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==Combat Stages==
+
{{CombatPortal}}
For most combat engagements, the battle will begin in day combat and follow the following set of stages. Several stages will not occur unless certain conditions are met. For Event maps, a [[Combined Fleet]] mechanic has been implemented which follows a modified combat order.
+
Combat is a major component of the game in Kantai Collection. Combat is accessed through the [[Sortie]] menu by selecting a map to send a fleet. Multiple mechanics weave together to create an intricate combat dynamic. For more detailed explanations on the various combat mechanics, please see the individual pages below. [[Exercises]] also consist of one surface combat.
{| class="article-table" style="width:755px;" border="0" cellpadding="1" cellspacing="1"
+
 
 +
=Combat Phases=
 +
On each node, combat will consist of several "Combat Phases". The number of combat phases depends on the node type, with each node type using a different set of combat phases and order.
 +
*''See [[Node]]s for more details.
 +
*Using a [[Combined Fleet]] will also affect the phases, especially during the shelling.
 +
 
 +
The combat phases are made out of:
 +
{|class="wikitable"
 +
!colspan=3|☀ [[Day Battle]]
 +
!rowspan=2|{{NBPower}} [[Night Battle]]
 
|-
 
|-
! scope="col" style="width:101px; text-align:center;" |Stage
+
!rowspan=2|{{LOS}}<br>[[Detection]]
! scope="col" style="width:634px; text-align:center;" |Notes
+
!{{Aircraft}} [[Aerial Combat]]
 +
!{{Firepower}} Surface Combat
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Combat#Formation_Selection Formation Selection]
 
|With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage, hit rate, and defense.
 
|-
 
|[http://kancolle.wikia.com/wiki/Combat#Detection Detection]
 
|Requires planes or high detection stat (usually from RADAR).<br />Success increases accuracy and evasion.<br />Failure prevents participation of allied planes in the aerial combat phase.
 
|-
 
|[http://kancolle.wikia.com/wiki/Combat#Aerial_Combat Aerial Combat]
 
|Participants: [[:Category:Light Carriers|CVLs]], [[:Category:Standard Carriers|CVs]], [[:Category:Aviation Battleships|BBVs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Seaplane Tenders|AVs]], [[:Category:Submarines|SSVs]]
 
 
Requires any type of offensive plane (torpedo bombers and dive bombers for [[:Category:Light Carriers|CVLs]] and [[:Category:Standard Carriers|CVs]], and seaplane bombers for [[:Category:Aviation Battleships|BBVs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Seaplane Tenders|AVs]], and [[:Category:Submarines|SSVs]]) equipped as equipment on either side.<br />If a side achieves Air Superiority or Supremacy in this stage, that side can use [[Combat#Artillery_Spotting_.28Post-Cap_Modifier.29|Artillery Spotting]].
 
|-
 
|[http://kancolle.wikia.com/wiki/Combat#Opening_Stages Opening Stages]
 
 
|
 
|
'''Expedition Supporting Fire'''
+
#LBAS's [[Jet Assault]]
 
+
#Fleet's [[Jet Assault]]
Supporting Fire from Sortie [[Expedition#Support_Expeditions|Support Expeditions]]. This has an aspect of randomness and may not trigger.
+
#[[LBAS|Land-Based Aerial Support]]
 
+
#[[Air Power|Stage 1 - Battle for Air Superiority]]
'''Opening Torpedo Salvo'''
+
#[[Anti-Air|Stage 2 - Fleet Anti-Air Defense]]
 
+
#[[Airstrike|Stage 3 - Airstrike]]
Participants: [[::Category:Submarines|SS]] over level 10, ships equipped with {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[::Category:Submarines|SS]]) and enemy [[Battleship Re-Class#Elite|Battleship Re-Class Elite]]. All participants fire their torpedoes simultaneously.
+
|
 
+
#[[Engagement]]
'''Engagement Form'''
+
#[[Support Expedition]]
 
+
#[[Battle Opening]]s
The orientation of the allied and enemy fleets is displayed. This affects both fleets equally.
+
#[[Shelling|1st Shelling Phase]]
|-
+
#[[Day Battle#Second Shelling Phase|2nd Shelling Phase]]
|[http://kancolle.wikia.com/wiki/Combat#Day_Combat Day Combat]
+
#[[Closing Torpedo Salvo]]
 
|
 
|
'''Shelling, 1st Round (Range Order)'''
+
#[[Friendly Fleet]] (event only)
 
+
#[[Support Expedition]]*
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between allied and enemy sides starting with allied. For each side, ships with higher range have priority. The firing order is composed of only ships that are able to take part and is set at the start of each shelling phase. Any ships sunk or incapacitated before their turn results in a lost turn for the side it is on.
+
#[[Night Battle#Night Contact and Spotting|Night Contact and Spotting]]
 
+
#[[Night Battle#Night Shelling Phase|Night Shelling Phase]]
'''Shelling, 2nd Round (Lineup Order)'''
 
 
 
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between sides, prioritizing ships at the top of the list.
 
 
 
Only occurs when either side has a [[:Category:Battleships|BB]], [[:Category:Aviation Battleships|BBV]], or the enemy has one of the special ship classes (鬼 ''Oni''/Ogress, 姫 ''Hime/''Princess) which acts like a BB/BBV: [[Destroyer Princess]] (駆逐棲姫) does not, while [[Battleship Princess]] (戦艦棲姫) does. The distinction between [[Enemy Vessel#Bosses|Bosses]] that do and those that do not trigger this phase is not always clear from their names.
 
 
 
'''Closing Torpedo Salvo'''
 
 
 
Participants: [[:Category:Destroyers|DDs]], [[:Category:Light Cruisers|CLs]], [[:Category:Torpedo Cruisers|CLTs]], [[:Category:Heavy Cruisers|CAs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Submarines|SS]], [[Bismarck#Third Upgrade|Bismarck drei]], [[Battleship Re-Class]]
 
 
 
Like the opening torpedo salvo, all participants attack simultaneously.
 
|-
 
| [http://kancolle.wikia.com/wiki/Combat#Night_Combat Night Combat]
 
| Participants: All ships except [[:Category:Light Carriers|CVLs]] and [[:Category:Standard Carriers|CVs]].
 
 
 
Enemy [[Standard Carrier Wo-Class]] and [[Light Carrier Nu-Class]] of flagship level or higher can attack at night.
 
 
 
Must not be critically damaged to participate.
 
 
 
The first slot allied ship attacks, then the first slot enemy ship attacks, and so on. Similar to shelling phase, if a ship is sunk or critically damaged, the game will skip its turn.
 
 
|}
 
|}
 
For certain nodes and events, combat begins in the Night Combat stage, then proceeds to Day combat, if certain conditions are met.
 
 
 
  
 
==Formation Selection==
 
==Formation Selection==
 +
If the fleet currently deployed has 4 or more ships, the player will be prompted to pick a fleet formation before every battle. Fleets with 3 or less ships will not have a fleet formation prompt and will default to '''Line Ahead'''.
 +
* Sunk ships and ships [[Evacuation|evacuated]] with a {{EquipmentLink|Fleet Command Facility|Striking Force Fleet Command Facility|Elite Torpedo Squadron Command Facility|text=Command Facility|link=Evacuation}} are not counted.
 +
* Diamond Formation requires 5 or more ships present in the fleet to be selected.
 +
* Enemy fleets do not have these restrictions. Enemy fleets in Diamond formation with fewer than 4 ships lack formation graphics on the battle screen.
 +
Combined Fleets have special [[Combined Formation|formations]] that differ from the standard single fleet ones.
  
With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage and hit rate.
+
{|class="wikitable" style="text-align:center"
 
+
!rowspan=2 colspan=2|Formation
===Formation Modifier===
+
!colspan=3|Shelling
{| class="article-table" style="width: 850px;" border="0" cellpadding="1" cellspacing="1"
+
!colspan=3|Torpedo
 +
!colspan=3|Anti-Submarine
 +
!colspan=3|[[Night Battle]]
 +
!rowspan=2|AA
 +
!rowspan=2|[[Flagship Protection]]
 +
!rowspan=2|Notes
 
|-
 
|-
! scope="col" style="text-align:center; width:310px;" |Formation
+
!Damage!!Accuracy!!Evasion
! scope="col" style="text-align:center; width:69px;" |Formation Icon
+
!Damage!!Accuracy!!Evasion
! scope="col" style="text-align:center; width:64px;" |Surface Damage Modifier
+
!Damage!!Accuracy!!Evasion
! scope="col" style="text-align:center; width:64px;" |Anti-sub Damage Modifier
+
!Damage!!Accuracy<ref>Measured and corroborated with Vita values.</ref>!!Evasion
! scope="col" style="text-align:center; width:64px;" |Anti-air Modifier
 
! scope="col" style="text-align:center; width:68px;" |Day Shelling Hit Rate
 
! scope="col" style="text-align:center; width:68px;" |Day Torpedo Hit Rate
 
! scope="col" style="text-align:center; width:68px;" |Night Battle Hit Rate<ref name="NBacc">Source: [http://kankoregouchin.blog.fc2.com/blog-entry-37.html '''艦これ-チラ裏検証- '''][http://kankoregouchin.blog.fc2.com/blog-entry-37.html / 夜戦陣形と命中回避] (Jan 1, 2015). Click [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/How_Formation_Affects_Night_Battle_Performances_%28by_Kuubowokyuu%29 here] for a translated version of the article. Currently the hit rates only apply on nodes starting with night battle (eg. [http://kancolle.wikia.com/wiki/World_5:_%E5%8D%97%E6%96%B9%E6%B5%B7%E5%9F%9F#World_5-3:_.E3.82.B5.E3.83.96.E5.B3.B6.E6.B2.96.E6.B5.B7.E5.9F.9F_Sav_Island 5-3-C]). In addition, please be aware that given limited sample sizes from the exp't, the measured hit rates by using different formations are NOT differing on a large scale, thus using "higher / lower" not simply "high / low".
 
