reduce the chances that opening torpedoes will damage them.''
  
*MVP is awarded to the ship that does the most total damage with ties going to ship in highest slot.
+
{|class="wikitable" width="100%"
*S rank gives 20% extra XP; C/D- ranks have XP penalty
+
!width="50px"| Ship Type
*Airstrike Nodes automatically reward MVP to the Flagship
+
!width="170px"| Equipment
*Placing a ship at flagship and achieving MVP grants the most XP. This is useful for quickly leveling up a single ship or focusing XP on more resource expensive ships to reduce the resource costs of leveling it up.
+
! Notes
 +
|-
 +
! DD
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| This balances accuracy and damage for DDs. The SONARS add accuracy and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provides them with ASW synergy damage. An extra SONAR can be added for [[Tashkent]].
 +
|-
 +
! DE
 +
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 +
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
 +
|-
 +
! CL
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| Similar to the DD setup, it aims to balance accuracy and damage.
 +
|-
 +
! BBV/CAV
 +
| {{Autogyro}}{{ASWPlane}}{{Seaplane}}
 +
| A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. [[Hyuuga Kai Ni]] is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
 +
|-
 +
! CVL
 +
| {{BluePlane}}{{Autogyro}}{{ASWPlane}}{{YellowPlane}}
 +
| Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.
 +
|}
  
*Where applicable, proceeding to night battles (after daytime battles) can increase rank earned and resulting XP. This is recommended for losing ranks (C,D,E) but not for winning ranks (B,A). Night battles increase fatigue and cost 1 additional bar of ammo. An exception can be when you want to give your flagship another chance to get MVP or want to score an S-Rank for Bonus XP in PvP.
+
|-|7-5 & 5-2=
*For a combined fleet, entering the night battle will automatically reset the damage dealt by the first fleet, which means the flagship of first fleet will get MVP by default.
+
This is the cheapest and fastest way to level any aviation ship (BBV, CAV, CV(L), and AV) as well as SS/SSV. The objective is to '''retreat after the air node'''. The [[12cm 30 Tube Rocket Launcher Kai 2]] is mandatory to get the most out of this map. This map is a waste of time and resources if you do not have the RLK2. How many girls you can field at once is determined by how many rockets you have. Because it is highly unlikely your girls will take damage, this map can be run non-stop with the flagship guaranteed MVP.
  
====Difference between HQ XP and Ship XP====
+
'''Recommended Fleets'''
 +
* 1-6XX
  
*HQ XP and ship XP are two different things.
+
'''Equipment Setups'''
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! All
 +
| {{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=40px}} ( {{GreenGunMG}}{{GreenGunMG}}{{GreenGunMG}} )
 +
| You only need the [[12cm 30 Tube Rocket Launcher Kai 2]] equipped on your girls to do this map. The aim is to abuse the [[Aerial_Combat#Anti-Air Rocket Barrage|Rocket Barrage]] ability to take no damage from the airstrike. Most girls should be able to reach 100% trigger rate with just 2 RLK2, or with 1 RLK2 and AA guns.  
 +
|}
  
*HQ XP increases the most when you achieve victory at a boss node.
+
An alternative solution for surface ships unable to trigger the AARB, is to set such a ship as flagship, followed by at least 4 ships with AARB, and by using either [[Diamond]] or [[Vanguard]] formations.
*Earlier on, It can help to try to reduce HQ XP gain as certain maps get more difficult (in terms of enemy fleet compositions) at certain HQ tiers.
+
*The flagship will take advantage of the flagship protection mechanic, with this method being more risky than the standard AARB one.
*More details on the topic can be found on the [[Experience and Rank]] page.
 
  
==Equipment Configuration==
 
=== Artillery Spotting ===
 
*Artillery spotting helps increase the chances of doing damage and the amount of damage done.
 
*Achieve air superiority during an air phase to utilize it.
 
*Double attack, Mixed and Cut-in will vary in damage output (depending on trigger chances and multipliers).
 
*Usually, it is advisable to put Double attack (with Radar) or Mixed (AP) on the ship you want to MVP.
 
*Common Double Attack Setup: ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}})
 
*Common APCI Attack Setup: ({{RedGunHeavy}}{{RedGunHeavy}}{{Template:Seaplane}}{{RedAmmo}})
 
  
=== Carrier Equipment Configuration ===
+
|-|5-3=
*Torpedo bombers {{TorpBomb icon}} tend to do more damage on average.
+
This map is the fastest way to level F/BB, CA/V, CL/T, DD and DE. Take note that BBV and CV(L) cannot be brought. The objective of this map is to '''target node P'''. This map is very costly bucket-wise. The two night battle nodes are more than capable of heavily damaging any ship girl in your fleet if they get lucky.
*Dive bombers {{DiveBomb icon}} have more consistent damage.
 
*Both contribute similar amounts to shelling damage (Dive bomb stat adds x2 firepower and Torpedo stat adds x1.5 firepower).
 
*You can place torpedo bombers on a carrier you want to MVP, and weaker or fewer bombers on other carriers.
 
*A [[Saiun]] on any carrier avoids getting Red T (both sides do 60% damage). It is often useful to help you achieve consistent results.
 
