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Difference between revisions of "Combat/Night Battle"

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{{CombatPortal}}
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=Night Battle Breakdown=
 
=Night Battle Breakdown=
 
 
[[File:Pursue_Nightbattle.png|thumb|right|The screen after Day Battle. Clicking "夜戦突入" on the right will begin Night Battle]]
 
[[File:Pursue_Nightbattle.png|thumb|right|The screen after Day Battle. Clicking "夜戦突入" on the right will begin Night Battle]]
If your fleet pursues the enemy into Night Battle (夜戦, ''yasen''), or you enter a special Node such as a '''Night Node''' or a '''Night to Day Node''', your fleet will fight at night.
+
When the fleet pursues the enemy into [[Night Battle]] (夜戦, ''yasen''), or enters special [[Node]]s such as '''Night Nodes''' or '''Night to Day Nodes''', the fleet will fight at night.
  
 
The Night Battle has the following structure:
 
The Night Battle has the following structure:
* Night Contact and Spotting
+
#[[Friendly Fleet]] (event only)
* Night Shelling Phase
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#[[Support Expedition]] (if the battle starts at night only)
 
+
#[[#Night Contact and Spotting|Night Contact and Spotting]]
Other phases that may happen before '''Night Shelling Phase''':
+
#[[#Night Shelling Phase|Night Shelling Phase]]
* Support Expedition (if the battle starts at night)
 
* [[Friend Fleet|Allied Friendly Fleet Phase]]
 
  
 
In case neither fleets meet the requirements, the sub-phase will be skipped.
 
In case neither fleets meet the requirements, the sub-phase will be skipped.
  
 
=Night Contact and Spotting=
 
=Night Contact and Spotting=
[[File:Nightbattle_Gear_Trigger.png|thumb|right|Star Shell, Searchlight and Night Recon activated. The Night Recon is displayed on top of the Enemy "Radar".]]
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[[File:Nightbattle_Gear_Trigger.png|thumb|right|Star Shell, Searchlight, and Night Recon activated. The Night Recon is displayed on top of the Enemy "Radar".]]
When the fleet is equipped with certain equipment, additional effects are triggered for the duration of the Night Battle. The equipment that influence the battle in such ways are [[Searchlight]], [[Type 96 150cm Searchlight|Large Searchlight]], [[Star Shell]] and [[Type 98 Recon_Seaplane (Night_Scout)|Night Scout]].
+
When the fleet is equipped with certain equipment, additional effects are triggered for the duration of the Night Battle. The relevant equipment and their effect are listed below.
 +
*More information on the actual effects on cut-in rate of each piece of equipment can be found in the [[#Trigger_Rates|Night Shelling Special Attacks section]].
 +
*See [[Accuracy, Evasion and Criticals]] for details on other effects.
  
More information on the actual effects of each piece of equipment can be found in the Night Shelling
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{|class="wikitable"
Special Attacks section.
+
!style="min-width:150px"|Equipment
 
 
{| class="wikitable"
 
! style="min-width: 150px;" |Equipment
 
 
!Effect
 
!Effect
!Requirement(s)
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!Requirements
 
|-
 
|-
|{{StarShell}}{{EquipmentLink|Star Shell}}
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|{{StarShell}} {{Equipment/Link|Star Shell}}
 +
|rowspan=2|
 +
* Increases the {{Hit}} of the fleet.
 +
* Increases the cut-in rate of the fleet.
 +
* Greatly decreases the cut-in rate of the enemy fleet.
 
|
 
|
* Increases the {{Hit}} of your fleet.
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* Ship must have at least 5 HP {{HP}}
* Increases the cut-in rate of your fleet.
+
* Trigger rate is 70% per ship equipped with a Star Shell. If multiple Star Shells are in the fleet, each will have a chance to trigger in fleet order.
* Greatly decreases the cut-in rate of the enemy fleet.
+
|-
 +
|{{Night SPB}}{{Equipment/Link|Prototype Night Zuiun (Attack Equipment)}}
 
|
 
|
* Ship must have at least 5 {{HP}}
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*Trigger the [[#"New Type" Cut-ins|Night Zuiun CI]].
* Trigger rate is 70% per ship equipped with a Star Shell. By fleet order, if the first ship's 70% fails, the next ship's 70% is rolled, etc.
+
*Effect apply only '''after''' the [[#"New Type" Cut-ins|Night Zuiun CI]] triggered.
 
|-
 
|-
|{{Searchlight}}{{EquipmentLink|Searchlight}}<br>
+
|{{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlight}}
{{Searchlight}}{{EquipmentLink|Type 96 150cm Searchlight|text=Large Searchlight}}
 
 
|
 
|
* Greatly increases the {{Hit}} of your fleet.
+
* Greatly increases the {{Hit}} of the fleet.
* Greatly increases the cut-in rate of your fleet.
+
* Greatly increases the cut-in rate of the fleet.
 
* Decreases the cut-in rate of the enemy fleet.
 
* Decreases the cut-in rate of the enemy fleet.
* <span style="color:red">The equipping ship has its evasion sharply reduced, and is targeted more often.</span>
+
* {{color|red|The equipping ships have their evasion {{Evasion}} sharply reduced, and get targeted more often, ''see [[Shooting Order and Targeting#Searchlights|here]]''}}
 
|
 
|
* Ship must have at least 2 {{HP}}
+
* Ship must have at least 2 HP {{HP}}
 +
* Trigger rate is 100%
 
|-
 
|-
|{{SurfaceShipPersonnel}}{{EquipmentLink|Skilled Lookouts}}
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|{{SurfaceShipPersonnel}} {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookouts|link_category=Lookout}}
 
|
 
|
* Increases the cut-in rate of the ship equipped with it.
+
* Increases the cut-in rate of the ship equipping it.
 
|
 
|
 
* None
 
* None
 
|-
 
|-
|{{Seaplane}}{{EquipmentLink|Type 98 Reconnaissance Seaplane (Night Recon)|link=Type 98 Recon Seaplane (Night Scout)|text=Night Recon}}
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|{{Night Recon}} [[Night Recon]]s
 
|
 
|
* Increases the {{Hit}} of your fleet.
+
* Increases the {{Hit}} of the fleet.
* Increases the {{Firepower}} stat of your entire fleet by +5.
+
* Increases the {{Firepower}} stat of the entire fleet by  
* Increases the critical hit rate of your fleet.
+
** '''5''' for the {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|text=Type 98 Night Recon}} & {{Equipment/Link|Walrus}},
 +
** '''7''' for the {{Equipment/Link|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|text=Type 0 Night Recon}}, {{Equipment/Link|Loire 130M}}, & {{Equipment/Link|Sea Otter}}.
 +
* Increases the critical hit rate of the fleet.
 
|
 
|
* The recon cannot be equipped on a slot of size 0.
+
* The recon cannot trigger on a slot of size 0.
 
* The success rate is dependent on the level of the ship it is equipped on.
 
* The success rate is dependent on the level of the ship it is equipped on.
* If the Night Battle was preceeded by a day battle:
+
* Trigger is determined by:
** The Air State must be <span style="color:red">AD</span>, <span style="color:green">AS</span> or <span style="color:green">'''AS+'''</span>.
+
**<math>\text{Triggers %} = 4 \times \bigg\lfloor \sqrt{\text{LoS}} \times \sqrt{\text{LV}} \bigg\rfloor</math>
** The Air State must be <span style="color:red">AD</span>, AP, <span style="color:green">AS</span> or <span style="color:green">'''AS+'''</span> in PvP.
+
**With:
 +
***<math>\text{LoS}</math> The base LoS {{LOS}} of the recon (excluding [[Improvement]]s {{Star}} and [[Equipment Bonuses|fit bonuses]]),
 +
***<math>\text{LV}</math> The Level of the ship carrying the Night recon.
 +
**Like [[Aerial Combat#Contact|Day Contact]], if multiple night recons are in the fleet, each will have a chance to trigger, in base accuracy order.
 +
* If the Night Battle was preceded by a day battle:
 +
** The Air State must be {{color|red|'''AD'''}}, {{color|green|'''AS'''}} or {{color|green|'''AS+'''}}.
 
|}
 
|}
  
 
=Night Shelling Phase=
 
=Night Shelling Phase=
 +
[[File:Nightbattle_Order.png|thumb|right|Example of engagement order during Night Battle]]
 
Following the battle preliminary stages, Night Shelling proper will begin. Similar to Day Battle, attacks performed by ships are shelling attacks.
 