</ref>
 
! scope="col" style="text-align:center; width:68px;" |Flagship Protection Rate
 
 
|-
 
|-
| Line Ahead<br />{{Nihongo|単縦陣|''Tanjuu-jin''|}}
+
|width=140px|Line Ahead<br>{{Nihongo|単縦陣|''Tanjuu-jin''}}
| <center>{{LineAhead}}</center>
+
|{{LineAhead}}
| style="text-align:center;" |100%
+
|style="color:red"|'''100%'''
| style="text-align:center;" |45%
+
|100%
| style="text-align:center;" |100%
+
|100%
| style="text-align:center;" |Medium
+
|style="color:red"|'''100%'''
| style="text-align:center;" |High
+
|style="color:red"|'''100%'''
| style="text-align:center;" |Higher
+
|100%
| style="text-align:center;" |Low
+
|60%
|-
+
|100%
| Double Line<br />{{Nihongo|複縦陣|''Fukujuu-jin''|}}
+
|100%
| <center>{{DoubleLine}}</center>
+
|100%
| style="text-align:center;" |80%
+
|style="color:red"|'''100%'''
| style="text-align:center;" |60%
+
|100%
| style="text-align:center;" |120%
+
|100%
| style="text-align:center;" |High<ref name="DL_SAcc">Source: [http://bs-arekore.at.webry.info/201412/article_2.html '''半製造BSアレコレ雑記帳''' / 「艦これ」砲撃命中率について・複縦陣 中間報告]'' (Dec 5, 2014). If more relevant sources are discovered please add them in.''
+
|45%
</ref>
+
|
| style="text-align:center;" |Medium
 
| style="text-align:center;" |Medium
 
| style="text-align:center;" |Medium
 
|-
 
| Diamond<br />{{Nihongo|輪形陣|''Rinkei-jin''|}}
 
| <center>{{Diamond}}</center>
 
| style="text-align:center;" |70%
 
| style="text-align:center;" |90%
 
| style="text-align:center;" |160%
 
| style="text-align:center;" |Medium
 
| style="text-align:center;" |Very Low
 
| style="text-align:center;" |?
 
| style="text-align:center;" |High
 
|-
 
| Echelon<br />{{Nihongo|梯形陣|''Teikei-jin''|}}
 
| <center>{{Echelon}}</center>
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |75%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Medium
 
| style="text-align:center;" |Low
 
| style="text-align:center;" |Lower
 
| style="text-align:center;" |Medium
 
|-
 
| Line Abreast<br />{{Nihongo|単横陣|''Tan'ou-jin''|}}
 
| <center>{{LineAbreast}}</center>
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |High
 
| style="text-align:center;" |Very Low
 
| style="text-align:center;" |Lower
 
| style="text-align:center;" |Medium
 
|}
 
*The surface damage modifier applies to both shelling and torpedo attacks, but does not affect Aerial Combat or Anti-Submarine attacks.
 
*Diamond Formation is only selectable as a formation with 5+ ships.
 
*'''Flagship protection''' is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack instead.
 
*Line Ahead has the highest offensive power for surface combat. It is the default choice for encounters after the 3rd battle node to preserve firepower because of the remaining ammo penalty.
 
*Double Line is generally a good formation for heavy BB/CV fleets. There is a significant accuracy increase that benefits the typically lower accuracy carriers, while BB often still have enough firepower.
 
*Line Abreast is the best formation for anti-sub purposes.
 
*Echelon has not been tested extensively, but it is hypothesized to be a defensive formation for submarines.
 
 
 
 
 
==Detection==
 
 
 
*Fleet LOS affects Detection rate.
 
*Success increases fleet accuracy and evasion.
 
*Failure prevents participation of allied planes in the aerial combat phase.
 
 
 
 
 
==Aerial Combat==
 
<span style="font-size:17px;font-weight:bold;">Aerial Combat Stages</span>
 
{| class="article-table" style="width:754px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center;" |Stage
 
! scope="col" style="text-align:center;" |Notes
 
|-
 
|Fighter Combat
 
|Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible.
 
|-
 
|Anti-bomber Combat
 
|Number of bombers shot down by fighters is affected by the result of the previous phase
 
|-
 
|Anti-Air Cut-In
 
|An Anti-Air Director may cause heavy damage to enemy bombers
 
|-
 
|Fleet Anti-air Defense
 
|Fleet defends against enemy bombers
 
|-
 
|Bombing
 
|See ''Damage Calculation'' for details
 
|}
 
 
 
 
 
===Fighter Combat===
 
 
 
<center><math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number planes in slot}} \times \text {Plane anti-air stat} \text{)}</math><ref name="FPEx">Example on how to calculate a ship's fighter power using the formula.
 
Akagi Kai's fighter power (with Reppus in slot 1 and 2, Reppu Kai in slot 3, M62 in slot 4)
 
= Floor[ √(Slot 1) x Reppu's AA] + Floor[ √(Slot 2) x Reppu's AA] + Floor[ √(Slot 3) x ReppuKai's AA] + Floor[ √(Slot 4) x M62's AA]
 
= Floor[ √(20) x 10] + Floor[ √(20) x 10] + Floor[ √(32) x 12] + Floor[ √(10) x 4]
 
= 44 + 44 + 67 + 11
 
= 166
 
</ref></center>
 
 
 
{{GreenPlane}} Fighter planes, and specific {{BluePlane}}{{RedPlane}}{{Seaplane}} Torpedo/Dive/Seaplane bombers with an +AA stat participate in Fighter Combat. <br />Recon planes will '''NOT''' participate in Fighter Combat.
 
 
 
The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:
 
{| class="article-table" style="width:710px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="width:190px; text-align:center;" |Fighter Power
 
! scope="col" style="width:100px; text-align:center;" |Result
 
! scope="col" style="width:165px; text-align:center;" |Text Display
 
! scope="col" style="width:110px; text-align:center;" | % Shot Down
 
! scope="col" style="width:100px; text-align:center;" |Contact
 
|-
 
|FP ≥ 3*EFP
 
|Air Supremacy
 
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''
 
| style="text-align:center;" |0~90%
 
|Allied only
 
|-
 
|3*EFP > FP ≥ 1.5*EFP
 
|Air Superiority
 
|<span style="color:green">'''航空優勢! '''</span><br />''Koukuu Yuusei!''
 
| style="text-align:center;" |0~80%
 
|Both sides
 
|-
 
|1.5*EFP > FP ≥ 2/3*EFP
 
|Air Parity
 
|No text displayed
 
| style="text-align:center;" |0~60%
 
|Both sides
 
|-
 
|2/3*EFP > FP ≥ 1/3*EFP
 
|Air Incapability
 
|No text displayed
 
| style="text-align:center;" |0~40%
 
|Both sides
 
|-
 
|FP < 1/3*EFP
 
|Air Denial
 
|<span style="color:red">'''制空権喪失! '''</span><br />''Seikuuken Soushitsu!''
 
| style="text-align:center;" |0~10%
 
|Enemy only
 
|}
 
*EFP: Enemy Fighter Power, FP: Fighter Power. Abbreviated to save space.
 
*This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
 
*The percentage of planes shot down applies for both sides' respective outcomes, and is calculated per slot.
 
**For example, securing Air Superiority means allied planes shoot down up to 80% of enemy planes, and the enemy under Air Incapability will shoot down up to 40%.
 
**As this is applied per slot, 80% of one enemy bomber group can be shot down while a second has 0% shot down.
 
*[[Combat#Contact|Contact]] can be triggered by having at least 1 carrier scout plane, seaplane scout, and/or torpedo bomber equipped. It increases damage during the bombing phase depending on the accuracy bonus of the squad triggering Contact.
 
*Even if allied planes secure air supremacy, planes can still be lost (up to 10%), and the subsequent anti-air defense stage can eliminate more bombers.
 
*If the enemy fleet launches no fighters and any planes are launched from either side, the result defaults to Air Supremacy. If both sides launch no planes, then the rest of the battle is treated the same as if Air Parity was achieved.
 
 
 
====Enemy Ship Fighter Power====
 
{| class="article-table" style="width:700px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center; width:300px;" |Enemy Ship Type
 
! scope="col" style="text-align:center;" |Fighter Power
 
! scope="col" style="text-align:center; width:280px;" |Enemy Ship Type
 
! scope="col" style="text-align:center;" |Fighter Power
 
|-
 
|[[Light Carrier Nu-Class]]
 
| style="text-align:center;" |8
 
|Armored Carrier Demon
 
| style="text-align:center;" |44
 
|-
 
|[[Light Carrier Nu-Class]] Elite
 
| style="text-align:center;" |24
 
|Armored Carrier Princess
 
| style="text-align:center;" |48
 
|-
 
|[[Light Carrier Nu-Class]] Flagship
 
| style="text-align:center;" |23
 
|Floating Fortress
 
| style="text-align:center;" |27
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]]
+
|Double Line<br>{{Nihongo|複縦陣|''Fukujuu-jin''}}
| style="text-align:center;" |10
+
|{{DoubleLine}}
|Southern War Demon
+
|80%
| style="text-align:center;" |41
+
|style="color:red"|'''120%'''<ref>Source: [http://bs-arekore.at.webry.info/201412/article_2.html '''半製造BSアレコレ雑記帳''' /「艦これ」砲撃命中率について・複縦陣 中間報告] ''(Dec 5, 2014).'' Corroborated with Vita values.</ref>
|-
+
|100%
|[[Standard Carrier Wo-Class]] Elite
+
|80%
| style="text-align:center;" |27
+
|80%
|Southern War Princess
+
|100%
| style="text-align:center;" |47
+
|80%
|-
+
|style="color:red"|'''120%'''
|[[Standard Carrier Wo-Class]] Flagship
+
|100%
| style="text-align:center;" |28
+
|100%
|[[Battleship Re-Class]]
+
|90%
| style="text-align:center;" |94
+
|100%
|-
+
|120%
|[[Standard Carrier Wo-Class]] Flagship 2
+
|60%
| style="text-align:center;" |84
 
|[[Battleship Re-Class]] Elite
 
| style="text-align:center;" |107
 
|-
 
|[[Standard Carrier Wo-Class]] Kai Flagship
 
| style="text-align:center;" |102
 
|[[Northern Princess]] World 3-5
 
| style="text-align:center;" |76
 
|}
 
 
 
=== Anti-Air Cut-In ===
 
[[File:Bandicam_2014-11-20_02-55-57-126.avi_snapshot_00.26_-2014.11.20_03.09.34-.jpg|thumb|An Anti-Air Cut-In]]
 
Certain equipment combinations will provide a chance for an Anti-Air Cut-In (AACI) during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). Although there's currently no conclusion on how it's applied onto the [http://kancolle.wikia.com/wiki/Combat#Fleet_Anti-air_Defense Fleet Anti-air Defense formula], a general consensus suggests the effectiveness scales with the AA stat ({{AA}}) of the ship triggering it .
 