  
=== Anti-Submarine Equipment Configuration ===
+
'''Recommended Fleets'''
* Equipping a SONAR {{Template:Sonar}} and reaching 100 {{ASW}}-Stat will enable Opening Anti-Submarine Attacks on Light Cruisers and Destroyers.
+
* 1XX 0-1CL 4-5DD
* Equipping a SONAR {{Template:Sonar}} and reaching 60 {{ASW}}-Stat will enable Opening Anti-Submarine Attacks on Destroyer Escorts.
 
* To maximize (or restrict) damage against submarines for MVP-Control, it is recommended to make use of Synergy-Bonuses, which can be read upon [[Combat#ASW_Synergy|here]].
 
  
=== Range ===
+
{|class="wikitable" width="100%"
Range determines which ships attack first, which can help influence MVP. It is not possible to reduce the base range of a ship, but certain equipment is capable of extending it:
+
!width="50px"| Ship Type
{| class="wikitable"
+
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! rowspan=2| DD
 +
| {{RedGunLight}}{{RedGunLight}}{{WildCard}}
 +
| This setup is only for the '''DD that is flagship'''. The red guns are interchangeable with {{GreenGunDP}}, just use whatever has the best total night battle power. The wildcard can by anything that does not interfere with her double attack setup. This should enable her to take MVP most of the time.
 
|-
 
|-
! Equipment !! Usecases
+
| {{TorpedoWeapon}}{{Radar}}{{SurfaceShipPersonnel}}
 +
| This setup is for the '''escorting DDs'''. The cut-in that it triggers is low power, has a decent trigger rate even on low luck ships and the setup provides bonus evasion. It provides some much needed survivability and is still good enough to sink the enemies you'll encounter without outshining the flagship.
 
|-
 
|-
| [[GFCS Mk.37]], [[SG Radar (Initial Model)]] || Medium Range on DD, CL
+
! CL
 +
| {{RedGunMedium}}{{StarShell}}{{Night Recon}}
 +
| The CL should be powerful enough to take out enemy ships with a single attack. She should not have a double attack so that she doesn't steal MVP from the flagship. The [[Star Shell]] increases the chances that the escort DDs will perform their cut-ins. The seaplane must be a night scout.
 
|-
 
|-
| [[203mm / 53 Twin Gun Mount]] || Long Range on CL, CA
+
! CA/V
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Night Recon}}{{WildCard}}
 +
| Like the CL, the seaplane must be a night scout. The wildcard can be anything that does not interfere with her double attack setup. She can even equip a star shell to increase the activation chance.
 
|-
 
|-
| [[381mm / 50 Triple Gun Mount|381mm / 50 Triple Gun Mount]] [[381mm / 50 Triple Gun Mount Kai|Kai]], [[46cm Triple Gun Mount]], [[46cm Triple Gun Mount Kai]] || Very Long Range on (F)BB(V)
+
! (F)BB
 +
| {{RedGunHeavy}}{{RedGunHeavy}}{{Night Recon}}{{RedAmmo}}
 +
| Like the CL, the seaplane must be a night scout. This is a fairly standard setup for the BB otherwise.
 +
|}
 +
 
 +
|-|5-5=
 +
Out of the 3 "1st node submarine" maps, 5-5 is the best in terms of experience. It's drawbacks are that you are limited to only 3DD and the enemy submarines are stronger, necessitating [[OASW]]. The objective is to '''retreat after node B'''. Like 4-5, morale quickly becomes an issue.
 +
 
 +
'''Recommended Fleets'''
 +
* 4-5OASW 1-2XX
 +
 
 +
'''Equipment Setups'''
 +
 
 +
''Any girl not capable of ASW can just be equipped with anything. Bulges will help reduce the chances that opening torpedoes will damage them.''
 +
 
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DD
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| This balances accuracy and damage for DDs. The SONARS add accuracy and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provides them with ASW synergy damage. An extra SONAR can be added for [[Tashkent]].
 
|-
 
|-
| [[51cm Twin Gun Mount]], [[Prototype 51cm Twin Gun Mount]] || Very Long Range on [[Mutsu|Mutsu Kai 2]], [[Nagato|Nagato Kai 2]]
+
! DE
 +
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 +
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armour penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
 
|-
 
|-
| [[SCAMP]] || Long Range on CV(L/B), [[Yura|Yura Kai 2]], [[Tama|Tama Kai 2]], [[Gotland]]
+
! CL
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| Similar to the DD setup, it aims to balance accuracy and damage.
 
|-
 
|-
| [[Night Operation Aviation Personnel + Skilled Deckhands]] || Long Range on CV(L/B)
+
! BBV
 +
| {{Autogyro}}{{ASWPlane}}{{Seaplane}}
 +
| A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. [[Hyuuga|Hyuuga Kai Ni]] is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
 
|-
 
|-
| [[Suisei Model 22 (634 Air Group)]], [[Suisei Model 22 (634 Air Group/Skilled)]], [[Ju 87 C Kai 2 (w/ KMX / Skilled)]]|| Long Range on CV(L/B)
+
! CVL
 +
| {{BluePlane}}{{Autogyro}}{{ASWPlane}}{{YellowPlane}}
 +
| Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.
 