Following the battle preliminary stages, Night Shelling proper will begin. Similar to Day Battle, attacks performed by ships are shelling attacks.
  
 
Some rules are applied to shelling attacks:
 
Some rules are applied to shelling attacks:
 
* Attack power is defined by {{Firepower}} + {{Torpedo}} stats instead of only {{Firepower}}.
 
* Attack power is defined by {{Firepower}} + {{Torpedo}} stats instead of only {{Firepower}}.
 +
** It is often represented with the {{NBPower}} "Night Battle Power" (Yasen) icon.
 
** If the enemy is unaffected by torpedoes, such as installations, only {{Firepower}} is used instead.
 
** If the enemy is unaffected by torpedoes, such as installations, only {{Firepower}} is used instead.
* <span style="color:red;">'''Heavily damaged {{Nihongo|(大破)|''Taiha''}}'''</span> and sunk ships are unable to participate in battle.
+
 
* All types of Aircraft Carriers are unable to participate in battle, unless they are equipped with a {{AviationPersonnel}}{{EquipmentLink|Night Operation Aviation Personnel}}.
+
* The [[Shooting Order]] is altered, with notably {{color|red|'''Heavily Damaged'''}}, [[Evacuation|evacuated]], and sunk ships performing an actionless turn.
** [[Saratoga|Saratoga Mk.II]], [[Akagi|Akagi Kai Ni E]] and [[Kaga|Kaga Kai Ni E]] have built-in Night Operation capabilities and do not require such equipment.
+
 
** [[Saratoga]], [[Ark Royal]], [[Graf Zeppelin]], [[Taiyou]] and [[Shinyou]] can perform Surface shelling attacks without any equipment. These attacks can be performed even if Moderately Damaged.
+
* CV(B/L) are unable to participate in night battles, unless specific requirements are met (''see [[#Carrier Night Attacks|below]]'').
* Shelling attacks that target submarines will always deal 0 damage, and default to '''scratch damage'''. This makes it not possible to sink a submarine during Night Battle.
+
 
** This rule is void if the player fleet is a '''Combined Fleet'''.
+
* Shelling attacks that target submarines will always deal [[Scratch Damage]], making it impossible to sink submarines during Night Battle.
** [[Friend Fleet]] also ignores this rule and may damage submarines
+
** This rule is void if the player's fleet is a '''Combined Fleet'''.
* Ships with 0 {{Firepower}} + {{Torpedo}} stats are unable to participate in battle.
+
** [[Friendly Fleet]]s can also ignore this rule, and may damage submarines.
 +
 
 +
* Ships with 0 {{NBPower}} stat are unable to participate in night battle.
 
** Currently, this is only observable against the Wa-Class Transport Ship.
 
** Currently, this is only observable against the Wa-Class Transport Ship.
 +
* Some ship types gain bonus [[Evasion]] {{Evasion}}:
 +
** CA(V) gain +5 evasion.
 +
** DD gain +10 evasion if equipped with a {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookout|link_category=Lookout}} '''and''' a [[Surface Radar]].
 +
* CA(V) equipped with {{Equipment/Link|20.3cm Twin Gun Mount|20.3cm (No.2) Twin Gun Mount|20.3cm (No.3) Twin Gun Mount|Prototype 20.3cm (No.4) Twin Gun Mount|text=IJN 20.3 cm guns}} gain special [[Hidden Fit Bonuses]].
  
[[File:Nightbattle_Order.png|thumb|right|Example of engagement order during Night Battle]]
+
In addition to that, Night Battle is not affected by the Day Battle's [[Engagement]], but is still affected by the [[Formation]].
The firing order is defined when the Night Shelling Phase starts, and in contrast to Day Battle, will not skip over sunk and retreated ships, or ships that have no means of attacking under any circumstances, such as a carrier with no bombers equipped or a Wa-Class Transport Ship, for example. In such cases, the ship will perform an actionless turn instead.
+
 
 +
=Carrier Night Attacks=
 +
 
 +
Normally carriers cannot attack at night unless certain conditions are fulfilled. There are three different kinds of carrier night attacks: Standard Shelling, Swordfish Night Attacks, and Carrier Night Air Attacks.
 +
 
 +
This is not to be confused with [[Combat/Artillery Spotting#Aircraft Carrier Cut-in|Carrier Cut-In Attacks]] which are for daytime shelling.
 +
 
 +
===Trigger Requirements===
 +
;Standard Shelling
 +
* {{Ship/Link|Graf Zeppelin|Graf Zeppelin/Kai|text=Graf Zeppelin/Kai}}, {{Ship/Link|Saratoga}} (base only), {{Ship/Link|Kaga Kai Ni Go}}, and the {{Ship/Link|Taiyou Kai Ni|Shinyou Kai Ni|Unyou Kai Ni|text=''Taiyou''-class Kai Ni|link_class=Taiyou}}, are able to attack at night, regardless of their equipment.
 +
* This attack '''can be triggered''' even when {{color|orange|'''moderately damaged (中破)'''}}.
 +
* The attack power is calculated using the [[Damage_Calculations#Surface_Night_Battle|'''surface night battle''']] damage formula, making it relatively weak.
 +
* [[Plane Proficiency]] will not affect the critical rate.
 +
* If the carrier can carry [[ASW Shelling]], it will focus on submarines if any are present.
 +
* May be set up to activate [[#Original Cut-ins|Cut-Ins]] like the Double Attack.
 +
 
 +
;Swordfish Night Attack
 +
* This is just limited to {{Ship/Link|Ark Royal|Ark Royal/Kai|text=Ark Royal/Kai}} when equipped with a {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}.
 +
* This attack '''cannot be triggered''' when {{color|orange|'''moderately damaged (中破)'''}}.
 +
* The attack power is calculated using the [[Damage_Calculations#Surface_Night_Battle|'''surface night battle''']] damage formula but '''only taking into account''' Ark Royal's base firepower and the Swordfish's stats and {{star}} improvements<ref>https://twitter.com/myteaGuard/status/1360886212274216963</ref>.
 +
** All other equipment stat/bonuses are ignored.
 +
** Swordfish fit bonuses are also ignored.<ref>https://twitter.com/myteaGuard/status/1358025976374939649</ref>
 +
* [[Plane Proficiency]] still affects the critical rate.
 +
* May be set up to activate [[#Original Cut-ins|Cut-Ins]] like the Double Attack.
 +
On a side note, unlike the browser version, on the [[Kancolle Arcade|arcade]] version the attack is very powerful.
 +
<references/>
  
In addition to that, Night Battle is not affected by the Day Battle's Engagement form.
+
;Carrier Night Air Attack
 +
* When equipped with a {{AviationPersonnel}} '''{{Equipment/Link|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}}''' along with at least one {{PurpleFighter}}{{PurpleBomber}}[[Night Plane]], all carriers are able to perform carrier night air attacks.
 +
**{{Category:Night Carriers}} They are {{Ship/Link|Saratoga Mk.II}}, {{Ship/Link|Akagi Kai Ni E}}, {{Ship/Link|Kaga Kai Ni E}}, and {{Ship/Link|Ryuuhou Kai Ni E}}.
 +
* Like day battle, CV(L) '''cannot trigger''' the attack when {{color|orange|'''moderately damaged (中破)'''}}, but CVB still can.
 +
* The attack power is calculated using the [[Damage_Calculations#Carrier_Night_Air_Attacks|'''carrier night air attack''']] formula.
 +
** Only the base stats of the carriers, the stats of the night planes, and the count of each night plane are taken into account.
 +
** Planes in 0-size slots are ignored.
 +
* [[Plane Proficiency]] still affects the critical rate.
 +
* It can trigger regardless of the result of the [[Aerial Combat#Fighter Combat|fighter combat]] phase in day.
 +
* It can trigger even if no bombers are left.
 +
* CV(L) will ignore submarines to target surface ships with this attack.
 +
** Uniquely, {{Ship/Link|Gambier Bay Mk.II}} will focus on submarines using a shelling attack
 +
** If the carrier can also natively carry out "Standard Shelling", and no other valid target is available, the carrier will switch back to the shelling against submarines.
 +
* May activate [[#"New Type" Cut-ins|Night Carrier Cut-Ins]].
  