 
 
'''Requirement:'''
 
* One of the following sets:
 
** Heavy main gun{{Template:RedGunHeavy}}, Type 3 Shell {{GreenAmmo}}, AA fire director {{AntiAircraftFireDirector}}
 
*** Can be supplemented with an AA RADAR {{Radar}}
 
** High-angle mount (main or secondary) {{GreenGunDP}}, AA fire director {{AntiAircraftFireDirector}}
 
*** Can be supplemented with an AA RADAR {{Radar}}
 
** [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] , AA RADAR {{Radar}}
 
*** Can be supplemented with a second 10cm Twin High-angle Mount + Anti-Aircraft Fire Director
 
* Akizuki has a built-in AA fire director, which allows her to trigger AACI without an AA fire director with the following setups
 
** High-angle mount (any) {{GreenGunDP}} plus either or both:
 
*** RADAR (any kind) {{Radar}}
 
*** High-angle mount (any) {{GreenGunDP}}
 
'''Effect''':
 
* Provide an AoE blast on all the incoming enemy '''bombers''', from the ship who is triggering it.'' ([http://kancolle.wikia.com/wiki/User_blog:Reikyu/A_brief_look_at_AA_defense_and_AA_cut-in_performance source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2])''
 
'''Trigger chance''':
 
* AA stat ({{AA}}) of the ship performing the cut-in (equipment bonuses included) affects trigger rate.  The correlation seems to be about +0.4% trigger rate for every point of AA.  ''([http://kankoregouchin.blog.fc2.com/blog-entry-43.html source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2])''
 
* Luck stat does not affect the trigger rate significantly. ''([http://kankoregouchin.blog.fc2.com/blog-entry-40.html source])''
 
* Air radar on CA does not increase the trigger chance on a large scale.'' ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source], require further verification)''
 
** It's currently unknown what (if any) innate trigger rate differences there are between other equipment setups.
 
With an AA Cut-In from a ship with high AA stat ({{AA}}), it is possible to '''obliterate all incoming bombers''' before they inflict any damage, and even prevent opposing carriers from shelling since they have 0 bombers left.''' In PVP Exercises, your opponent could do AA Cut-In on your bombers, but the animation is not shown.'''
 
 
 
There are [http://kancolle.wikia.com/wiki/Combat#comm-164478 reports] that enemy ships in map [http://kancolle.wikia.com/wiki/World_6:_%E4%B8%AD%E9%83%A8%E6%B5%B7%E5%9F%9F#6-2 6-2] ''might'' be capable of doing AACI. Other than that, there is currently no enemy ship capable to blast all your bombers with AA weapons.
 
 
 
===Fleet Anti-air Defense===
 
Each enemy bomber slot is assigned at random to a defending ship. Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes. The number of planes shot down is given by the equations below:
 
 
 
<center>
 
<math>\text{Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air} \times \text{Formation Modifier))} \times 0.2125\text{)}</math> <math>\text{Fleet Anti-air} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)}</math>
 
</center>
 
The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).
 
 
 
 
 
====Formation Modifiers====
 
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center;" |Formation
 
! scope="col" style="text-align:center;" |Modifier
 
|-
 
|Line Ahead, Line Abreast, Echelon
 
| style="text-align:center;" |1.0
 
|-
 
|Double Line
 
| style="text-align:center;" |1.2
 
|-
 
|Diamond
 
| style="text-align:center;" |1.6
 
|}
 
 
 
====Equipment Modifiers====
 
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" |Equipment Type
 
! scope="col" style="text-align:center;" |Modifier
 
|-
 
|46cm Triple Gun Mount
 
| style="text-align:center;" |0.25
 
|-
 
|High-angle Mounts
 
| style="text-align:center;" |0.35
 
|-
 
|AA Radars
 
| style="text-align:center;" |0.40
 
|-
 
|Type 3 Shell
 
| style="text-align:center;" |0.60
 
|-
 
|All other equipment
 
| style="text-align:center;" |0.20
 
|}
 
 
 
*Any equipment that gives an anti-air bonus will contribute to shooting down enemy bombers.
 
*The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
 
*The ship selected to defend is not necessarily the target of the bomber. Any allied ship, including submarines, may be chosen to defend against bombers.
 
*The forward sliding and machine gun animations seem to have no correlation with the calculations.
 
*These calculations only apply for the allied fleet's anti-air defense; enemy fleets seem to use a different formula.
 
 
 
==Opening Stages==
 
The Opening Stages of combat proceed in order with the Supporting Expedition effect, the Opening Torpedo salvo, then the display of the engagement form
 
*In [[World 5]] and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on [[Expedition#Support_Expeditions|Support Expeditions]]. The type of supporting fire depends on the composition of the expedition fleet.
 
*The Opening Torpedo Salvo is fired by Submarines over level 10, ships with the {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[::Category:Submarines|SS]]) equipped, and the Enemy [[Battleship Re-Class]].
 
**Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
*The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.
 
 
 
 
 
===Engagement Form Modifier===
 
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center; width:200px;" |Form
 
! scope="col" style="text-align:center; width:100px;" |Damage Modifier
 
! scope="col" style="text-align:center; width:100px;" |Chance
 
! scope="col" style="text-align:center; width:100px;" |Chance with [[Saiun]]
 
|-
 
|Parallel Engagement<br />{{Nihongo|同航戦|''Doukousen''|}}
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |45%
 
| style="text-align:center;" |45%
 
|-
 
|Head-on Engagement<br />{{Nihongo|反航戦|''Hankousen''|}}
 
| style="text-align:center;" |80%
 
| style="text-align:center;" |30%
 
| style="text-align:center;" |40%
 
|-
 
|Crossing the T ('''<span style="color:green">Advantage</span>''')<br />{{Nihongo|T字戦有利|''T Ji-sen Yuuri''|}}
 
| style="text-align:center;" |120%
 
| style="text-align:center;" |15%
 
| style="text-align:center;" |15%
 
|-
 
| style="white-space: nowrap;" |Crossing the T ('''<span style="color:red">Disadvantage</span>''')<br />{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |10%
 
| style="text-align:center;" |0%
 
|}
 
*Please note that all engagement forms '''affect both sides equally''', including crossing the T (<span style="color:green">Advantage</span> or <span style="color:red">Disadvantage</span>).
 
* Night battle and aerial combat are not affected by engagement forms. Torpedo salvos ''are'' affected by engagement forms.
 
*Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
 
*It is speculated that the Engagement form also impacts accuracy.
 
 
 
 
 
==Day Combat==
 
*Day Combat consists of up to 3 phases: 1st Shelling, 2nd Shelling, Closing Torpedo
 
*During the first shelling stage, the order of fire is determined by the ship's maximum range.
 
**Ships are arranged in order from Very Long → Long → Medium → Short → Very Short range.
 
**The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.
 
*The second shelling phase moves from the top to the bottom of the combat line.
 
**Ships unable to attack at all in the shelling phase (''i.e.'' submarines) will be skipped, but those normally able to attack but rendered unable to (''e.g.'' damaged carriers) will still take actionless turns.
 
*CVLs and CVs must be in good or lightly damaged condition in order to participate in shelling phases, with the exception of Armored Aircraft Carriers (''e.g.'' [[Taihou]]) who can still attack while moderately damaged.
 
* The Closing Torpedo salvo is fired by all SS(V), DD, CL(T), CA(V), AV, [[Bismarck|Bismarck drei]], and the enemy [[Battleship Re-Class]].
 
** Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
** Ships must not be moderately or heavily damaged to participate.
 
 
 
==Night Combat==
 
*Night battle damage depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
 
*Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.
 
*Certain combinations of weapon equipment ([[List of Main Guns by stats|Main Guns]], [[List of Secondary Guns by stats|Secondary Guns]], [[List of Torpedoes by stats|Torpedoes]]) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
 
**Auxiliary equipment (e.g [[List of Radars by stats|RADAR]], [[List of Anti-Submarine Equipment by stats|SONAR]], [[List of Anti-Submarine Equipment by stats|Depth Charges]], Searchlights, Turbines, Special ammunition, [[List of Anti-Air Guns by stats|Pure AA Equipment]], Torpedo Bulges, and [[Type A Ko-hyoteki|Midget-subs]]) will not affect the combination.
 
*If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as [[Star Shell]]s and [[Searchlight]]. [[Type 98 Recon Seaplane (Night Scout)]] is also an option.
 
* Evasion of submarines are greatly increased in regular Night Battles, so they cannot take more than scratch damage. In battles starting at night and [[Combined Fleet]] sorties, submarines do not get the Evasion boost, so they will take damage as normal.
 
*Formation damage modifiers and Engagement Form damage modifiers do not apply in Night Battle (i.e. they are always 100%).
 
**As an exception, in nodes that begin with Night Battle and in [[Combined Fleet]] Night Battle, Formation and Engagement Form anti-sub damage modifiers apply.
 
***The Engagement Form is not explicitly shown in Night Battle nodes.
 
 
 
 
 
==Damage Calculations==
 
 
 
<span style="font-size:17px;font-weight:bold;">Main Formula</span>
 
{| class="article-table" style="width: 765px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
 
! scope="col" |<center>'''[http://kancolle.wikia.com/wiki/Combat#Basic_Attack_Power Basic Attack Power]<br />x<br />[http://kancolle.wikia.com/wiki/Combat#Pre-Cap_Modifiers Pre-Cap Modifiers]'''</center>
 
! scope="col" |x
 
! scope="col" |<center>'''[http://kancolle.wikia.com/wiki/Combat#Post-Cap_Modifiers Post-Cap Modifiers]'''</center>
 
! scope="col" | -
 
! scope="col" |<center>'''Enemy Armor'''</center>
 
! scope="col" |x
 
! scope="col" |<center>'''Random Number<br />(between 2/3 ~ 4/3)'''</center>
 
|-
 
! colspan="7" rowspan="1" scope="col" style="text-align:center;" |x
 
|-
 
! colspan="7" rowspan="1" scope="col" style="text-align:center;" |<center>'''[http://kancolle.wikia.com/wiki/Combat#Remaining_Ammo_Modifier Remaining Ammo Modifier]'''</center>
 
|-
 
| colspan="8" |Notes:
 
 
 
 
 
*''If the result is less than 1, it becomes '''scratch damage''', which does 6-14% of current target HP, rounded down (can be rounded to 0).''
 