|}
 
|}
  
==Formation==
+
|-|6-5=
*[[Combat#Formation_Modifiers|Formations]] can help you achieve the best results.  
+
Out of the 3 "1st node submarine" maps, 6-5 is the worst in terms of experience. Unlike 4-5 and 5-5, you are also unable to bring BB, CV, or CLT. The only reason to run this map for experience is to rank your LBAS alongside. [[OASW]] is mandatory due to the strength of the enemy submarines. You can reduce the number of OASW girls in the fleet if you are running ASW planes in the LBAS.
**Line Ahead maximizes firepower and is considered the go-to formation.
+
 
**Double Line reduces firepower but can help if you are having issues with accuracy (Carriers tend to be less accurate in shelling), or used for mixed-fleet encounters containing surface ships and submarines.
+
''This map can be used for ranking [[LBAS]].''
**Line Abreast is the best formation for Anti-Submarine operations.
+
 
*Formations can also be used to help influence damage and be used to help certain ships be more likely to achieve MVP.
+
'''Recommended Fleets'''
*For more detailed info about Formation modifiers, refer to [[Combat#Formation_Selection|this Page]]
+
* 5OASW 1CL
 +
 
 +
'''Equipment Setups'''
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DD
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| This balances accuracy and damage for DDs. The SONARS add accuracy and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provides them with ASW synergy damage. An extra SONAR can be added for [[Tashkent]].
 +
|-
 +
! DE
 +
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 +
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armour penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
 +
|-
 +
! CL
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| Similar to the DD setup, it aims to balance accuracy and damage.
 +
|}
 +
</tabber>
 +
 
 +
=General Tips=
 +
 
 +
* Maps heavily reward clearing them in full with the boss node being worth a significant portion of the map's exp. Unless otherwise noted, '''always clear the map'''.
 +
* For details on how exp works, see [[Experience and Rank]].
 +
** The flagship receives a 50% exp bonus. Have the girl to level the fastest in that slot.
 +
** MVP gives double XP. Can be set as flagship for a total of 3x bonus.
 +
** S-ranks give 20% more exp. Losses have an exp penalty.
 +
** It is good to proceed into night battle for boss nodes to attempt to turn a loss into a victory or A/B rank into S-rank.
 +
*** Do not bother fighting SS in NB.
 +
* Certain maps like [[5-3]] allow some control over who gets the MVP. Take full advantage of that to maximize efficiency by manipulating the flagship to get MVP.
 +
* Unless otherwise noted, girls' morale must be watched. Low morale will affect their combat ability and lower the pass rate.
 +
* Leveling speed can be increased slightly by sortieing with full ship and/or equipment slots. This saves precious time not waiting for the drop animation to play out.
 +
* Be sure to check the [[#Event|Event]] section when there is an event running for the latest leveling spot. Events generally allow to level using a combined fleet.
 +
* Do not be afraid to sortie girls at {{color|orange|'''moderate damage (中破)'''}}. Unless they are severely underleveled and not modernized, they should be able to last a few runs before heavy damage.
 +
** A general rule of thumb is to leave a buffer of 10% max HP from {{color|red|'''heavy damage (大破)'''}}.
 +
*Submarine, PT Imp, Airstrike, and Night Battle nodes consume considerably less fuel and ammo than regular surface battle nodes
 +
*[[Modernization]]: Improves the primary four stats of ships. AA tends to be difficult to modernize but is generally the least important for farming XP. Firepower and armor can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.
 +
 
 +
===Using Fodder Ships===
 +
If maps require passing a dangerous node (like 5-3 I) first to get to the leveling spot, it is possible to exploit disposable escort ships that can be sunk during the sortie to save on buckets and time. Be aware that sinking Ships intentionally can generate quite a bit of hostility from other admirals. It is generally not recommended to utilize these strategies, but are included here for sake of completion of the guide. Be aware of the following:
 +
*Equipment from sunk ships is permanently lost, do not use anything but the most basic equipment on them
 +
*Losing Ships can affect Battle Ranks
 +
*Unmodernized Level 1 ships with disposable equipment will struggle to make any meaningful contribution to the battle, which will also affect Battle Ranks
 +
*Sinking Ships can also lead to failure to fulfill certain branching rules later on in the same map
 +
 
 +
===Submarine Tanks===
 +
Also known as "Sub Tanks". This strategy is using SS(V) to draw fire from enemy DD, CL, CVL, and, BBV. This can help preserve the rest of the fleet as they will be taking less fire. SS(V) have low sortie costs and are quick to repair when under level 40 and unremodeled. Do note that any enemy with ASW gears will make short work of low level SS(V).
 +
 
 +
===Range===
 +
It may be interesting to control which girl strikes first to better manage who gets the MVP.
 +
 
 +
{{Template:Range Extension}}
  
==Other ways to level==
+
=Event=
*'''PvP''' - can give high amounts of XP with no need to repair and low HQ xp gained.
+
On some event maps, it may be possible to farm for resources or for leveling, please refer to the current [[Event]] page for up-to-date data.
**Only refreshes twice a day for a maximum of 10 opponents per day.
+
*''This section may be updated for relevant events.
**Targeted admiral might change his fleet composition while you are initiating attack.
+
<!--
**Different ship types may appear with various base XP gains depending on battle rank achievement and total level of 2 first ships on your opponent fleet.
+
-->
*'''Expeditions''' - Can be a source of XP for lower level ships.
 