 
=Night Special Attacks=
 
=Night Special Attacks=
 +
When using special equipment setups, ships may perform one of multiple special attacks at night. These attacks are often referred to as '''Cut-Ins''' due to the way the equipment is displayed on the screen before the attacks are performed. Particular cut-ins are often referred to by their acronym, such as TCI for Torpedo Cut-In, GCI for Gun Cut-In, DA for Double Attack, etc...
  
Using special equipment setups, ships may perform one of multiple special attacks at night. These attacks are often referred to as '''Cut-ins''' due to the way the equipment is displayed in the screen before the attacks are performed. Particular Cut-ins are often referred to by their acronym, such as TCI for Torpedo Cut-in, GCI for Gun Cut-in, etc.
+
Compared to Day cut-ins (''[[Artillery Spotting]]''), Night cut-ins do not require any particular [[Air State]], relying solely on the equipment restrictions and the stats of the ship performing it. Do note that the specific equipment being shown during the cut-ins animation have no influence on the damage output.
  
Compared to its Day Battle counterpart ''Artillery Spotting'', Cut-ins require no special conditions such as Air State, relying solely on the equipment restrictions and the stats of the ship performing it. Do note that the specific equipment being shown during the Cut-ins have no influence on the damage output.
+
Cut-ins may be activated during a ship's turn and will override its normal single attack.
  
Cut-ins may be activated during a ship's turn and will override its normal single attack.
+
In addition, all '''"[[Special Attacks]]" (Touches)''' can trigger at night, with the "[[Special Attacks#Kongou-class Touch|''Kongou''-class Night Assault]]" being only available during night battle.
  
 
==Setups and Attack Types==
 
==Setups and Attack Types==
 +
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are solely determined by the attack's prerequisites.
  
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are solely determined by the attack's prerequisites.
+
For a given cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-ins rolled for.
 +
If the setup fulfills multiple prerequisites, the Cut-in ''closer to the bottom of the list'' will be used. Additionally, each ship will roll for '''"New Type"''' Cut-ins first, if possible.
  
For a given Cut-in, any other equipment can be added on the remaining slots. Be wary that adding certain equipment may change the Cut-in you would be rolling for.
+
* {{RedGunHeavy}}{{RedGunLight}} is used to indicate a '''[[Main Gun]]'''.
If your setup fulfils multiple prerequisites, the Cut-in ''closer to the bottom of the list'' will be used. Additionally, each ship will roll for '''"New Type"''' Cut-ins first, if possible.
+
* {{YellowGun}} is used to indicate a '''[[Secondary Gun]]'''.
 +
* {{TorpedoWeapon}} is used to indicate a '''[[Torpedo]]''' (including [[Submarine Torpedo]]es).
 +
** {{LM Sub Torpedo}} is used to indicate a '''[[:Category:Late_Model_Submarine_Torpedoes|Late-Model Submarine Torpedo]]''' specifically.
 +
* {{Surface Radar}} is used to indicate a '''[[Surface Radar]]'''
 +
*{{Night SPB}} is used to indicate '''[[NSPB|Night Seaplane Bomber]]'''.
 +
* Custom icons are used for Carrier Cut-ins for clarity's sake.
 +
** {{AnyBomber}} is used to indicate either a '''{{BluePlane}} {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish|size=150px}}''' or '''{{RedPlane}}{{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|link=Zero Fighter Type 62 (Fighter-bomber/Iwai_Squadron)|text=Iwai FB}}'''.
 +
** {{NightFighterEn}} is used to indicate a '''{{PurpleFighter}} [[Night Fighter]]'''.
 +
** {{NightBomberEn}} is used to indicate a '''{{PurpleBomber}} [[Night Torpedo Bomber]]'''.
 +
** {{NightDivebomberEn}} is used to indicate the '''{{RedPlane}} {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Photobomber}}'''.
  
* {{RedGunHeavy}}{{RedGunLight}} is used to indicate a '''Main Gun'''.
+
Special attacks that hit twice will roll independently to determine hit, critical chance, and armor penetration. Although their animations appear as single hits, Torpedo Cut-In, and Mixed Torpedo Cut-In are actually composed of 2 separate hits, with their damage added together in-game.
* {{YellowGun}}{{GreenGunDP}} is used to indicate a '''Secondary Gun'''.
 
** Note that small caliber {{GreenGunDP}} such as {{EquipmentLink|10cm Twin High-angle Gun Mount + Anti-Aircraft Fire Director|text=10cm Twin High-angle Gun + AAFD}} and {{EquipmentLink|5inch Single Gun Mount Mk.30|text=5in Single Gun Mk.30}}, as well as Atlanta's {{EquipmentLink|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|text=5in Twin Dual-purpose Gun Mount (CD)}} are not Secondary but Main Guns.
 
* {{TorpedoWeapon}} is used to indicate a '''Torpedo'''.
 
** Note that Minisubs such as {{EquipmentLink|Type A Kouhyouteki}} are not Torpedoes.
 
* Special custom icons were used for Carrier Cut-ins for clarity's sake.
 
** {{AnyBomber}} is used to indicate either a '''{{BluePlane}}{{EquipmentLink|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish|size=150px}}''' or '''{{DiveBomb icon}}{{EquipmentLink|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|link=Zero Fighter Type 62 (Fighter-bomber/Iwai_Squadron)|text=Iwai F/B}}'''.
 
** {{NightFighterEn}} is used to indicate a '''{{PurpleFighter}}Night Fighter'''.
 
** {{NightBomberEn}} is used to indicate a '''{{PurpleBomber}}Night Torpedo Bomber'''.
 
** {{NightDivebomberEn}} is used to indicate '''{{DiveBomb icon}}{{EquipmentLink|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)}}''' (AKA '''"Photobomber"''').
 
  
 
==="New Type" Cut-ins===
 
==="New Type" Cut-ins===
 
[[File:Night_Attack_Example.png|thumb|right|Uranami performing a DD-exclusive Torpedo/RADAR/Lookout Cut-in, or TRL for short.]]
 
[[File:Night_Attack_Example.png|thumb|right|Uranami performing a DD-exclusive Torpedo/RADAR/Lookout Cut-in, or TRL for short.]]
The "New Type" Cut-ins are the Cut-ins introduced with the implementation of [[Saratoga|Saratoga Mk.II]] onwards. From bottom to top, each eligible Cut-in will be rolled if the previous roll has failed. If all rolls fail, then an additional single roll for a '''"Original Type"''' Cut-in is performed.
+
The "New Type" Cut-ins are the Cut-ins introduced with the implementation of [[Saratoga Mk.II]] onwards. From '''top to bottom''', each eligible Cut-in will be rolled if the previous roll has failed. If all rolls fail, then an additional single roll for a '''"Original Type"''' Cut-in is performed.
  
Do note that Carrier Cut-ins require Night Operation capabilities either passively (granted by a specific remodel) or granted by equipping a {{EquipmentLink|Night Operation Aviation Personnel}}. Carriers that can perform Surface Shelling attacks at night '''will not''' perform Carrier Cut-ins without said Night Operation capabilities.
+
Do note that Night Carrier Cut-ins require a CV(L/B) with  Night Operation capabilities by either equipping a {{Equipment/Link|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}} or being a [[CVN]].  
 +
*Carriers that can perform Surface Shelling attacks at night '''will not''' perform Carrier Cut-ins without said Night Operation capabilities.
  