*'''''If the pre-cap damage''' (Basic Attack Power x Pre-Cap Modifiers)''' exceeds [http://kancolle.wikia.com/wiki/Combat#Attack_Power_Cap a certain cap value,] it will be modified.'''''
 
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
 
|}
 
 
 
 
 
===<u>Basic Attack Power</u>===
 
{| class="article-table article-table-selected" style="width:754px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center; width:199px;" |Type
 
! scope="col" style="text-align:center; width:530px;" |Basic Attack Power
 
! scope="col" style="text-align:center; width:260px;" |Notes
 
|-
 
|Opening Air Strike
 
|(Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25
 
|Number of planes is post anti-bomber combat and fleet anti-air defense
 
|-
 
|Shelling (Carriers)
 
|(Firepower + Torpedo) × 1.5 + Dive Bomb × 2 + 55
 
 
|
 
|
 
|-
 
|-
|Shelling (Others)
+
|Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}}
|Firepower + 5
+
|{{Diamond}}
 +
|70%
 +
|100%
 +
|110%
 +
|70%
 +
|40%
 +
|110%
 +
|120%
 +
|100%
 +
|100%
 +
|100%
 +
|70%
 +
|100%
 +
|style="color:red"|'''160%'''
 +
|style="color:red"|'''75%'''
 
|
 
|
 
|-
 
|-
|Torpedo
+
|rowspan=2|Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}}
|Torpedo + 5
+
|rowspan=2|{{Echelon}}
|
+
|75%
 +
|rowspan=2 style="color:red"|'''120%'''
 +
|style="color:red"|'''140%'''<ref>https://twitter.com/Xe_UCH/status/1304783506275409920</ref>
 +
|rowspan=2 |60%
 +
|75%<ref>https://twitter.com/Divinity__123/status/1177455647593353217</ref><ref>https://docs.google.com/spreadsheets/d/1L854d9MjPHc4yNELEp1oRz029-LHz2aMRF089_MO2vo/edit#gid=1875509487</ref>
 +
|rowspan=2|130%
 +
|110%
 +
|rowspan=2 style="color:red"|'''120%'''
 +
|rowspan=2 style="color:red"|'''140%<ref>https://twitter.com/Divinity_123/status/1453371977020985353</ref>'''
 +
|rowspan=2|100%
 +
|90%<ref name="echelon">https://twitter.com/Divinity__123/status/1228686473119064066</ref>
 +
|style="color:red"|'''130%'''<ref name="echelon"></ref>
 +
|rowspan=2|100%
 +
|rowspan=2|60%
 +
|Single vs Single fleet battles
 
|-
 
|-
|Anti-sub warfare
+
|60%
|Bonus * ((Ship ASW / 5) + 2 * Equipment ASW + Type)
+
|120%
|Type: 25 if Sonar/Depth Charge (DD, CL), 10 if aircraft (AV, CVL, CAV, BBV)
+
|60%
Bonus: 1.15 if both Sonar and Depth Charge are equipped, 1.0 otherwise.
+
|100%
 +
|80%
 +
|110%
 +
|Single vs Combined fleet battles (either way)<ref>https://github.com/Tibowl/KCBugTracker/issues/24#issuecomment-872108225</ref>
 
|-
 
|-
|Night Battle
+
|Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}}
|Firepower + Torpedo
+
|{{LineAbreast}}
 +
|60%
 +
|style="color:red"|'''120%'''
 +
|130%
 +
|60%
 +
|30%
 +
|style="color:red"|'''140%'''
 +
|style="color:red"|'''130%'''
 +
|style="color:red"|'''120%'''
 +
|110%
 +
|100%
 +
|80%
 +
|120%
 +
|100%
 +
|60%
 
|
 
|
|}
 
* According to wikiwiki, multiple SONAR/Depth charges do not boost the ASW Bonus (i.e. 2 of each still makes the bonus 1.15)
 
 
 
===<u>Pre-Cap Modifiers</u>===
 
These are the factors directly applied to your ship's attack power.
 
* [[Combat#Formation Selection|Formation Modifier]] (see "Damage modifier")
 
* [[Combat#Engagement Form Modifier|Engagement Modifier]]
 
* [http://kancolle.wikia.com/wiki/Combat#Ship.27s_Health_Modifier Health Modifier]
 
* [http://kancolle.wikia.com/wiki/Combat#Plane_Scaling Plane Scaling] (Opening air strike only)
 
* [http://kancolle.wikia.com/wiki/Combat#Night_Special_Attack_Modifier_.28Cut-In_and_Double_Attack.29 Night Special Attack Modifier]
 
Effects from the modifiers are multiplied cumulatively.
 
 
 
 
====Ship's Health Modifier====
 
 
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" style="text-align:center;" |Damage
+
|rowspan=2|{{Tooltip|Vanguard|The direct translation of "Keikai" is "alert"}}<ref>https://docs.google.com/spreadsheets/d/14uCat5nahv3A0Zq6d263Ye3U_f1nBYpIMEc9ALegyNA/edit#gid=0</ref><br>{{Nihongo|警戒陣|''Keikai-jin''}}
! scope="col" style="text-align:center;" |Modifier
+
|rowspan=2|{{Vanguard}}
 +
|50%
 +
|80%<ref>https://twitter.com/Divinity_123/status/1452289616866947081</ref>
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|style="color:red"|'''100%'''
 +
|70%<ref>https://twitter.com/Divinity_123/status/1457819658090844163</ref>
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|100%
 +
|??
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|50%
 +
|??
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|110%
 +
|Medium
 +
|Upper half of the fleet
 
|-
 
|-
| Minor damage (小破 Shouha) or less
+
|100%
| style="text-align:center;" |100%
+
|style="color:red"|'''120%'''
|-
+
|style="color:red"|'''100%'''
| Moderate damage (中破 Chuuha)
+
|90%
| style="text-align:center;" |70%
+
|60%
|-
+
|??
| Heavy damage (大破 Taiha)
+
|100%
| style="text-align:center;" |40%
+
|??
 +
|110%
 +
|High
 +
|Bottom half of the fleet
 
|}
 
|}
These modifiers do not affect Aerial Combat.
 
  
 
+
{|class="wikitable"
 
+
!colspan=5|Accuracy Exceptions
====Plane Scaling====
 
{| class="article-table" style="width:600px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" style="width:250px; text-align:center;" |Type
+
!Formation
! scope="col" style="width:100px; text-align:center;" |Attack Type Modifier
+
!Day Shelling &<br>Carrier Attacks
! scope="col" style="width:550px; text-align:center;" |Notes
+
!Torpedo Attacks
 +
!ASW
 +
!Night Battles
 
|-
 
|-
|Dive Bombers, Seaplane Bombers
+
|Vanguard (Both) vs DD<ref>Has even greater bonuses against [[PT Imp]]s (see [[Template:Anti-PT Imp Setups|here]])</ref>||additional 110%||additional 120%||?||?
|1
 
|This value is fixed, regardless the situation.
 
 
|-
 
|-
|Torpedo Bombers
+
|Double Line vs Line Abreast||rowspan=3|100%||rowspan=3|N/A||rowspan=3|100%||rowspan=3|N/A
|0.8 or 1.5
 
|About 50% chance of either modifier.
 
|}
 
 
 
Applied on bombers during the opening air strike. These are the random numbers multiplied to the plane's bombing attack power.
 
 
 
 
 
 
 
==== Night Special Attack Modifier ====
 
[[File:night_cut_in.png|thumb|An example of a cut-in]]
 
[http://kancolle.wikia.com/wiki/Combat#Night_Battle_Special_Attacks Certain Equipment setups] have a chance to trigger special attacks at night, giving boost to both attack power and accuracy. This stage is usually the most rewarding / dangerous because both sides have drastically increased attack power.
 
 
 
The ship must be able to participate in the night battle in order to trigger the special attacks.
 
 
 
 
 
 
 
===<u>Attack Power Cap</u>===
 
Applies after the pre-cap modifiers. This is a '''soft limit''' on your effective attack power.
 
 
 
<u>Condition</u>: If your pre-cap attack power exceeds:
 
* '''150 '''for Day Battle
 
* '''300 '''for Night Battle
 
* '''100 '''for Anti-sub attacks
 
The Attack Power Cap will be activated, nerfing the effectiveness of your pre-cap attack power. The calculation is:
 
 
 
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>, Where x represents the attack power cap.
 
 
 
Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the inclusion of torpedo to firepower for the basic attack power calculation.
 
 
 
 
 
 
 
===<u>Post-Cap Modifiers</u>===
 
In damage calculation, Post-cap modifiers apply''''' after the cap''''', but '''''before enemy armor reduction'''''. Thus they are very effective approach to boost your damage output (esp. against heavy armor enemies).
 
 
 
Currently, the post-cap modifiers are from:
 
* [http://kancolle.wikia.com/wiki/Combat#Artillery_Spotting Artillery Spotting] (aka. Day time special attacks)
 
* [http://kancolle.wikia.com/wiki/Combat#Critical_Modifier Critical Damage]
 
* [http://kancolle.wikia.com/wiki/Combat#Contact Contact] (Opening air strike)
 
 
 
 
 
 
 
==== Artillery Spotting ====
 
[http://kancolle.wikia.com/wiki/Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29 Certain equipment setups] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavy armor targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting.
 
 
 
 
 
 
 
====Critical Modifier====
 
Most forms of attack (Torpedo, Shelling, Anti-Submarine, Preemptive Bombing) have a chance to crit the target. The damage modifier applies after the cap.
 