**Expeditions 22, 23 focus on XP instead of resources, but these specific expeditions are not recommended in general as they are very slow and resource inefficient as well as taking away the use of a fleet in gathering resources.
 
**Sparkling can help achieve Great Success, which doubles the XP gain
 
***It can be useful to combine leveling with sparkling to help increase your resources.
 
  
=== Links to other Guides ===
+
=See Also=
 
* (Japanese) http://kankoreshuukai.blog.jp/archives/1410107.html
 
* (Japanese) http://kankoreshuukai.blog.jp/archives/1410107.html
 +
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[[Category:Tutorial]]
 
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Revision as of 21:04, 9 December 2023

Overview

This article aims to provide you with a list of the most efficient places to quickly level your ship girls. It will only cover sorties. Generally Exercises are the most efficient way to level but are severely limited.

Experience (XP) increases the level of ships, being crucial to many mechanics (see here). It also increases the Admiral HQ to some extent.

Map Bucket Usage Low Morale? Subtank? Target Types Notes
1-5 Low No No CL, DD, DE, CVL, BBV Enemy SS only
2-1 Low No Yes CV(L), (F)BB(V), CA(V), CL(T)
2-2 Low Yes Yes CV(L), DD, SS(V) Bauxite farm
3-4 High No No CV(L) Ranking map
3-5 Low Yes Yes Any + CV(L)
7-1 Medium No No CL, DD Ranking map
7-2 p1 Low No No CVL, DE Majority Submarines
7-2 p2 High No No FBB, CV(L), CA Ranking map.
7-4 Very low Yes N/A SS(V)
  • Resource farming,
  • LBAS proficiency farming.
7-5 None Yes N/A SS(V), CAV, BBV, CV(L), AV RLK212cm 30-tube Rocket Launcher Kai Ni required
4-4 Medium No No (F)BB(V), CV(L), CA Ranking map
4-5 Low No No Any Enemy SS only
5-2 None Yes N/A SS(V), CAV, BBV, CV(L), AV RLK212cm 30-tube Rocket Launcher Kai Ni required
5-3 High No No Any (except BBV and CV(L)) Night battle map
5-5 Low No No Any Enemy SS only
6-5 Low No No Any (except CV(L) and CLT) Enemy SS only
Map Bucket Usage Low Morale? Subtank? Target Types Notes

Alternatively, Expedition 32 can be used for leveling, but this method is unadvised, as it takes away one expedition for resource farming.

Leveling Locations

This map is a good starting point for leveling DD, DE, and CL. OASW is required to get the most out of this map. At higher HQ levels, the boss node contains a flagship submarine that can be difficult to sink in just 1 round of shelling. Furthermore, the submarines present will have opening torpedoes in the later nodes. Not having OASW means higher bucket usage. BBV and CVL also have some use in this map. BBVs allow a 2nd round of shelling that can help weaker ASW ships secure S rank. CVLs can carry a Saiun to prevent RedT engagements from hampering your fleet's combat ability. This map can be used for Ranking. Recommended Fleets

  • 4DD/DE
  • 2CL 2DD/DE
  • 1BBV 3DD/DE
  • 1BBV 2CL 1DD/DE
  • 1CVL 3DD/DE
  • 1CVL 2CL 1DD/DE
  • 1BBV 1CVL 2DD/DE
Equipment Setups Reaching OASW for DD, DE, and CL overrides all equipment setup suggestions listed below.
Ship Type Equipment Notes
DD SONARSONARDepth Charges/SONAR This balances accuracy and damage for DDs. The SONARS add accuracy and the Type 94 Depth Charge or Type 3 Depth Charge provides them with ASW synergy damage. An extra SONAR can be added for Tashkent.
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CL SONARSONARDepth Charges/SONAR Similar to the DD setup, it aims to balance accuracy and damage.
BBV RotorcraftLiaison AircraftSeaplane A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. Hyuuga Kai Ni is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
CVL Torpedo BomberRotorcraftLiaison AircraftReconnaissance Aircraft Aside from the Saiun, CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.

This map is not all that fantastic for experience, but it is the earliest map that is efficient for leveling heavier ships like BB, CA, CV, and CVL. Air power is nearly nonexistent which allows your fleet to have a powerful opening strike that reduces your bucket cost. Recommended Fleets

  • 2CV(L) 1-2BB/CA 0-1CL/T 2DD
Equipment Setups
Ship Type Equipment Notes
DD High-Angle GunHigh-Angle GunWildcard Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. They are primarily here to reduce costs. Else, putting more CL and CA in the fleet would still work.
CL Medium Caliber Main GunMedium Caliber Main GunSeaplane Setup for CLs that are capable of Artillery Spotting. For those that are not, simply replace the seaplane with a radar or anti-air gun.
CLT Medium Caliber Main GunMedium Caliber Main GunTorpedoes CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
CA Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
BB Large Caliber Main GunLarge Caliber Main GunArmor-Piercing ShellSeaplane Just a standard artillery spotting setup.
CV(L) Torpedo BomberTorpedo BomberDive BomberFighter You may need to shuffle around some planes in order to hit the 162 fighter power required for AS+. One of your carriers should also have a Saiun if you can manage it.