If not applicable, ships will skip rolling for "New Type" Cut-ins altogether and only roll for Original Types instead.
+
;Night Zuiun CI
 +
* Can only be triggered on [[BBV]], [[CAV]], [[CL]], or [[AV]]<ref>https://twitter.com/DjArpeggio/status/1625563280176709632</ref>.
 +
* The ship must not be more than {{color|gold|'''lightly damaged (小破)'''}}.
 +
* Performs 2 attacks against random enemies.
 +
** The same enemy can be targeted twice.
 +
* Drops a [[Star Shell]] during the attack.
 +
<references/>
  
{| class="wikitable" style="margin: auto;"
+
 
|-
+
If not applicable, ships will skip rolling for "New Type" Cut-ins altogether and only roll for "Original Types" instead.
 +
{|class="wikitable" style="text-align:center; margin:auto"
 
!Attack Type
 
!Attack Type
 
!Prerequisites
 
!Prerequisites
!Notes
+
!width="230px"|Notes
![[Damage_Calculation|Pre-cap]]<br/>Damage<br/>Modifier
+
!width="50px"|[[Damage_Calculations#Night_Battle_Special_Attacks|Pre-cap]] Damage Modifier
 +
!Accuracy<br>Modifier<ref>[https://twitter.com/Divinity_123/status/1680199577989685251]</ref>
 
!Hits
 
!Hits
 +
!Chance for 2nd Hit<ref>[https://twitter.com/yukicacoon/status/1398949379893956613]</ref><ref>[https://imgur.com/a/Vr58UTc]</ref><br>(LV 80+ DD only)
 +
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 
|-
 
|-
!style="background-color:#ff7f50" rowspan="8"|Destroyer Cut-ins
+
!style="background-color:#ff7f50; color:black" rowspan=14|Destroyer Cut-ins
|rowspan="3" nowrap|{{RedGunLight}}{{TorpedoWeapon}}{{Radar}}
+
|rowspan=6|{{TorpedoWeapon}}{{RedGunLight}}{{Surface Radar}}
 
|
 
|
|1.3
+
|1.3||rowspan=6|1.1 ||rowspan=14|1 or 2||rowspan=6|65%||rowspan=6|115<ref>Buffed from 130 to 115 [https://twitter.com/dewydrops/status/1404966491695378433]</ref>
|2/1
+
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 +
|{{tooltip|1.625|1.3 x 1.25}}
 +
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 +
|{{tooltip|1.706|1.3 x 1.25 x 1.05}}
 +
|-
 +
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 +
|{{tooltip|1.820|1.3 x 1.4}}
 
|-
 
|-
|With {{EquipmentLink|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Model D Kai 2}}
+
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}
|{{tooltip|1.625|1.3 * 1.25}}
+
|{{tooltip|1.911|1.3 x 1.4 x 1.05}}
|2/1
 
 
|-
 
|-
|With {{EquipmentLink|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Model D Kai 3}}
+
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
|{{tooltip|1.706|1.3 * 1.25 * 1.05}}
+
|{{tooltip|2.002|1.3 x 1.4 x 1.1}}
|2/1
 
 
|-
 
|-
|rowspan="3" nowrap|{{TorpedoWeapon}}{{SurfaceShipPersonnel}}{{Radar}}
+
|rowspan=6|{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}}
|Synergy with evasion bonus
+
|
|1.2
+
|1.2||rowspan=6|1.2~? ||rowspan=6|50%||rowspan=6|140<ref>Buffed from 150 to 140 [https://twitter.com/dewydrops/status/1405450958587367429]</ref>
|2/1
 
 
|-
 
|-
|With {{EquipmentLink|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Model D Kai 2}}
+
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
|{{tooltip|1.5|1.2 * 1.25}}
+
|{{tooltip|1.5|1.2 x 1.25}}
|2/1
 
 
 
 
|-
 
|-
|With {{EquipmentLink|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Model D Kai 3}}
+
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
|{{tooltip|1.575|1.2 * 1.25 * 1.05}}
+
|{{tooltip|1.575|1.2 x 1.25 x 1.05}}
|2/1
 
 
|-
 
|-
|nowrap|{{TorpedoWeapon}}{{Drum}}{{SurfaceShipPersonnel}}
+
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}<ref name="DD4">{{Class|Akizuki|Kai Ni}} & [[Tashkent Kai]] only.</ref>
|Requires {{EquipmentLink|Torpedo Squadron Skilled Lookouts|text=Torpedo Lookout}}
+
|{{tooltip|1.680|1.2 x 1.4}}
|1.3
 
|2/1
 
 
|-
 
|-
|nowrap|{{TorpedoWeapon}}{{TorpedoWeapon}}{{SurfaceShipPersonnel}}
+
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}<ref name="DD4"/>
|Requires {{EquipmentLink|Torpedo Squadron Skilled Lookouts|text=Torpedo Lookout}}
+
|{{tooltip|1.768|1.2 x 1.4 x 1.05}}
|1.5
 
|2/1
 
 
|-
 
|-
!style="background-color:#81c784" rowspan="13"|{{color|white|Carrier Cut-ins}}
+
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}<ref name="DD4"/>
|nowrap|{{NightFighterEn}}{{AnyBomber}}{{AnyBomber}}
+
|{{tooltip|1.848?|1.2 x 1.4 x 1.1?}}
|
 
|1.18
 
|1
 
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightFighterEn}}{{AnyBomber}}
+
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
|
+
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
|1.18
+
|1.5||1.37~?||87.5%||125<ref><s>[https://twitter.com/mutekimuteki_/status/1394278916370534400]</s>[https://twitter.com/Divinity__123/status/1479343026891862018]</ref>
|1
 
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightBomberEn}}{{AnyBomber}}
+
|{{TorpedoWeapon}}{{Drum}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
|
+
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
|1.18
+
|1.3||?||~55%?||122<ref>[https://twitter.com/dewydrops/status/1405565552530132998]</ref>
|1
 
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightDivebomberEn}}{{AnyBomber}}
+
!colspan=8|
|
 
|1.18
 
|1
 
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightFighterEn}}{{NightFighterEn}}
+
!style="background-color:#81c784; color:black" rowspan=4|Carrier Cut-ins<ref>NB CVCI [https://twitter.com/Divinity__123/status/1481091340876369921]</ref>
|
+
|{{NightFighterEn}}{{NightFighterEn}}{{NightBomberEn}}
|1.18
+
|rowspan=4|{{WildCard}} = {{NightFighterEn}}{{NightBomberEn}}{{NightDivebomberEn}}{{AnyBomber}}
|1
+
|1.25||rowspan=4|?||rowspan=4|1
 +
|rowspan=4|N/A||105<ref name="CVNCI">[https://twitter.com/Divinity_123/status/1481091344181473284]</ref>
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightBomberEn}}{{NightBomberEn}}
+
|{{NightFighterEn}}{{NightBomberEn}}
|
+
|1.2||120<ref name="CVNCI"/>
|1.18
 
|1
 
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightFighterEn}}{{NightDivebomberEn}}
+
|{{NightFighterEn}}{{NightDivebomberEn}}<br>'''OR'''<br>{{NightBomberEn}} {{NightDivebomberEn}}
|
+
|1.2||120?<ref name="CVNCI"/>
|1.18
 
|1
 
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightBomberEn}}{{NightDivebomberEn}}
+
|{{NightFighterEn}}{{WildCard}}{{WildCard}}
|
+
|1.18||130<ref name="CVNCI"/>
|1.18
 
|1
 
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightDivebomberEn}}{{NightDivebomberEn}}
+
!colspan=8|
|
 
|1.18?
 