{| class="article-table" style="height: 100px; width: 200px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" style="text-align:center;" |Attack Type
+
|Echelon vs Line Ahead
! scope="col" style="text-align:center;" |Modifier
 
 
|-
 
|-
| Normal Attack
+
|Line Abreast vs Echelon
| style="text-align:center;" |100%
 
|-
 
| Critical Hit
 
| style="text-align:center;" |150%
 
 
|}
 
|}
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40,''' regardless of whether the 150% modifier was applied or not. On the other hand, the critical message will never appear when damage dealt is less than or equal to 14, even if the 150% modifier was applied.
 
  
 +
;Notes:
 +
* Exact values were datamined from KanColle Kai for the Vita. Testing on the browser version has corroborated these results.
 +
** Values for Vanguard and the [[Game_Updates/2019/Feburary_27th|new]] Echelon are vague as they weren't introduced for KanColle Kai.
 +
<references/>
  
 +
===Flagship Protection===
 +
'''Flagship Protection''' is when a non-flagship protects the flagship from being targeted by receiving the attack instead. When activated, a "curved shield" animation plays in front of the flagship's banner.
 +
* In [[Combined Fleet]]s, the escort flagship does not receive flagship protection in day battles.
 +
* ''See [[Flagship Protection]] for more dedails.
  
====Contact====
+
===Vanguard Formation===
*Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
+
Vanguard is only available during [[Event]]s, and is usable on '''any map''' during this time.
*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
+
* The modifiers on Vanguard Formation refer respectively to the '''"upper half"''' and '''"bottom half"''' of the fleet.
*Trigger conditions:
+
** For a fleet with 6 or 7 ships, the top row applies to ships 1 to 3, and the bottom row applies to the remaining ships.
**More air control than Air Denial
+
** For a fleet with 4 or 5 ships, the top row applies to ships 1 and 2 and the bottom row applies to the remaining ships.
**At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
+
* '''Damage and accuracy of [[Support Fleet]]s are affected by the top row multipliers, meaning the 50% damage modifier is applied.'''
***Seaplane bombers, [[Type 3 Spotter/Liaison (ASW)|Type 3 Spotter]], and [[Ka-type_Observation_Autogyro|Ka-type Autogyros]] cannot perform contact.
 
**It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all eligible equipped planes.
 
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
 
{| class="article-table" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center;" |Type
 
! scope="col" style="text-align:center;" |Contact Rate
 
|-
 
| Torpedo Bomber
 
| style="text-align:center;" |~2%
 
|-
 
| Night Scout
 
| style="text-align:center;" |~5%
 
|-
 
| Seaplane Scout
 
| style="text-align:center;" |~20%
 
|-
 
| Carrier Scout
 
| style="text-align:center;" |~50%
 
|}
 
====='''Contact Damage Modifier'''=====
 
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
 
{| class="article-table" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
 
! scope="col" style="text-align:center;" |Damage<br />Modifier
 
|-
 
| style="text-align:center;" | +0
 
| style="text-align:center;" |112%
 
|-
 
| style="text-align:center;" | +1
 
| style="text-align:center;" |112%
 
|-
 
| style="text-align:center;" | +2
 
| style="text-align:center;" |117%
 
|-
 
| style="text-align:center;" | +3
 
| style="text-align:center;" |120%
 
|}
 
  
====='''Notes'''=====
+
Vanguard gives an accuracy penalty to the opposite fleet. See ''[[Accuracy, Evasion and Criticals#Vanguard Formation|here]]'' for more details.
*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
 
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
 
  
 +
The '''bottom half''' ships have an increased chance to be targeted.
 +
* The targeting is determined as follows:
 +
**1. Target a ship from the fleet.
 +
**2. If the selected ship is an upper half ship, target a ship from the fleet again.<ref>https://twitter.com/Xe_UCH/status/974571652229955584</ref>
 +
* Target rate based on the above procedure (without other factor):
 +
* Bug: When the Vanguard is selected with a [[Combined Fleet]] (on night nodes only) the "'''number of ships'''" column is determined by using the  in the '''main''' fleet number of ships<ref>https://discord.com/channels/118339803660943369/178613137430282240/1286997214580703335</ref>.
 +
**E.g. With 4 ship main fleet and a 6 ship escort, the "4 ships" column is to be counted.
  
 
+
{|class="wikitable" style="text-align:center"
===<u>Remaining Ammo Modifier</u>===
+
! colspan=5| Target Rate
{| class="article-table" style="height: 100px; width: 320px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" style="text-align:center;" |Remaining Ammunition
+
! rowspan=2| Fleet position
! scope="col" style="text-align:center;" |Modifier
+
! colspan=4| Number of ships
 
|-
 
|-
| 5 to 10 {{Ammo}} bars
+
! 4
| style="text-align:center;" |100%
+
! 5
 +
! 6
 +
! 7
 
|-
 
|-
| 4 {{Ammo}} bars
+
! 1
| style="text-align:center;" |80%
+
| style="background-color:#92D050;color:black"| 12,50%
 +
| style="background-color:#92D050;color:black"| 8,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
| 3 {{Ammo}} bars
+
! 2
| style="text-align:center;" |60%
+
| style="background-color:#92D050;color:black"| 12,50%
 +
| style="background-color:#92D050;color:black"| 8,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
| 2 {{Ammo}} bars
+
! 3
| style="text-align:center;" |40%
+
| style="background-color:#F8CBAD;color:black"| 37,50%
 +
| style="background-color:#F8CBAD;color:black"| 28,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
| 1 {{Ammo}} bar
+
! 4
| style="text-align:center;" |20%
+
| style="background-color:#F8CBAD;color:black"| 37,50%
 +
| style="background-color:#F8CBAD;color:black"| 28,00%
 +
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
| 0 {{Ammo}} bars
+
! 5
| style="text-align:center;" |Scratch Damage
+
!
|}
+
| style="background-color:#F8CBAD;color:black"| 28,00%
*In general, two bars of {{Ammo}} will be used in Day Battle for all ships, regardless of whether they attack or not.
+
| style="background-color:#F8CBAD;color:black"| 25,00%
*The Remaining Ammo Modifier affects all phases, including the opening Aerial Combat Phase.
+
| style="background-color:#F8CBAD;color:black"| 20,40%
*When entering night battle, the Remaining Ammo Modifier on a vessel remains same as the previous day battle. One bar of {{Ammo}} is used for all ships in Night Battle, regardless of whether they attack or not.
 
*Because most battles will consume 2 bars of ammunition each, try to engage the boss before the 5th battle, or else achieving victory becomes unlikely (but not impossible).
 
*When attempting to defeat boss nodes, avoid night battles and whirlpools on the way.
 
**Whirlpools will decrease either {{Fuel}} or {{Ammo}} bars of your sorted fleet, which can be disadvantageous in long sorties.  Equipping one or more ships with RADAR can help reduce losses taken from these.
 
*Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.
 
 
 
 
 
 
 
==Combat Equipment Setup==
 
* [http://kancolle.wikia.com/wiki/Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29 Day Battle Special Attacks (Artillery Spotting)]
 
* [http://kancolle.wikia.com/wiki/Combat#Night_Battle_Special_Attacks Night Battle Special Attacks]
 
* [http://kancolle.wikia.com/wiki/Combat#Common_Setups Common Setups]
 
* [http://kancolle.wikia.com/wiki/Combat#Full_Setup_List Full Setup List]
 
 
 
 
 
 
 
=== Day Battle Special Attacks (Artillery Spotting) ===
 
Artillery spotting allows your ship with seaplanes to double attack (DA) and cut-in (CI) during day battle.
 
 
 
'''Requirement'''
 
*[[File:KanColle-140425-17422431.png|thumb|Cut-in Type Observed Fire using 1Main 1Sec & Type 91 AP shell]]Air superiority (AS) or greater achieved in aerial combat phase
 
* Not in heavily damaged (大破) state
 
* Ship is carrying at least 1 [http://kancolle.wikia.com/wiki/List_of_Seaplanes_by_stats seaplane]{{Seaplane}}. (i.e. slots are not all at 0 remaining)
 
* Certain equipment setup (see below)
 
'''Set up and Attack Modes'''
 
 
 
Different set ups have chances to trigger different modes of attack
 
{| class="article-table" style="width:900px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" style="text-align:center;" |Attack Mode
+
! 6
! scope="col" style="text-align:center;" |Prerequisite
+
!
! scope="col" style="text-align:center;" |The Remaining Slot
+
!
! scope="col" style="text-align:center;" |Damage Modifier
+
| style="background-color:#F8CBAD;color:black"| 25,00%
! scope="col" style="text-align:center;" |[http://kancolle.wikia.com/wiki/Artillery_Spotting#The_Trigger_Chance_of_Artillery_Spotting:_.28Beta_ver..29 Trigger Chance]
+
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
+
! 7
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
+
!
|Any auxiliary equipment
+
!
| '''120%''' x 2
 
|'''~50%'''
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
 
| {{Template:Radar}}
 
| '''120%''' x 2
 
|Additional 3%~10% ?
 
|-
 
| style="background-color: Gold;" |'''Cut-In'''
 
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}
 
|Any auxiliary equipment
 
| '''110%'''
 
|'''~50%'''
 
|-
 
| style="background-color: Gold;" |'''Cut-In ( Radar )'''
 
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:Radar}}
 
| -
 
| '''110% ~ 120%'''
 
|Additional 22%~30% ?
 
|-
 
| style="background-color: Gold;" |'''Cut-In ( AP Shell )'''
 
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:RedAmmo}}
 
|<nowiki>-</nowiki>
 
|'''130%'''
 
|Additional ~20%
 
|-
 
| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (AP)'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:RedAmmo}}
 
| -
 
| '''120% '''x 2.....(DA),
 
'''150%'''...........(CI)
 
|'''~70%''' (Total)
 
|-
 
| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (Sec.Gun)'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:YellowGun}}
 
| -
 
| '''120%''' x 2.....(DA),
 
'''110%'''...........(CI)
 
|'''~70%''' (Total)
 
|}
 
*[[File:KanColle-140425-16133343.png|thumb|Cut-in Type Mixed Attack Observed Fire with 2 Main & Type 91 AP Shell.]]These are the basic setups used in the game. You don't need to exactly follow the placement (1st slot = main, 3rd slot = seaplane, etc) as long as those equipment are placed on the same ship.
 
* Any other setup variation will NOT change the attack mode or damage modifier. Feel free to add another auxiliary equipment when possible.
 