This map requires a minimum of 3 CV(L), allowing you to leech up to 3 other girls. The objective of this leveling method is to only hit node B and the bauxite node. It doesn't give a lot of experience but it provides safe leveling. The resource cost is very low and it is even possible to get a refund on the bauxite cost. While it is possible to run this map at low morale, you will want to have more carriers to increase the chances the airstrike sinks all the enemy ships. This will reduce the bucket cost. This map can also be used for farming bauxite. See Resource Farming for more details. Recommended Fleets

  • 3CV(L) 3XX
Equipment Setups The equipment of the other ships do not matter. Taking barrels and Daihatsu along will increase your bauxite gain.
Ship Type Equipment Notes
CV(L) Torpedo BomberTorpedo BomberTorpedo BomberDive Bomber Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the Type 2 Recon Aircraft in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers.

This map is primarily for CV(L). The strategy is to load up on your best torpedo bombers and attempt to wipe the nodes before they send your fleet back to port. Be warned that this map costs an exorbitant amount of bauxite. Attempting to reduce the bauxite cost will increase the bucket cost. This map can also be used for Ranking. Recommended Fleets

  • 2CV 2CVL 1CL 1AV
Equipment Setups
Ship Type Equipment Notes
CL Medium Caliber Main GunMedium Caliber Main GunSeaplane A basic artillery spotting setup. Keep in mind that not taking a CL capable of performing opening torpedoes will reduce your success rate.
TorpedoesTorpedoesTorpedoes This is for either Abukuma Kai Ni or Yura Kai Ni. The extra torpedoes will make their opening strike a lot more powerful, allowing it to hopefully take out heavier targets.
CV(L) Torpedo BomberTorpedo BomberDive BomberFighter You will need to reach a total of 168 fighter power in order to minimize your bauxite losses. At least 1 carrier should have a Type 2 Recon Aircraft in order to maximize the power of the airstrike.
AV TorpedoesTorpedoesTorpedoes Similar to the CL, the AV should aim to maximize torpedo power. In this case, all three should be midget submarines.

This map allows you to level any ship type as the flagship. You should retreat after node B. 3-4 enemies in the node will be forced to attack a submarine, allowing you to mitigate some damage taken. Note that those enemies have ASW equipment so the sub is unlikely to survive more than one battle. Because the airstrike will do most of the heavy lifting, it is possible to run this map with low morale ships. Beware that this will increase your bucket cost when the airstrike fails to take out enough enemy ships. Recommended Fleets

  • 1XX 4CV(L) 1SS/V
Equipment Setups The flagship and submarine can be equipped with anything. You may use any of the standard Equipment Setups for the flagship.
Ship Type Equipment Notes
CV(L) Torpedo BomberTorpedo BomberTorpedo BomberDive Bomber Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the Type 2 Recon Aircraft in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers.

This map is great for leveling CLs and DDs but the requirements are tight if you want to reduce bucket costs. At least 3-4 girls in the fleet must be capable of OASW. The fewer girls that are capable, the higher the bucket cost will be. Having a CL capable of opening strikes will help by increasing the pass rate at G. This map can be used for Ranking. Recommended Fleets

  • 1CL 4DD
Equipment Setups Reaching OASW for DD and CL overrides all equipment setup suggestions listed below.
Ship Type Equipment Notes
DD SONARDepth ChargesSmall Caliber Main Gun The SONAR and the Type 94 Depth Charge or Type 3 Depth Charge provide decent ASW damage against any sub that you will encounter on the map. The gun adds much needed daytime shelling power to reduce retreats at G. An extra SONAR or gun can be added for Tashkent.
CL Medium Caliber Main GunSONARDepth Charges This setup is for CLs without an opening attack. The reasoning behind it is similar to the DD setup.
SeaplaneSeaplaneSONAR/Depth Charges This setup is for Agano-class, Tama Kai Ni or Gotland Kai. The seaplanes should be seaplane bombers. Good SPB like the Prototype Seiran are important to increase the pass rate. The Zuiun is not strong enough to reliably sink or disable enemies at G before closing torpedoes.
TorpedoesSONARDepth Charges This setup is limited to Abukuma Kai Ni and Yura Kai Ni. They are the best choice for CLs on this map. The opening torpedo is nearly guaranteed to kill at least one enemy at G which drastically increases your pass rate.

This section is for 7-2 phase 1 that terminates at node G. It is a decent map for leveling DE and CVL. The exp is lower than 1-5, but you can level 1 more girl. Ideally, you will want all your girls to be capable of OASW. This will allow them to eliminate the submarine threats and take no damage in return. Note that the boss node contains a mix of sub and surface ships. Recommended Fleets

  • 3DE, 2CVL
Equipment Setups
Ship Type Equipment Notes
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CVL Torpedo BomberTorpedo BomberTorpedo BomberDive Bomber Because the boss contains surface ships, you will want to maximize your airstrike along with ASW. The surface ships at the boss are just DD and CL so taking your highest ASW torpedo bombers should be sufficient. One CVL should have a Saiun to prevent Red T.