|1
 
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightBomberEn}}
+
!style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins
|
+
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}{{Surface Radar}}
|1.2
+
|rowspan=4| Is affected differently by "night equipment", ''see [[#Trigger Rates|below]]
|1
+
|1.36
 +
|rowspan=4|1.02~1.11
 +
|rowspan=4|{{ToolTip|2*|Will fire at 2 random enemies}}
 +
|rowspan=4|N/A
 +
|rowspan=4|135<ref>[https://twitter.com/Divinity_123/status/1680201615746146304]</ref>
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightDivebomberEn}}
+
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}
|
+
|1.32
|1.2
 
|1
 
 
|-
 
|-
|nowrap|{{NightBomberEn}}{{NightDivebomberEn}}
+
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Surface Radar}}
|
+
|1.28
|1.2
 
|1
 
 
|-
 
|-
|nowrap|{{NightFighterEn}}{{NightFighterEn}}{{NightBomberEn}}
+
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}
|
+
|1.24
|1.25
 
|1
 
 
|}
 
|}
 +
<references/>
  
* By using a second {{EquipmentLink|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Model D Kai 2}} when performing a Destroyer Cut-in, an additional bonus of '''1.125x''' is applied multiplicatively to the attack. This setup can only be deployed on {{ShipLink|Tashkent/Kai}}.
+
;Derivated set-ups
 +
When using an {{Equipment/Link|Skilled Lookouts|text=SLO}} or {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}} in the [[Reinforcement Expansion]], it is possible to "mix" the Destroyer Cut-ins, making 2 cut-ins available to trigger at once, and so increasing the odds of having at least one that activates during Night Battle.
 +
 
 +
Those set-ups are:
 +
*'''"GTRL"''': {{RedGunLight}}{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}}
 +
*'''"DTRL"''': {{Drum}}{{TorpedoWeapon}}{{Surface Radar}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
 
 +
''GTRL is sometimes referred to as "GUiTaRSolo" for "Gun, Torp, Radar, and Skilled Lookouts (SLO)".''
 +
 
 +
Do note that if a DD is equipped with a {{Surface Radar}} [[Surface Radar]] '''AND''' a {{SurfaceShipPersonnel}} {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookout|link_category=Surface Ship Personnel}}, then it gain a post-cap [[Evasion|evasion bonus]] during Night Battle.
  
 
===Original Cut-ins===
 
===Original Cut-ins===
 +
In contrast with the "New Type" Cut-ins, "Original" Cut-ins are only rolled once, even if multiple setup prerequisites are met. The setup used will be the '''top-most''' that meets the prerequisites. If this roll fails, the ship will perform a '''Single Attack'''.
  
In contrast with the "New Type" Cut-ins, Original Cut-ins are only rolled once, even if multiple setup prerequisites are met. The setup used will be the bottom-most that meet the prerequisites. If this roll fails, the ship will perform a '''Single Attack'''.
+
{|class="wikitable" style="text-align:center; margin:auto"
 
 
{| class="wikitable" style="margin: auto;"
 
|-
 
 
!Attack Type
 
!Attack Type
 
!Prerequisites
 
!Prerequisites
 
!Notes
 
!Notes
![[Damage_Calculation|Pre-cap]]<br/>Damage<br/>Modifier
+
![[Damage_Calculations#Night_Battle_Special_Attacks|Pre-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier<ref>https://twitter.com/Divinity_123/status/1680199577989685251</ref>
 
!Hits
 
!Hits
 
+
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 
|-
 
|-
!style="background-color:#59f" rowspan="3"|{{color|white|Double Attack}}
+
!style="background-color:#ff7f50; color:black"|Gun Cut-in
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}
+
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
|nowrap|No additional {{TorpedoWeapon}}{{RedGunHeavy}}{{YellowGun}}
+
| + Any on the remaining slots
|rowspan="3"|1.2
+
|2
|rowspan="3"|2
+
|2<ref name="vita">From vita version, may have changed</ref>
 +
|rowspan=2|1
 +
|140
 
|-
 
|-
|nowrap|{{RedGunHeavy}}{{YellowGun}}
+
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
|nowrap|Additional {{YellowGun}} allowed
+
|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 +
|No additional {{RedGunHeavy}}
 +
|1.75
 +
|1.5<ref name="vita"/>
 +
|130
 
|-
 
|-
|nowrap|{{YellowGun}}{{YellowGun}}
+
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
|nowrap|Additional {{YellowGun}}{{TorpedoWeapon}} allowed
+
|{{LM Sub Torpedo}} {{SubmarineRadar}}
|-
+
|rowspan=2|With '''[[:Category:Late_Model_Submarine_Torpedoes|Late-Model Sub Torps]] ONLY'''
!style="background-color:gold"|Mixed Torpedo Cut-in
 
|nowrap|{{TorpedoWeapon}}{{RedGunHeavy}}
 
|nowrap|Additional {{RedGunHeavy}}{{YellowGun}} allowed
 
|1.3
 
|2
 
|-
 
!style="background-color:#ff7f50"|Mixed Gun Cut-in
 
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 
|nowrap|No additional {{RedGunHeavy}}
 
 
|1.75
 
|1.75
|1
+
|rowspan=2|?
 +
|rowspan=7|2
 +
|105<ref>[https://twitter.com/Divinity__123/status/1377666014834479104] [https://twitter.com/dewydrops/status/1409174444627533829]</ref>
 
|-
 
|-
!style="background-color:#ff7f50"|Gun Cut-in
+
|{{LM Sub Torpedo}} {{LM Sub Torpedo}}
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
+
|1.6
| + Any on the remaining slots
+
|110<ref>[https://docs.google.com/spreadsheets/d/1XaP5z9_IOktGWL6mu_ZTZv5Z0TbvgRL_91fA_fsb0fc/edit#gid=0]</ref>
|2
 
|1
 
 
|-
 
|-
!style="background-color:gold"|Torpedo Cut-in
+
!style="background-color:#59f; color:black"|Torpedo Cut-in
|nowrap|{{TorpedoWeapon}}{{TorpedoWeapon}}
+
|{{TorpedoWeapon}}{{TorpedoWeapon}}
 
| + Any on the remaining slots
 
| + Any on the remaining slots
 
|1.5
 
|1.5
|2
+
|1.5
 +
|122
 +
|-
 +
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{RedGunHeavy}}
 +
|Additional {{RedGunHeavy}}{{YellowGun}} allowed
 +
|1.3
 +
|1.5<ref name="vita"/>
 +
|115
 +
|-
 +
!style="background-color:gold; color:black" rowspan=3|Double Attack
 +
|{{RedGunHeavy}}{{RedGunHeavy}}
 +
|No additional {{TorpedoWeapon}}{{RedGunHeavy}}{{YellowGun}}
 +
|rowspan=3|1.2
 +
|rowspan=3|1.1
 +
|rowspan=3| -
 
|-
 
|-
!style="background-color:gold" rowspan="2"|Submarine Cut-ins
+
|{{RedGunHeavy}}{{YellowGun}}
|nowrap|{{TorpedoWeapon|caption=New Submarine Torpedo|link=Partials/New Submarine Torpedo Cut-in}}{{TorpedoWeapon|caption=New Submarine Torpedo|link=Partials/New Submarine Torpedo Cut-in}}
+
|Additional {{YellowGun}} allowed
|rowspan="2"|With '''Late Model Torpedo Bows ONLY'''
 
|1.6
 
|2
 
 
|-
 
|-
|nowrap|{{TorpedoWeapon|caption=New Submarine Torpedo|link=Partials/New Submarine Torpedo Cut-in}}{{SubmarineRadar}}
+
|{{YellowGun}}{{YellowGun}}
|1.75
+
|Additional {{YellowGun}}{{TorpedoWeapon}} allowed
|2
 
 
|}
 
|}
 +
<references/>
  
 
===Single Attack===
 
===Single Attack===
 
+
If all rolls fail or the ship meets no Cut-in requirements, then it will perform a "Single Attack", a default 1 hit shelling attack, with no particular damage or accuracy modifier.
If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier attack.
 