*  Mixed Attacks provide chances for both day battle DA and CI.
 
* When either CI or DA is not triggered by chance, the ship will just do a normal single attack, dealing 100% damage.
 
* The enemy is capable of doing Artillery Spotting on your fleet, both DA & CI.
 
* For more info on the Day Special Attack mechanics, you may visit page [http://kancolle.wikia.com/wiki/Artillery_Spotting Artillery Spotting].
 
 
 
 
 
 
 
'''Trigger Chance of Artillery Spotting'''
 
* The flagship has ~15% higher chance in triggering Artillery Spotting.
 
* Losing Air Supremacy (AS+) to Air Superiority (AS) will lower the trigger chances by ~12%. Higher penalty for mixed attack.
 
* Higher fleet total LoS (line of sight) will slightly increase the chances, around 6% ~ 10% per 100 additional FLoS. Notice that FLoS equals to the sum of LoS stats from all the ships in your fleet, and no special formula is used to calculate them.
 
* Equipment set up will affect the chances (see the table above)
 
* Note that in pvp, it is possible to gain AS+ without any fighter power while your opponent only uses bombers (i.e. zero fighter power) to gain AS.
 
 
 
===Night Battle Special Attacks===
 
Night battle special attacks allow your ship to double attack (DA) and cut-in (CI) at night. These special attacks are less demanding on the conditions, but more reliable and powerful than artillery spotting in the day.
 
 
 
'''Requirement'''
 
* Not in heavily damaged (大破) state
 
* Certain equipment setup (see below)
 
'''Set up and Attack Modes'''
 
 
 
Different set ups have chances to trigger different modes of attack
 
{| class="article-table" style="width:800px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center;" |Attack Mode
 
! scope="col" style="text-align:center;" |Prerequisite
 
! scope="col" style="text-align:center;" |Notes on the Remaining Slots
 
! scope="col" style="text-align:center;" |Damage Modifier
 
! scope="col" style="text-align:center;" |Trigger Chance
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}
 
|No additional {{TorpedoWeapon}},{{RedGunHeavy}} or {{YellowGun}}.
 
| '''120%''' x 2
 
|'''~99%'''
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{Template:RedGunHeavy}}{{YellowGun}}
 
| Additional {{YellowGun}} allowed.
 
| '''120%''' x 2
 
|'''~99%'''
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{YellowGun}}{{YellowGun}}
 
| Additional {{YellowGun}} or {{TorpedoWeapon}} allowed.
 
| '''120%''' x 2
 
|'''~99%'''
 
|-
 
| style="background-color: Gold;" |'''Cut-In (Mixed)'''
 
| {{Template:RedGunHeavy}}{{TorpedoWeapon}}
 
|Additional {{RedGunHeavy}} or{{YellowGun}} allowed.
 
| '''130%''' x 2
 
(consecutive)
 
|'''Luck based'''
 
|-
 
| style="background-color:rgb(255,127,80);" |'''Cut-in (Sec. Gun)'''
 
| {{Template:RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 
|No additional {{RedGunHeavy}}
 
|'''175%'''
 
|'''Luck based'''
 
|-
 
| style="background-color:rgb(255,127,80);" |'''Cut-in (Main Gun)'''
 
| {{Template:RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
 
|<nowiki>+ Any</nowiki>
 
|'''200%'''
 
|'''Luck based'''
 
|-
 
| style="background-color: Gold;" |'''Cut-in (Torpedo)'''
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}
 
| + Any
 
| '''150%''' x 2
 
(simultaneous)
 
|'''Luck based'''
 
|}
 
* When your set up fulfills the prerequisite for multiple attack modes, the one closer to the bottom of the list will be considered.
 
* If two simultaneous / consecutive attacks are made, the total damage is displayed together but the Damage Cap (and Enemy Armor reduction) is applied separately to each attack.
 
* When either DA or CI is not triggered by chance, the ship will just do a normal single attack.
 
 
 
 
 
 
 
'''Night Double Attack Chance'''
 
 
 
Has a very high (~99%) and relatively consistent activation chance ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/How_Formation_Affects_Night_Battle_Performances_%28by_Kuubowokyuu%29#Ii_-_DA_Chance_of_Your_Fleet_.26_CI_Chance_of_the_Enemies source]). Activation rate decreases with damage states (source required), but is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.
 
 
 
 
 
 
 
'''Night Cut-in chance:'''
 
 
 
<center><math>(\text{Luck} + \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% </math></center>
 
 
 
 
 
* '''Either diminishing returns or a hard cap on luck over 50 for torpedo cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#I_-_Luck.2C_Placement_.26_Night_Battle_Cut-In_Chances source 1],[http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#II_-_Searchlight_.26_Cut-In_Chances 2])
 
** Therefore, the torpedo CI chance for Yukikaze ''(60 luck)'' would be around the same level as Shigure ''(50 luck).''
 
* '''Either diminishing returns or a hard cap on luck over 40 for three gun cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#V_-_Health_State_.26_Cut-In_Chances source])
 
** Therefore, ships with high luck will suffer from 5~10% lower cut-in chances when using the 3 gun cut-in setup compared to two-torpedo.
 
* '''Either diminishing returns or a hard cap on luck over 60 for mixed cut-ins.''' ([http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/89 source] )
 
{| class="article-table" style="width: 405px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center;" |
 
Modifier
 
 
!
 
!
! scope="col" style="text-align:center;" |
+
| style="background-color:#F8CBAD;color:black"| 20,40%
Value
 
|- valign="top"
 
| rowspan="2" |'''Placement'''
 
|Flagship
 
| style="text-align:right;" | (+25)
 
|-
 
|Other
 
| style="text-align:right;" | +15
 
|- valign="top"
 
| rowspan="3" |'''Health'''
 
|Little or no damage
 
| style="text-align:right;" |0
 
|-
 
|Minor damage (小破 Shouha)
 
| style="text-align:right;" | (+5)
 
|-
 
|Moderate damage (中破 Chuuha)
 
| style="text-align:right;" | +20
 
|- valign="top"
 
| rowspan="2" |'''Searchlight'''
 
|Allied
 
| style="text-align:right;" | +5
 
|-
 
|Enemy
 
| style="text-align:right;" | -10
 
|- valign="top"
 
| rowspan="2" |'''Star Shell'''
 
|Allied
 
| style="text-align:right;" | +5
 
|-
 
|Enemy
 
| style="text-align:right;" | -10
 
 
|}
 
|}
* According to [https://8b40eaa819a95ca736613ae455c69f1cb3424509.googledrive.com/host/0B80mPtzxVnOddUtjcUtyN09XUVk/cutin.html various reports], the exact values of ''flagship'' and ''minor damage'' modifiers are still in controversy. The mean values are shown in brackets, with deviation of +/- 5.
+
<references/>
 
 
 
 
'''Anti-Sub Warfare'''
 
  
Any enemy submarines will force Destroyers and Light Cruisers to target them. Cut-In and Double Attacks are ignored. In normal Night Battles, ASW damage is scratch damage only. In battles starting at night, Formation Modifiers apply.
+
===Choosing a Formation===
 +
[[File:Formation_Selection_Screen.png|thumb|right|Formation Selection Screen]]
 +
When selecting a formation, its modifiers will be applied to the entirety of the next battle node whenever applicable. Picking another formation will discard any previous formation bonuses and penalties and use the new modifiers instead. Each formation has a general use-case archetype based on its modifiers.
  
=== Common Setups ===
+
* '''Line Ahead''': All-out surface combat formation.
* Common ship equipment setups and their purpose
+
* '''Double Line''': All-around, high accuracy formation.
* '''Destroyers'''
+
* '''Diamond''': Anti-Air formation.
** As destroyers do not have the ability to field seaplanes, have low firepower but high torpedo stats, and few equipment slots, their use in fleets is generally to meet composition requirements. Their common setups focus on Anti-Sub Warfare, Night Torpedo, or Fleet Anti-Air Support
+
* '''Echelon''': Mixed surface-ASW combat formation.
** A Mixture of [[List of Anti-Submarine Equipment by stats|SONAR and Depth Charges]] ({{Template:Sonar}}{{Template:DepthCharge}}) make your destroyers effective, accurate sub killers when enemy fleets contain Submarines.
+
* '''Line Abreast''': ASW formation.
** On destroyers with high luck ([[Ayanami]], [[Shigure]], [[Yukikaze]]), 2 or 3 pieces of [[List of Torpedoes by stats|Torpedo Equipment]] ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) will often trigger a potent Torpedo Cut-In attack in Night Battle.
+
* '''Vanguard''': Defensive/evasive & anti DD/[[PT Imp]] formation (event only).
** When facing maps with many enemy fleets with carriers, destroyers can provide a considerable amount of fleet AA support using [http://kancolle.wikia.com/wiki/List_of_Main_Guns_by_stats#Light_Guns high-angle mounts] {{Template:GreenGunDP}} and [http://kancolle.wikia.com/wiki/Combat#Anti-Air_Cut-In anti-air cut-in] setups to reduce incoming bomber damage.
+
* [[Combined Fleet]] has other formations.
* '''Light Cruisers'''
 
** Light Cruisers gain access to the Medium size Main guns to buff their firepower as well as seaplanes (with a few exceptions with regards to seaplanes, those being CLTs, Isuzu Kai Ni, Yuubari and both of the Tenryuu class), making Artillery Spotting setups feasible and effective against moderately armored enemy vessels.
 
** For light cruisers facing enemy fleets, a setup with 2 Main guns and a Seaplane ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}}) offers a potent double attack in both daytime Artillery Spotting and Night Battle.
 
** For fleets without air power, one [http://kancolle.wikia.com/wiki/List_of_Main_Guns_by_stats#Medium_Guns medium main gun] and two [http://kancolle.wikia.com/wiki/15.5cm_Triple_Gun_Mount_(Secondary) 15.5cm Triple Gun Mounts] ({{RedGunMedium}}{{Template:YellowGun}}{{Template:YellowGun}}) will maximize firepower while maintaining double attacks in Night Battle
 
** The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] (to enable opening torpedo strikes). To diversify their damage output, typically two medium main guns and/or [http://kancolle.wikia.com/wiki/15.5cm_Triple_Gun_Mount_(Secondary) 15.5cm Triple Gun Mounts] are equipped to increase shelling damage and enable Night Battle Double Attacks ({{RedGunMedium}}{{Template:YellowGun}}{{Template:TorpedoWeapon}}).
 