This section is for 7-2 phase 2 that terminates at node M. It provides slightly more experience than 4-4 in exchange for harder fights. It is primarily for leveling BB, CV(L), and CA. It also has a very steep fighter power requirement, which limits the effectiveness of the airstrike. Overall, it costs a lot more resources to run compared to 4-4. This map can also be used for Ranking. Recommended Fleets

  • 1FBB, 2CV(L), 1CA/CL, 2DD
  • 1AV, 2CLT, 3DD
Equipment Setups
Ship Type Equipment Notes
DD High-Angle GunHigh-Angle GunWildcard Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. The wildcard can be a radar for AACI (if using the right guns) or SONARs to help with passing node C.
CL Medium Caliber Main GunMedium Caliber Main GunSeaplane Setup for CLs that are capable of Artillery Spotting. For those that are not, simply replace the seaplane with a radar or anti-air gun. For Abukuma Kai Ni or Yura Kai Ni, the seaplane can be replaced with a midget submarine.
CLT Medium Caliber Main GunMedium Caliber Main GunTorpedoes CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
CA Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
BB Large Caliber Main GunLarge Caliber Main GunArmor-Piercing ShellSeaplane Just a standard artillery spotting setup.
CV(L) Torpedo BomberDive BomberFighterFighter You will need to hit 359 fighter power for AS. Attempting to hit AS+ is futile and will cripple your carrier's combat effectiveness.

On 7-4, it is possible to use a submarine fleet to route to the Port Node O instead of the Boss, farming fuel and bauxite at the same time. It is also possible to send one LBAS to level up LBAS planes' proficiency at the same time.

  • See here for more detail.
Recommended Fleets:
  • 1-6SS(V)
  • Route = C D F J K M O
    • LoS required: ≥ 32 (Cn3)

This map is primarily for leveling BB, CV(L), CA, or CL. Unlike 7-1p2, it has no speed routing so a wider variety of girls can be used. It can get fairly costly depending on the setup used. It is not recommended to bring more than 1 leech for this map. The pre-boss nodes are fairly dangerous with the flagship Ri that will cause you to retreat. The boss herself has flagship Ta as escorts that will cost you buckets if you do not bring powerful enough girls.

  • This map can also be used for Ranking.
Recommended fleets:
  • 1BB, 2CV(L), 1CA/CL, 2DD
Equipment Setups
Ship Type Equipment Notes
DD High-Angle GunSONARDepth Charges The main role of the DD will be to help increase the pass rate at E. OASW is highly recommended.
CL Medium Caliber Main GunMedium Caliber Main GunSeaplane Setup for CLs that are capable of Artillery Spotting. For those that are not, simply replace the seaplane with a radar or anti-air gun. For Abukuma Kai Ni or Yura Kai Ni, the seaplane can be replaced with a midget submarine.
CLT Medium Caliber Main GunMedium Caliber Main GunTorpedoes CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
CA Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
BB Large Caliber Main GunLarge Caliber Main GunArmor-Piercing ShellSeaplane Just a standard artillery spotting setup.
CV(L) Torpedo BomberTorpedo BomberDive BomberFighter The fighter power requirement is very low at 144 for AS+. This allows your carriers to bring a powerful airstrike that will increase your chances of reaching the boss.

Out of the 3 "1st node submarine" maps, 4-5 is the 2nd best in terms of experience. It also has the added advantage of not being limited by fleet composition. The objective is to retreat after node B or D. You will require some girls capable of OASW to reduce the bucket cost. Because your fleet only fights one node, morale can quickly become an issue. Recommended Fleets

  • 3-4OASW 2-3XX
Equipment Setups Any girl not capable of ASW can just be equipped with anything. Bulges will help reduce the chances that opening torpedoes will damage them.
Ship Type Equipment Notes
DD SONARSONARDepth Charges/SONAR This balances accuracy and damage for DDs. The SONARS add accuracy and the Type 94 Depth Charge or Type 3 Depth Charge provides them with ASW synergy damage. An extra SONAR can be added for Tashkent.
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CL SONARSONARDepth Charges/SONAR Similar to the DD setup, it aims to balance accuracy and damage.
BBV/CAV RotorcraftLiaison AircraftSeaplane A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. Hyuuga Kai Ni is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
CVL Torpedo BomberRotorcraftLiaison AircraftReconnaissance Aircraft Aside from the Saiun, CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.

This is the cheapest and fastest way to level any aviation ship (BBV, CAV, CV(L), and AV) as well as SS/SSV. The objective is to retreat after the air node. The 12cm 30 Tube Rocket Launcher Kai 2 is mandatory to get the most out of this map. This map is a waste of time and resources if you do not have the RLK2. How many girls you can field at once is determined by how many rockets you have. Because it is highly unlikely your girls will take damage, this map can be run non-stop with the flagship guaranteed MVP. Recommended Fleets

  • 1-6XX
Equipment Setups
Ship Type Equipment Notes
All Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png ( Anti-Aircraft GunAnti-Aircraft GunAnti-Aircraft Gun ) You only need the 12cm 30 Tube Rocket Launcher Kai 2 equipped on your girls to do this map. The aim is to abuse the Rocket Barrage ability to take no damage from the airstrike. Most girls should be able to reach 100% trigger rate with just 2 RLK2, or with 1 RLK2 and AA guns.