  
 
==Trigger Rates==
 
==Trigger Rates==
 +
{{Formula
 +
|Title=Trigger rate formula
 +
|Math=\text{Trigger %}_\text{Cut-in} = \left[ \dfrac{\text{Base}_\text{ship} }{\text{Base}_\text{attack} } \right] \times 100
 +
|Var=<math>\text{Base}_\text{ship} = \lfloor 15 + \text{Luck} + 0.75 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor</math> , if the Ship's Luck stat is less than 50.
  
The chance of successfully rolling a Cut-in and performing the attack is given by:
+
*<math>\text{Base}_\text{ship} = \lfloor 65 + \sqrt{ \left( \text{Luck} - 50 \right) } + 0.8 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor</math>, if the Ship's Luck stat is 50 or greater.
 
 
<math>\text{CI %} = \left[ \dfrac{\text{Base}_\text{ship}}{\text{Base}_\text{attack}} \right] \times 100</math>
 
 
 
Where:
 
 
 
<math>\text{Base}_\text{ship} = \lfloor 15 + \text{Luck} + 0.75 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor</math> , if the Ship's Luck stat is less than 50.
 
  
<math>\text{Base}_\text{ship} = \lfloor 65 + \sqrt{ \left( \text{Luck} - 50 \right) } + 0.8 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor</math> , if the Ship's Luck stat is 50 or greater.
+
*<math>\text{Base}_\text{attack}</math> is the Value used by each type of Cut-in. See the above tables for value.
  
'''Modifiers''' is the sum of various equipment modifiers. Do note that modifiers change based on the Cut-in that is being used:
+
*<math>\text{Modifiers}</math> is the sum of various equipment modifiers See the below table for value.
 +
** Do note that modifiers change based on the Cut-in that is being used.
 +
** Do note that modifiers can affect the enemy fleet.
 +
|Notes=The effect of {{Luck}} over 51 is negligible due to diminishing returns, thus going above such value is generally discouraged.
 +
* The formula used above was datamined from KanColle Kai and is corroborated by test results in the browser version.
 +
}}
  
{| class="wikitable"
+
{|class="wikitable" style="text-align:center"
 +
!colspan=3 rowspan=3|Modifier
 +
!colspan=3|Value
 
|-
 
|-
!colspan="2" rowspan="2" style="text-align:center;"|Modifier
+
!colspan=2|Allied||rowspan=2|Enemy
!rowspan="2"|Value
 
!colspan="4" style="text-align:center;"|%
 
 
|-
 
|-
!Gun Cut-in
+
!Other CIs!!Night<br>Zuiun CI
!Mixed Gun Cut-in
 
!Torpedo Cut-in
 
!Mixed Torpedo Cut-in
 
 
|-
 
|-
|rowspan="2"|Placement
+
!rowspan=7|Ship
 +
|style="text-align:left" rowspan=2|Placement
 
|Flagship
 
|Flagship
|15
+
|colspan=2|{{TextGlow|'''15'''|black|text-colour=lime|glow-size=2px}}||rowspan=7|N/A
|10.7%
 
|11.5%
 
|12.3%
 
|13%
 
 
|-
 
|-
 
|Other
 
|Other
|0
+
|colspan=2|0
|colspan="4"|
 
 
|-
 
|-
|rowspan="2"|Health
+
|style="text-align:left" rowspan="2"|{{HP}} Health
|Moderate damage<br>(中破 Chuuha)
+
|{{color|orange|'''Moderately Damaged<br>(中破 Chuuha)'''}}
|18
+
|colspan=2|{{TextGlow|'''18'''|black|text-colour=lime|glow-size=2px}}
|12.9%
 
|13.8%
 
|14.8%
 
|15.7%
 
 
|-
 
|-
|Any other health state
+
|All other health states
|0
+
|colspan=2|0
|colspan="4"|
 
 
|-
 
|-
|rowspan="2"|{{EquipmentLink|Searchlight}}
+
|style="text-align:left"|{{SurfaceShipPersonnel}}{{Equipment/Link|Skilled Lookouts}}
|Allied
+
| -||{{TextGlow|'''5'''|black|text-colour=lime|glow-size=2px}}||{{TextGlow|'''8'''|black|text-colour=lime|glow-size=2px}}
|7
 
|5%
 
|5.4%
 
|5.7%
 
|6.1%
 
 
|-
 
|-
|Enemy
+
|style="text-align:left" rowspan=2|{{SurfaceShipPersonnel}}{{Equipment/Link|Torpedo Squadron Skilled Lookouts}}<ref>https://twitter.com/Divinity_123/status/1680201615746146304</ref>
| -5
+
|DD/CL(T)
| -3.6%
+
|{{TextGlow|'''8'''|black|text-colour=lime|glow-size=2px}}||rowspan=2|0
| -3.8%
 
| -4.1%
 
| -4.3%
 
 
|-
 
|-
|rowspan="2"|{{EquipmentLink|Type 96 150cm Searchlight|text=Large Searchlight}}
+
|Other
|Allied
 
|?
 
|colspan="4"|
 
|-
 
|Enemy
 
| -?
 
|colspan="4"|
 
|-
 
|rowspan="2"|{{EquipmentLink|Star Shell}}
 
|Allied
 
|4
 
|2.9%
 
|3.1%
 
|3.3%
 
|3.5%
 
|-
 
|Enemy
 
| -10
 
| -7.1%
 
| -7.7%
 
| -8.2%
 
| -8.7%
 
|-
 
|rowspan="2"|{{EquipmentLink|Skilled Lookouts}}
 
|Allied
 
|5
 
|3.6%
 
|3.8%
 
|4.1%
 
|4.3%
 
|-
 
|Enemy
 
 
|0
 
|0
|colspan="4"|
 
|}
 
 
<math>\text{Base}_\text{attack}</math> is the Value used by each type of Cut-in:
 
 
{| class="wikitable"
 
|-
 
!<math>\text{Base}_\text{attack}</math>
 
!Value
 
!% per Base Value
 
|-
 
|Destroyer Only (Torpedo-Radar-Lookout)
 
|150
 
|0.66%
 
 
|-
 
|-
|Gun Cut-in
+
!rowspan=2|Fleet
|140
+
|style="text-align:left"|{{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlight}}<ref>[https://twitter.com/Divinity_123/status/1545861227393466369?s=20&t=ygdUkBNoiLFqZoO0QI2l4Q]</ref>
|0.71%
+
| -||{{TextGlow|'''7'''|black|text-colour=lime|glow-size=2px}}||{{color|red|'''-10'''}}||{{color|red|'''-5'''}}
 
|-
 
|-
|Mixed Gun Cut-in
+
|style="text-align:left"|{{StarShell}}{{EquipmentLink|Star Shell}}<br>{{Night SPB}}{{Equipment/Link|Prototype Night Zuiun (Attack Equipment)}}<ref>Only affect attacks after the Night Zuiun CI triggred.</ref>
|130
+
| Do not stack||{{TextGlow|'''4'''|black|text-colour=lime|glow-size=2px}}||{{color|red|'''-10'''}}||{{color|red|'''-10'''}}
|0.77%
 
|-
 
|Destroyer Only (Gun-Torpedo-Radar)
 
|130
 
|0.77%
 
|-
 
|Torpedo Cut-in
 
|122
 
|0.82%
 
|-
 
|Mixed Torpedo Cut-in
 
|115
 
|0.87%
 
 
|}
 
|}
 +
;Notes
 +
*{{Star}} [[Improvement]]s do not affect the trigger rate for any equipment.
 +
<references/>
  
'''Additional Notes:'''
+
=See Also=
* Due to the formula's parameters, the effect of {{Luck}} over 51 is negligible due to diminishing returns, thus going above such value is generally discouraged.
 
* The formula used above was datamined from KanColle Kai and is corroborated by test results in the Browser version.
 