*** Before a Torpedo Cruiser's final remodel, due to limited slots it's advisable to use [[Type A Ko-hyoteki]] and a torpedo ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) to make the most of their preemptive attack.
 
* '''Heavy Cruisers'''
 
** Heavy Cruisers see the introduction of 4 slot setups after remodeling and all of them feature the ability to launch seaplanes for artillery spotting. While they are still limited to the Medium main guns, their higher firepower and armor can make them solid combatants when Battleships are unavailable or overkill.
 
** The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Template:Seaplane}}) which provides day and night double attack potential.
 
** Certain Event bosses take additional damage when a ship is equipped with [[Type 3 Shell]]s. As heavy cruisers have access to these, a Heavy Cruiser may find swapping the RADAR for a [[Type 3 Shell]] ({{RedGunMedium}}{{RedGunMedium}}{{Template:GreenAmmo}}{{Template:Seaplane}}) to be effective against such targets (see [[Airfield Princess]]).
 
** In the case of a battle occurring with Night Battle first, one option is to replace the RADAR and seaplane with two torpedoes {{RedGunMedium}}{{RedGunMedium}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}, which will lose the day battle special attacks but give the chance for powerful two-torpedo cut-in attacks.
 
* '''Battleships'''
 
** Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
 
** The Armor Piercing Shells that battleships have access to allows for the highly effective 2 Main gun, AP Shell, Seaplane setup ({{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:RedAmmo}}{{Template:Seaplane}}) which has a more effective Artillery Spotting Cut-In, while providing better stats than secondary guns.
 
** Note: Official tweets state that overuse of cannons larger than what a BB is meant for will make it "overweight" and incur a "minor" accuracy penalty. (''I.e.'' Too many 46cm or even 41cm cannons on Fast Battleships such as Kongou-class and Bismarck.)
 
** As with Heavy Cruisers, the [[Type 3 Shell]] setup ({{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:GreenAmmo}}{{Template:Seaplane}}) is effective against installation-type/land base enemies.
 
* '''Carriers'''
 
** Planes. Enough Fighters to achieve Air Superiority or Supremacy, fill out with Torpedo Bombers on larger slots for preemptive bombing damage and/or Dive Bombers on smaller slots for shelling damage.
 
** Torpedo Bombers and Dive Bombers are roughly equivalent to each other. While Torpedo Bombers have the advantage in the preemptive aerial bombing, their damage are dependent on number of surviving planes, making air superiority very important for them. In cases where Air Superiority is not feasible, using more Dive Bombers may prove more effective.
 
** It is possible to equip [[List of Secondary Guns by stats|Secondary Guns]] like the [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] or the special [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase the carrier's range and put it higher in the Range Order shelling phase, which can be very useful for prioritizing the CV(L) damage when in a DD heavy fleet.
 
** To save bauxite (especially in exercises against other fleets), a combination of two [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] and/or [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] with a [[Saiun]] and a single bomber in the 4th slot can allow powerful shelling attacks at the cost of opening airstrike potency ({{Template:YellowGun}}{{Template:YellowGun}}{{YellowPlane}}{{RedPlane}}).
 
 
 
===Full Setup List===
 
 
 
* What follows is an extensive list of possible equipment setups related to Artillery Spotting and Night Battle attacks.
 
 
 
* {{color|gold|Yellow}}: Cut-In or Double Attack Possible
 
 
 
 
 
====Two Slots====
 
 
 
{| class="mw-collapsible mw-collapsed wikitable" style="width:580px;"
 
|-
 
! colspan="4" |Equipment
 
!Day Battle
 
!Modifier
 
!Night battle
 
!Modifier
 
|-
 
| colspan="8" style="text-align:center;" |As no 2 slot setup can trigger special attacks during the day,<br />2 slot setups are primarily night combat focused.
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 
| style="text-align:center; background-color: Gold;" |130% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|}
 
  
====Three Slots====
 
  
{| class="mw-collapsible mw-collapsed wikitable" style="width:580px;"
+
Other mechanics available on this menu:
|-
+
* This UI can be hidden by clicking once or twice on the flagship, to see the map.
! colspan="4" |Equipment
+
** The [[Fleet Preview|Enemy composition preview]] once hidden.
!Day Battle
+
* The smoke screen button if a {{Smoke}} [[Smoke Generator]] is equiped in the fleet.
!Modifier
 
!Night battle
 
!Modifier
 
|-
 
| colspan="8" style="text-align:center;" |Day Combat Focus
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center; background-color: Gold;" |Cut-In
 
| style="text-align:center; background-color: Gold;" |110%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 
| style="text-align:center; background-color: Gold;" |130% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| colspan="8" style="text-align:center;" |Night Combat Focus
 
|-
 
| colspan="8" style="text-align:center;" |For Night Combat setups, see Day Combat 4 slot setups below and ignore the seaplane.<br />The Day attack will be a Single Attack at 100%.
 
|}
 
  
 +
=Victory Conditions=
 +
Once the battle ended, a damage gauge is displayed on the post-combat screen for each allied and enemy fleet, using the following calculation:
  
====Four Slots====
+
{{Formula
 +
|Title=Gamage Gauge Formula
 +
|Math=\text{Damage}_\text{%} = \frac{\text{Fleet}_\text{HP lost} }{\text{Fleet}_\text{HP} }
 +
|Var=<math>\text{Fleet}_\text{HP lost}</math> the total amount of HP lost by ships in the fleet,
 +
* <math>\text{Fleet}_\text{HP}</math> the total amount of HP of the fleet at the start of the battle.
 +
**It may be lower than the maximum HP possible,
 +
|Notes=For [[Combined Fleet]]s, the HP of both sub-fleets are counted.
 +
*Is rounded to 100 % in cases it goes beyond that (when using [[Repair Goddess]]es).
 +
}}
  
{| class="mw-collapsible mw-collapsed wikitable" style="width:580px;"
+
The following conditions must be met to attain each rank:
|-
+
{|class="wikitable" style="width:75%; margin:auto; text-align:center"
! colspan="4" |Equipment
+
!Victory State
!Day Battle
+
!Rank
!Modifier
+
!Common name
!Night battle
+
!Conditions
!Modifier
 
|-
 
| colspan="8" style="text-align:center;" |Day Combat Focus
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 
| style="text-align:center; background-color: Gold;" |200%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center; background-color: Gold;" |Double or Cut-In
 
| style="text-align:center; background-color: Gold;" |120% x 2 or 110%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 
| style="text-align:center; background-color: Gold;" |175%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 
| style="text-align:center; background-color: Gold;" |130% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center; background-color: Gold;" |Double or Cut-In
 
| style="text-align:center; background-color: Gold;" |120% x 2 or 150%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center; background-color: Gold;" |Cut-In
 
| style="text-align:center; background-color: Gold;" |110%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center; background-color: Gold;" |Cut-In
 
| style="text-align:center; background-color: Gold;" |110%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 
| style="text-align:center; background-color: Gold;" |130% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center; background-color: Gold;" |Cut-In
 
| style="text-align:center; background-color: Gold;" |120%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center; background-color: Gold;" |Cut-In
 
| style="text-align:center; background-color: Gold;" |130%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 
| style="text-align:center; background-color: Gold;" |130% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 
| style="text-align:center; background-color: Gold;" |130% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|-
 
| colspan="8" style="text-align:center;" |Night Combat Focus
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 
| style="text-align:center; background-color: Gold;" |200%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 
| style="text-align:center; background-color: Gold;" |200%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 
| style="text-align:center; background-color: Gold;" |200%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 
| style="text-align:center; background-color: Gold;" |175%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 
| style="text-align:center; background-color: Gold;" |175%
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 
| style="text-align:center; background-color: Gold;" |130% x 2
 
 
|-
 
|-
| style="text-align:center;" |{{RedGunMedium}}
+
!rowspan=4|Victory
| style="text-align:center;" |{{YellowGun}}
+
|{{TextGlow|'''Total Victory: S<br>(完全勝利S)'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{TextGlow|'''Perfect S'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|style="text-align:left|
| style="text-align:center;" |Single Attack
+
* Sink all enemy ships, while taking no damage in return.
| style="text-align:center;" |100%
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take 0 damage.
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
 
|-
 
|-
| style="text-align:center;" |{{RedGunMedium}}
+
|{{TextGlow|'''Victory: S<br>(勝利S)'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{TextGlow|'''S rank'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|style="text-align:left|
| style="text-align:center;" |{{TorpedoWeapon}}
+
* Sink all enemy ships.
| style="text-align:center;" |Single Attack
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take less than 5% damage.
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
 
|-
 
|-
| style="text-align:center;" |{{YellowGun}}
+
|{{colour|red|'''Victory: A<br>(勝利A)'''}}
| style="text-align:center;" |{{YellowGun}}
+
|{{colour|red|'''A rank'''}}
| style="text-align:center;" |{{YellowGun}}
+
|style="text-align:left|
| style="text-align:center;" |{{YellowGun}}
+
* Sink 2/3 of the enemy ships.
| style="text-align:center;" |Single Attack
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 5% and 10% damage.
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
 
|-
 
|-
| style="text-align:center;" |{{YellowGun}}
+
|{{TextGlow|'''Tactical Victory: B<br>(戦術的勝利B)'''|black|text-colour=orange|glow-size=2px}}
| style="text-align:center;" |{{YellowGun}}
+
|{{TextGlow|'''B rank'''|black|text-colour=orange|glow-size=2px}}
| style="text-align:center;" |{{YellowGun}}
+
|style="text-align:left|
| style="text-align:center;" |{{TorpedoWeapon}}
+
* Sink the enemy flagship and have fewer ships sunk than the enemy.
| style="text-align:center;" |Single Attack
+
* If the enemy flagship survives and the Damage % gauge is at least 2.5x less than the enemy's.
| style="text-align:center;" |100%
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 10% and 20% damage.
| style="text-align:center; background-color: Gold;" |Double Attack
+
* ''If any of the ships sink, this is the maximum rank obtainable''.
| style="text-align:center; background-color: Gold;" |120% x 2
 
 
|-
 
|-
| style="text-align:center;" |{{YellowGun}}
+
!rowspan=4|Defeat
| style="text-align:center;" |{{YellowGun}}
+
|{{TextGlow|'''Tactical Defeat: C<br>(戦術的敗北C)'''|black|text-colour=Yellow|glow-size=2px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{TextGlow|'''C Rank'''|black|text-colour=Yellow|glow-size=2px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|style="text-align:left|
| style="text-align:center;" |Single Attack
+
* The enemy flagship survives and the Damage % gauge is between 0.5x and 2.5x less than the enemy's.
| style="text-align:center;" |100%
+
** Also applies when sinking any ship during the battle.
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
+
* If the enemy flagship is sunk but the enemy has fewer sunken ships, as well as having the Damage % gauge between 0.5x and 2.5x less than the enemy's.
| style="text-align:center; background-color: Gold;" |150% x 2
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 50% and 20% damage.
 