An alternative solution for surface ships unable to trigger the AARB, is to set such a ship as flagship, followed by at least 4 ships with AARB, and by using either Diamond or Vanguard formations.

  • The flagship will take advantage of the flagship protection mechanic, with this method being more risky than the standard AARB one.

This map is the fastest way to level F/BB, CA/V, CL/T, DD and DE. Take note that BBV and CV(L) cannot be brought. The objective of this map is to target node P. This map is very costly bucket-wise. The two night battle nodes are more than capable of heavily damaging any ship girl in your fleet if they get lucky. Recommended Fleets

  • 1XX 0-1CL 4-5DD
Ship Type Equipment Notes
DD Small Caliber Main GunSmall Caliber Main GunWildcard This setup is only for the DD that is flagship. The red guns are interchangeable with High-Angle Gun, just use whatever has the best total night battle power. The wildcard can by anything that does not interfere with her double attack setup. This should enable her to take MVP most of the time.
TorpedoesRADARLookout This setup is for the escorting DDs. The cut-in that it triggers is low power, has a decent trigger rate even on low luck ships and the setup provides bonus evasion. It provides some much needed survivability and is still good enough to sink the enemies you'll encounter without outshining the flagship.
CL Medium Caliber Main GunFlareIcon.pngNight Reconnaissance Seaplane The CL should be powerful enough to take out enemy ships with a single attack. She should not have a double attack so that she doesn't steal MVP from the flagship. The Star Shell increases the chances that the escort DDs will perform their cut-ins. The seaplane must be a night scout.
CA/V Medium Caliber Main GunMedium Caliber Main GunNight Reconnaissance SeaplaneWildcard Like the CL, the seaplane must be a night scout. The wildcard can be anything that does not interfere with her double attack setup. She can even equip a star shell to increase the activation chance.
(F)BB Large Caliber Main GunLarge Caliber Main GunNight Reconnaissance SeaplaneArmor-Piercing Shell Like the CL, the seaplane must be a night scout. This is a fairly standard setup for the BB otherwise.

Out of the 3 "1st node submarine" maps, 5-5 is the best in terms of experience. It's drawbacks are that you are limited to only 3DD and the enemy submarines are stronger, necessitating OASW. The objective is to retreat after node B. Like 4-5, morale quickly becomes an issue. Recommended Fleets

  • 4-5OASW 1-2XX
Equipment Setups Any girl not capable of ASW can just be equipped with anything. Bulges will help reduce the chances that opening torpedoes will damage them.
Ship Type Equipment Notes
DD SONARSONARDepth Charges/SONAR This balances accuracy and damage for DDs. The SONARS add accuracy and the Type 94 Depth Charge or Type 3 Depth Charge provides them with ASW synergy damage. An extra SONAR can be added for Tashkent.
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armour penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CL SONARSONARDepth Charges/SONAR Similar to the DD setup, it aims to balance accuracy and damage.
BBV RotorcraftLiaison AircraftSeaplane A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. Hyuuga Kai Ni is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
CVL Torpedo BomberRotorcraftLiaison AircraftReconnaissance Aircraft Aside from the Saiun, CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.

Out of the 3 "1st node submarine" maps, 6-5 is the worst in terms of experience. Unlike 4-5 and 5-5, you are also unable to bring BB, CV, or CLT. The only reason to run this map for experience is to rank your LBAS alongside. OASW is mandatory due to the strength of the enemy submarines. You can reduce the number of OASW girls in the fleet if you are running ASW planes in the LBAS. This map can be used for ranking LBAS. Recommended Fleets

  • 5OASW 1CL
Equipment Setups
Ship Type Equipment Notes
DD SONARSONARDepth Charges/SONAR This balances accuracy and damage for DDs. The SONARS add accuracy and the Type 94 Depth Charge or Type 3 Depth Charge provides them with ASW synergy damage. An extra SONAR can be added for Tashkent.
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armour penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CL SONARSONARDepth Charges/SONAR Similar to the DD setup, it aims to balance accuracy and damage.

General Tips

  • Maps heavily reward clearing them in full with the boss node being worth a significant portion of the map's exp. Unless otherwise noted, always clear the map.
  • For details on how exp works, see Experience and Rank.
    • The flagship receives a 50% exp bonus. Have the girl to level the fastest in that slot.
    • MVP gives double XP. Can be set as flagship for a total of 3x bonus.
    • S-ranks give 20% more exp. Losses have an exp penalty.
    • It is good to proceed into night battle for boss nodes to attempt to turn a loss into a victory or A/B rank into S-rank.
      • Do not bother fighting SS in NB.
  • Certain maps like 5-3 allow some control over who gets the MVP. Take full advantage of that to maximize efficiency by manipulating the flagship to get MVP.
  • Unless otherwise noted, girls' morale must be watched. Low morale will affect their combat ability and lower the pass rate.
  • Leveling speed can be increased slightly by sortieing with full ship and/or equipment slots. This saves precious time not waiting for the drop animation to play out.
  • Be sure to check the Event section when there is an event running for the latest leveling spot. Events generally allow to level using a combined fleet.
  • Do not be afraid to sortie girls at moderate damage (中破). Unless they are severely underleveled and not modernized, they should be able to last a few runs before heavy damage.
    • A general rule of thumb is to leave a buffer of 10% max HP from heavy damage (大破).
  • Submarine, PT Imp, Airstrike, and Night Battle nodes consume considerably less fuel and ammo than regular surface battle nodes
  • Modernization: Improves the primary four stats of ships. AA tends to be difficult to modernize but is generally the least important for farming XP. Firepower and armor can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.