 
 
 
 
 
 
 
{{Mechanics}}
 
{{Mechanics}}
[[Category:Game Mechanics]]
 

Revision as of 18:13, 27 June 2024

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  · Drop
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


Night Battle Breakdown

The screen after Day Battle. Clicking "夜戦突入" on the right will begin Night Battle

When the fleet pursues the enemy into Night Battle (夜戦, yasen), or enters special Nodes such as Night Nodes or Night to Day Nodes, the fleet will fight at night.

The Night Battle has the following structure:

  1. Friendly Fleet (event only)
  2. Support Expedition (if the battle starts at night only)
  3. Night Contact and Spotting
  4. Night Shelling Phase

In case neither fleets meet the requirements, the sub-phase will be skipped.

Night Contact and Spotting

Star Shell, Searchlight, and Night Recon activated. The Night Recon is displayed on top of the Enemy "Radar".

When the fleet is equipped with certain equipment, additional effects are triggered for the duration of the Night Battle. The relevant equipment and their effect are listed below.

Equipment Effect Requirements
FlareIcon.png Star ShellStar Shell
  • Increases the Accuracy of the fleet.
  • Increases the cut-in rate of the fleet.
  • Greatly decreases the cut-in rate of the enemy fleet.
  • Ship must have at least 5 HP Health
  • Trigger rate is 70% per ship equipped with a Star Shell. If multiple Star Shells are in the fleet, each will have a chance to trigger in fleet order.
Night Seaplane BomberPrototype Night Zuiun (Attack Equipment)Prototype Night Zuiun (Attack Equipment)
Searchlight SearchlightsSearchlight
Type 96 150cm Searchlight
  • Greatly increases the Accuracy of the fleet.
  • Greatly increases the cut-in rate of the fleet.
  • Decreases the cut-in rate of the enemy fleet.
  • The equipping ships have their evasion Evasion sharply reduced, and get targeted more often, see here
  • Ship must have at least 2 HP Health
  • Trigger rate is 100%
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
  • Increases the cut-in rate of the ship equipping it.
  • None
Night Reconnaissance Seaplane Night Recons
  • The recon cannot trigger on a slot of size 0.
  • The success rate is dependent on the level of the ship it is equipped on.
  • Trigger is determined by:
    • [math]\displaystyle{ \text{Triggers %} = 4 \times \bigg\lfloor \sqrt{\text{LoS}} \times \sqrt{\text{LV}} \bigg\rfloor }[/math]
    • With:
      • [math]\displaystyle{ \text{LoS} }[/math] The base LoS Line of Sight of the recon (excluding Improvements Improved and fit bonuses),
      • [math]\displaystyle{ \text{LV} }[/math] The Level of the ship carrying the Night recon.
    • Like Day Contact, if multiple night recons are in the fleet, each will have a chance to trigger, in base accuracy order.
  • If the Night Battle was preceded by a day battle:
    • The Air State must be AD, AS or AS+.

Night Shelling Phase

Example of engagement order during Night Battle

Following the battle preliminary stages, Night Shelling proper will begin. Similar to Day Battle, attacks performed by ships are shelling attacks.

Some rules are applied to shelling attacks:

  • Attack power is defined by Firepower + Torpedo Attack stats instead of only Firepower.
    • It is often represented with the Night Battle Power "Night Battle Power" (Yasen) icon.
    • If the enemy is unaffected by torpedoes, such as installations, only Firepower is used instead.
  • The Shooting Order is altered, with notably Heavily Damaged, evacuated, and sunk ships performing an actionless turn.
  • CV(B/L) are unable to participate in night battles, unless specific requirements are met (see below).
  • Shelling attacks that target submarines will always deal Scratch Damage, making it impossible to sink submarines during Night Battle.
    • This rule is void if the player's fleet is a Combined Fleet.
    • Friendly Fleets can also ignore this rule, and may damage submarines.

In addition to that, Night Battle is not affected by the Day Battle's Engagement, but is still affected by the Formation.

Carrier Night Attacks

Normally carriers cannot attack at night unless certain conditions are fulfilled. There are three different kinds of carrier night attacks: Standard Shelling, Swordfish Night Attacks, and Carrier Night Air Attacks.

This is not to be confused with Carrier Cut-In Attacks which are for daytime shelling.

Trigger Requirements

Standard Shelling
Swordfish Night Attack
  • This is just limited to Ark Royal/KaiArk Royal
    Ark Royal Kai
    when equipped with a SwordfishSwordfish
    Swordfish Mk.II (Skilled)
    Swordfish Mk.III (Skilled)
    .
  • This attack cannot be triggered when moderately damaged (中破).
  • The attack power is calculated using the surface night battle damage formula but only taking into account Ark Royal's base firepower and the Swordfish's stats and Improved improvements[1].
    • All other equipment stat/bonuses are ignored.
    • Swordfish fit bonuses are also ignored.[2]
  • Plane Proficiency still affects the critical rate.
  • May be set up to activate Cut-Ins like the Double Attack.

On a side note, unlike the browser version, on the arcade version the attack is very powerful.

Carrier Night Air Attack
  • When equipped with a Aviation Personnel NOAPNight Operation Aviation Personnel
    Night Operation Aviation Personnel + Skilled Deckhands
    along with at least one Night FighterNight Torpedo BomberNight Plane, all carriers are able to perform carrier night air attacks.
  • Like day battle, CV(L) cannot trigger the attack when moderately damaged (中破), but CVB still can.
  • The attack power is calculated using the carrier night air attack formula.
    • Only the base stats of the carriers, the stats of the night planes, and the count of each night plane are taken into account.
    • Planes in 0-size slots are ignored.
  • Plane Proficiency still affects the critical rate.
  • It can trigger regardless of the result of the fighter combat phase in day.
  • It can trigger even if no bombers are left.
  • CV(L) will ignore submarines to target surface ships with this attack.
    • Uniquely, Gambier Bay Mk.IIGambier Bay Mk.II will focus on submarines using a shelling attack
    • If the carrier can also natively carry out "Standard Shelling", and no other valid target is available, the carrier will switch back to the shelling against submarines.
  • May activate Night Carrier Cut-Ins.

Night Special Attacks

When using special equipment setups, ships may perform one of multiple special attacks at night. These attacks are often referred to as Cut-Ins due to the way the equipment is displayed on the screen before the attacks are performed. Particular cut-ins are often referred to by their acronym, such as TCI for Torpedo Cut-In, GCI for Gun Cut-In, DA for Double Attack, etc...

Compared to Day cut-ins (Artillery Spotting), Night cut-ins do not require any particular Air State, relying solely on the equipment restrictions and the stats of the ship performing it. Do note that the specific equipment being shown during the cut-ins animation have no influence on the damage output.

Cut-ins may be activated during a ship's turn and will override its normal single attack.

In addition, all "Special Attacks" (Touches) can trigger at night, with the "Kongou-class Night Assault" being only available during night battle.

Setups and Attack Types

Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are solely determined by the attack's prerequisites.

For a given cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-ins rolled for. If the setup fulfills multiple prerequisites, the Cut-in closer to the bottom of the list will be used. Additionally, each ship will roll for "New Type" Cut-ins first, if possible.

Special attacks that hit twice will roll independently to determine hit, critical chance, and armor penetration. Although their animations appear as single hits, Torpedo Cut-In, and Mixed Torpedo Cut-In are actually composed of 2 separate hits, with their damage added together in-game.

"New Type" Cut-ins

Uranami performing a DD-exclusive Torpedo/RADAR/Lookout Cut-in, or TRL for short.

The "New Type" Cut-ins are the Cut-ins introduced with the implementation of Saratoga Mk.II onwards. From top to bottom, each eligible Cut-in will be rolled if the previous roll has failed. If all rolls fail, then an additional single roll for a "Original Type" Cut-in is performed.

Do note that Night Carrier Cut-ins require a CV(L/B) with Night Operation capabilities by either equipping a NOAPNight Operation Aviation Personnel
Night Operation Aviation Personnel + Skilled Deckhands
or being a CVN.