|-
 
|-
| style="text-align:center;" |{{YellowGun}}
+
|{{TextGlow|'''Defeat: D<br>(敗北D)'''|black|text-colour=lime|glow-size=2px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{TextGlow|'''D rank'''|black|text-colour=lime|glow-size=2px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|style="text-align:left|
| style="text-align:center;" |{{TorpedoWeapon}}
+
* If the enemy flagship survives and the Damage % gauge is less than 0.5x of the enemy's.
| style="text-align:center;" |Single Attack
+
* If the Damage % dealt is 0.05% (essentially 0).
| style="text-align:center;" |100%
+
* If both fleets deal no damage to each other.
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
+
** This applies to submarine vs submarine battles and air battle nodes.
| style="text-align:center; background-color: Gold;" |150% x 2
+
* Ships are sunk but not enough to meet the conditions for E.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take heavy damage.
 
|-
 
|-
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{TextGlow|'''Defeat: E'''<br>(敗北E)'''|lightgray|text-colour=blue|glow-size=1px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{TextGlow|'''E rank'''|lightgray|text-colour=blue|glow-size=1px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|style="text-align:left|
| style="text-align:center;" |{{TorpedoWeapon}}
+
* The enemy flagship survives and the number of sunk ships in the fleet meets the minimum kill requirements.
| style="text-align:center;" |Single Attack
+
** Not meeting the requirements for a D Rank.
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
 
|}
 
|}
  
==Victory Conditions==
+
;Notes
;Perfect S
+
* B-ranks are the minimum victory requirements for:
*All enemy ships sunk and no damage taken.
+
** Obtaining [[drop]]s.
;S (Victory)
+
** Clearing a map without a boss gauge.
*All enemy ships sunk and no allied ships sunk.
+
* Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
;A (Victory)
+
* Perfect S (Total Victory) ranks count as a regular S-Rank.
*Required number of enemy ships sunk (see below) and no allied ships sunk.
+
** Perfect S is fulfilled if all ships' final HPs on battle ended is greater than or equal to initial HPs on battle started.
;B (Tactical Victory)
+
** So it is possible to obtain a perfect S if the only damaged ship has used a '''[[Repair Goddess]]''' in battle, and her final HP is still greater than or equal to her initial.  
* Sinking the enemy flagship guarantees at least a B as long as no allied ships are sunk.
 
*Enemy flagship sunk, friendly ship sunk and number of friendly ships sunk < number of enemy ships sunk.
 
*Damage gauge at least 2.5 times higher enemy damage gauge.
 
* This rate is the minimum requirement to clear maps without boss gauge.
 
;C (Tactical Defeat)
 
*Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
 
*Damage gauge higher than enemy gauge, but not reaching 2.5 times as much.
 
*Friendly ship sunk, damage gauge higher than enemy, but not 2.5 times as much.
 
*Friendly ship sunk, enemy flagship sunk and number of friendly ships sunk lower than number of enemy ships sunk. It is possible to clear maps with boss gauges (eg. 4-4, 5-3, event maps) with a C if the enemy flagship is sunk.
 
;D (Defeat)
 
*Enemy took less than a certain amount of damage.
 
**Both sides taking 0 damage is also D.
 
**If your fleet consist only 1 ship and it is reaching Heavy Damage without meeting any winning requirements, it will instantly judged as D as well.
 
*Damage gauge lower than enemy gauge.
 
*Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
 
;E (Defeat)
 
*Over a certain number of friendly ships sunk. (see below)
 
*Friendly ship sunk while not meeting any victory conditions.
 
*No damage done to enemy, while taking over a certain amount (Never happens in a fleet of 1).
 
==='''Notes'''===
 
*The Minimum Sunk Requirement:
 
** 4 ships out of a fleet of 6
 
** 3 ships out of a fleet of 5
 
** 2 ships out of a fleet of 4
 
** 2 ships out of a fleet of 3
 
** 1 ship out of a fleet of 2
 
*Victory status affects the chance of getting drops and rare drops on the specified node.
 
**B rank or above is necessary to obtain drops.
 
**A rank or above is typically necessary for obtaining rare drops.
 
**S rank has a higher chance of obtaining rare drops than A rank, and is required for some very rare drops.
 
  
==Additional Explanation/Details==
+
==MVP==
 +
At the end of combat, one girl is picked as the MVP. She gains exp and morale bonuses. For more details, please see ''[[Experience and Rank]]'' and ''[[Morale and Fatigue]]''.
  
{{reflist}}
+
The way MVP is determined is:
 +
* The girl who deals the highest total damage (sum of all attacks during the combat) is awarded MVP. This damage is not weighted.
 +
* If multiple girls are tied for damage, the MVP goes to the topmost girl in the fleet order.
 +
* If the ship achieving the most damage would be sunk in the battle, MVP is rewarded to the next highest damage dealer instead.
 +
** As such, if no damage is dealt to the enemy, the flagship automatically receives MVP.
 +
* Battles ending in an E-Rank have no MVP.
 +
* In a Combined Fleet, each fleet has its own independent MVP.
  
<br />
+
=See Also=
[[Category:Calculation]]
+
{{Mechanics}}
[[Category:Example]]
 
[[Category:Help]]
 
[[Category:Game System]]
 
[[Category:Game Mechanics]]
 

Latest revision as of 16:13, 22 September 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

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

Combat Phases

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

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

The combat phases are made out of:

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

Formation Selection

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

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

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

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

Flagship Protection

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

Vanguard Formation

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

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

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

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

  • The targeting is determined as follows:
    • 1. Target a ship from the fleet.
    • 2. If the selected ship is an upper half ship, target a ship from the fleet again.[1]
  • Target rate based on the above procedure (without other factor):
  • Bug: When the Vanguard is selected with a Combined Fleet (on night nodes only) the "number of ships" column is determined by using the in the main fleet number of ships[2].
    • E.g. With 4 ship main fleet and a 6 ship escort, the "4 ships" column is to be counted.
Target Rate
Fleet position Number of ships
4 5 6 7
1 12,50% 8,00% 8,33% 6,13%
2 12,50% 8,00% 8,33% 6,13%
3 37,50% 28,00% 8,33% 6,13%
4 37,50% 28,00% 25,00% 20,40%
5 28,00% 25,00% 20,40%
6 25,00% 20,40%
7 20,40%

Choosing a Formation

Formation Selection Screen

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

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


Other mechanics available on this menu:

Victory Conditions

Once the battle ended, a damage gauge is displayed on the post-combat screen for each allied and enemy fleet, using the following calculation:


Gamage Gauge Formula
[math]\displaystyle{ \text{Damage}_\text{%} = \frac{\text{Fleet}_\text{HP lost} }{\text{Fleet}_\text{HP} } }[/math]
With
  • [math]\displaystyle{ \text{Fleet}_\text{HP lost} }[/math] the total amount of HP lost by ships in the fleet,
  • [math]\displaystyle{ \text{Fleet}_\text{HP} }[/math] the total amount of HP of the fleet at the start of the battle.
    • It may be lower than the maximum HP possible,
Notes

The following conditions must be met to attain each rank:

Victory State Rank Common name Conditions
Victory Total Victory: S
(完全勝利S)
Perfect S
  • Sink all enemy ships, while taking no damage in return.
  • In Short Battle Nodes, take 0 damage.
Victory: S
(勝利S)
S rank
Victory: A
(勝利A)
A rank
Tactical Victory: B
(戦術的勝利B)
B rank
  • Sink the enemy flagship and have fewer ships sunk than the enemy.
  • If the enemy flagship survives and the Damage % gauge is at least 2.5x less than the enemy's.
  • In Short Battle Nodes, take between 10% and 20% damage.
  • If any of the ships sink, this is the maximum rank obtainable.
Defeat Tactical Defeat: C
(戦術的敗北C)
C Rank
  • The enemy flagship survives and the Damage % gauge is between 0.5x and 2.5x less than the enemy's.
    • Also applies when sinking any ship during the battle.
  • If the enemy flagship is sunk but the enemy has fewer sunken ships, as well as having the Damage % gauge between 0.5x and 2.5x less than the enemy's.
  • In Short Battle Nodes, take between 50% and 20% damage.
Defeat: D
(敗北D)
D rank
  • If the enemy flagship survives and the Damage % gauge is less than 0.5x of the enemy's.
  • If the Damage % dealt is 0.05% (essentially 0).
  • If both fleets deal no damage to each other.
    • This applies to submarine vs submarine battles and air battle nodes.
  • Ships are sunk but not enough to meet the conditions for E.
  • In Short Battle Nodes, take heavy damage.
Defeat: E
(敗北E)
E rank
  • The enemy flagship survives and the number of sunk ships in the fleet meets the minimum kill requirements.
    • Not meeting the requirements for a D Rank.
Notes
  • B-ranks are the minimum victory requirements for:
    • Obtaining drops.
    • Clearing a map without a boss gauge.
  • Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
  • Perfect S (Total Victory) ranks count as a regular S-Rank.
    • Perfect S is fulfilled if all ships' final HPs on battle ended is greater than or equal to initial HPs on battle started.
    • So it is possible to obtain a perfect S if the only damaged ship has used a Repair Goddess in battle, and her final HP is still greater than or equal to her initial.

MVP

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

The way MVP is determined is:

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

See Also