Using Fodder Ships

If maps require passing a dangerous node (like 5-3 I) first to get to the leveling spot, it is possible to exploit disposable escort ships that can be sunk during the sortie to save on buckets and time. Be aware that sinking Ships intentionally can generate quite a bit of hostility from other admirals. It is generally not recommended to utilize these strategies, but are included here for sake of completion of the guide. Be aware of the following:

  • Equipment from sunk ships is permanently lost, do not use anything but the most basic equipment on them
  • Losing Ships can affect Battle Ranks
  • Unmodernized Level 1 ships with disposable equipment will struggle to make any meaningful contribution to the battle, which will also affect Battle Ranks
  • Sinking Ships can also lead to failure to fulfill certain branching rules later on in the same map

Submarine Tanks

Also known as "Sub Tanks". This strategy is using SS(V) to draw fire from enemy DD, CL, CVL, and, BBV. This can help preserve the rest of the fleet as they will be taking less fire. SS(V) have low sortie costs and are quick to repair when under level 40 and unremodeled. Do note that any enemy with ASW gears will make short work of low level SS(V).

Range

It may be interesting to control which girl strikes first to better manage who gets the MVP.

It is impossible to reduce the base Range of a ship, but certain equipment can extend it.

Range Range Equipment Notes
Short All Small Caliber Main Gun Small Caliber Main High-Angle GunSmall Small Caliber Main Guns, all Secondary High-Angle GunSec Large Secondary High-Angle GunSp_Sec High-Angle Secondary Guns, all Torpedoes Submarine TorpedoesSubTorpedoes, and Anti-Ground Rocket WG42WG42 (Wurfgerät 42) Cannot increase the range of any ship.
Medium Small Caliber Main High-Angle GunSmall 5" Single Gun Mk.30 + GFCS5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
Small RADARSmall GFCS Mk.37GFCS Mk.37
Large RADARLarge SK + SG RadarSK + SG Radar, Type 274 Fire Control RadarType 274 Fire Control Radar
Small RADARSmall SG Radar (Initial Model)SG Radar (Initial Model) / (Late Model)SG Radar (Late Model) Addtional +1 Range on USN DDs, Dan Yang, and Yukikaze Kai Ni.
Lookout Torpedo Squadron Skilled LookoutsTorpedo Squadron Skilled Lookouts Equipable in the RE
All Secondary Gun Secondary Guns (Yellow)
All Medium Caliber Main Gun Medium Main High-Angle GunMedium Medium Caliber Main Guns (but Long range ones)
Large Caliber Main Gun 38cm Quadruple Gun Mount Kai38cm Quadruple Gun Mount Kai / Deux38cm Quadruple Gun Mount Kai Deux Cannot increase the range of any ship.
Aviation Personnel NOAPNight Operation Aviation Personnel
Long Large Caliber Main Gun 203mm/53 Twin Gun Mount203mm/53 Twin Gun Mount
All Large Caliber Main Gun Large Caliber Main Guns (but Medium and Very Long range ones)
Aviation Personnel SCAMPSkilled Carrier-based Aircraft Maintenance Personnel, NOAP + Skilled DeckhandsNight Operation Aviation Personnel + Skilled Deckhands
Dive Bomber Suisei Model 22 (634 Air Group)Suisei Model 22 (634 Air Group) / SkilledSuisei Model 22 (634 Air Group/Skilled), Ju 87C Kai Ni (w/ KMX/Skilled)Ju 87C Kai Ni (w/ KMX/Skilled)
JetFighterBomber2.png Kikka KaiKikka Kai, JetFighterBomber1.png Jet Keiun KaiJet Keiun Kai
Very Long Large Caliber Main Gun 381mm/50 Triple Gun Mount381mm/50 Triple Gun Mount / Kai381mm/50 Triple Gun Mount Kai, PrototypePrototype 46cm Twin Gun Mount / 46cm Triple Gun Mount46cm Triple Gun Mount / Kai46cm Triple Gun Mount Kai
All Very Large Caliber Main GunSp Very Large Caliber Main GunsPrototype 51cm Twin Gun Mount
51cm Twin Gun Mount
Prototype 51cm Triple Gun Mount
Aviation Personnel SDP + Aviation Maintenance HandsSkilled Deck Personnel + Aviation Maintenance Hands Equipable in the RE of CV(L/B)
+1 Reconnaissance Aircraft Type 2 Reconnaissance AircraftType 2 Reconnaissance Aircraft +1 Range on Souryuu Kai Ni, Hiryuu Kai Ni, and Ise-class Kai Ni

Event

On some event maps, it may be possible to farm for resources or for leveling, please refer to the current Event page for up-to-date data.

  • This section may be updated for relevant events.

See Also