  • Carriers that can perform Surface Shelling attacks at night will not perform Carrier Cut-ins without said Night Operation capabilities.
Night Zuiun CI
  • Can only be triggered on BBV, CAV, CL, or AV[1].
  • The ship must not be more than lightly damaged (小破).
  • Performs 2 attacks against random enemies.
    • The same enemy can be targeted twice.
  • Drops a Star Shell during the attack.


If not applicable, ships will skip rolling for "New Type" Cut-ins altogether and only roll for "Original Types" instead.

Attack Type Prerequisites Notes Pre-cap Damage Modifier Accuracy
Modifier[1]
Hits Chance for 2nd Hit[2][3]
(LV 80+ DD only)
Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
Destroyer Cut-ins TorpedoesSmall Caliber Main GunSurface RADARSurface 1.3 1.1 1 or 2 65% 115[4]
With 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 1.625
With 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3 1.706
With 2 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 1.820
With both 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 & K312.7cm Twin Gun Mount Model D Kai 3 1.911
With 2 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3 2.002
TorpedoesSurface RADARSurfaceLookout 1.2 1.2~? 50% 140[5]
With 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 1.5
With 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3 1.575
With 2 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2[6] 1.680
With both 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 & K312.7cm Twin Gun Mount Model D Kai 3[6] 1.768
With 2 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3[6] 1.848?
TorpedoesTorpedoesEquipment Card Torpedo Squadron Skilled Lookouts.png Requires TSLOTorpedo Squadron Skilled Lookouts 1.5 1.37~? 87.5% 125[7]
TorpedoesDrum CanisterEquipment Card Torpedo Squadron Skilled Lookouts.png Requires TSLOTorpedo Squadron Skilled Lookouts 1.3 ? ~55%? 122[8]
Carrier Cut-ins[9] Night FighterNight FighterNight Bomber Wildcard = Night FighterNight BomberNight-capable Dive BomberDive-bomber or Torpedo Bomber 1.25 ? 1 N/A 105[10]
Night FighterNight Bomber 1.2 120[10]
Night FighterNight-capable Dive Bomber
OR
Night Bomber Night-capable Dive Bomber
1.2 120?[10]
Night FighterWildcard Wildcard 1.18 130[10]
Night Zuiun Cut-ins Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane BomberSurface RADARSurface Is affected differently by "night equipment", see below 1.36 1.02~1.11 2*Will fire at 2 random enemies N/A 135[11]
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane Bomber 1.32
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberSurface RADARSurface 1.28
Large Caliber Main GunLarge Caliber Main GunNight Seaplane Bomber 1.24
  1. [1]
  2. [2]
  3. [3]
  4. Buffed from 130 to 115 [4]
  5. Buffed from 150 to 140 [5]
  6. 6.0 6.1 6.2 Akizuki-class Kai Ni & Tashkent Kai only.
  7. [6][7]
  8. [8]
  9. NB CVCI [9]
  10. 10.0 10.1 10.2 10.3 [10]
  11. [11]
Derivated set-ups

When using an SLOSkilled Lookouts or TSLOTorpedo Squadron Skilled Lookouts in the Reinforcement Expansion, it is possible to "mix" the Destroyer Cut-ins, making 2 cut-ins available to trigger at once, and so increasing the odds of having at least one that activates during Night Battle.

Those set-ups are:

  • "GTRL": Small Caliber Main GunTorpedoesSurface RADARSurfaceLookout
  • "DTRL": Drum CanisterTorpedoesSurface RADARSurfaceEquipment Card Torpedo Squadron Skilled Lookouts.png

GTRL is sometimes referred to as "GUiTaRSolo" for "Gun, Torp, Radar, and Skilled Lookouts (SLO)".

Do note that if a DD is equipped with a Surface RADARSurface Surface Radar AND a Lookout Skilled LookoutSkilled Lookouts
Torpedo Squadron Skilled Lookouts
, then it gain a post-cap evasion bonus during Night Battle.

Original Cut-ins

In contrast with the "New Type" Cut-ins, "Original" Cut-ins are only rolled once, even if multiple setup prerequisites are met. The setup used will be the top-most that meets the prerequisites. If this roll fails, the ship will perform a Single Attack.

Attack Type Prerequisites Notes Pre-cap
Damage
Modifier
Accuracy
Modifier[1]
Hits Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
Gun Cut-in Large Caliber Main GunLarge Caliber Main GunLarge Caliber Main Gun + Any on the remaining slots 2 2[2] 1 140
Mixed Gun Cut-in Large Caliber Main GunLarge Caliber Main GunSecondary Gun No additional Large Caliber Main Gun 1.75 1.5[2] 130
Submarine Cut-ins Late Model Submarine TorpedoesSub_LM Submarine Equipment With Late-Model Sub Torps ONLY 1.75 ? 2 105[3]
Late Model Submarine TorpedoesSub_LM Late Model Submarine TorpedoesSub_LM 1.6 110[4]
Torpedo Cut-in TorpedoesTorpedoes + Any on the remaining slots 1.5 1.5 122
Mixed Torpedo Cut-in TorpedoesLarge Caliber Main Gun Additional Large Caliber Main GunSecondary Gun allowed 1.3 1.5[2] 115
Double Attack Large Caliber Main GunLarge Caliber Main Gun No additional TorpedoesLarge Caliber Main GunSecondary Gun 1.2 1.1 -
Large Caliber Main GunSecondary Gun Additional Secondary Gun allowed
Secondary GunSecondary Gun Additional Secondary GunTorpedoes allowed

Single Attack

If all rolls fail or the ship meets no Cut-in requirements, then it will perform a "Single Attack", a default 1 hit shelling attack, with no particular damage or accuracy modifier.

Trigger Rates

Trigger rate formula
[math]\displaystyle{ \text{Trigger %}_\text{Cut-in} = \left[ \dfrac{\text{Base}_\text{ship} }{\text{Base}_\text{attack} } \right] \times 100 }[/math]
With
  • [math]\displaystyle{ \text{Base}_\text{ship} = \lfloor 15 + \text{Luck} + 0.75 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor }[/math] , if the Ship's Luck stat is less than 50.
  • [math]\displaystyle{ \text{Base}_\text{ship} = \lfloor 65 + \sqrt{ \left( \text{Luck} - 50 \right) } + 0.8 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor }[/math], if the Ship's Luck stat is 50 or greater.
  • [math]\displaystyle{ \text{Base}_\text{attack} }[/math] is the Value used by each type of Cut-in. See the above tables for value.
  • [math]\displaystyle{ \text{Modifiers} }[/math] is the sum of various equipment modifiers See the below table for value.
    • Do note that modifiers change based on the Cut-in that is being used.
    • Do note that modifiers can affect the enemy fleet.
Notes
  • The effect of Luck over 51 is negligible due to diminishing returns, thus going above such value is generally discouraged.
  • The formula used above was datamined from KanColle Kai and is corroborated by test results in the browser version.
Modifier Value
Allied Enemy
Other CIs Night
Zuiun CI
Ship Placement Flagship 15 N/A
Other 0
Health Health Moderately Damaged
(中破 Chuuha)
18
All other health states 0
LookoutSkilled LookoutsSkilled Lookouts - 5 8
LookoutTorpedo Squadron Skilled LookoutsTorpedo Squadron Skilled Lookouts[1] DD/CL(T) 8 0
Other 0
Fleet Searchlight SearchlightsSearchlight
Type 96 150cm Searchlight
[2]
- 7 -10 -5
FlareIcon.pngStar ShellStar Shell
Night Seaplane BomberPrototype Night Zuiun (Attack Equipment)Prototype Night Zuiun (Attack Equipment)[3]
Do not stack 4 -10 -10
Notes
  • Improved Improvements do not affect the trigger rate for any equipment.
  1. https://twitter.com/Divinity_123/status/1680201615746146304
  2. [15]
  3. Only affect attacks after the Night Zuiun CI triggred.

See Also