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Difference between revisions of "Tutorial:Leveling"
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;Recommended Fleets | ;Recommended Fleets | ||
− | * | + | * 0-1 BBV, 0-1 CVL, 2-4 CL/DD/DE |
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;Equipment Setups | ;Equipment Setups | ||
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|- | |- | ||
! BBV | ! BBV | ||
− | | {{Autogyro}}{{ASWPlane}}{{ | + | | {{Autogyro}}{{ASWPlane}}{{SPB}} |
| A BBV won't contribute much to combat aside from enabling a 2nd shelling phase. [[Hyuuga Kai Ni]] is an exception since she has great ASW and OASW. Just equip the BBV with the best ASW equipment she can carry. | | A BBV won't contribute much to combat aside from enabling a 2nd shelling phase. [[Hyuuga Kai Ni]] is an exception since she has great ASW and OASW. Just equip the BBV with the best ASW equipment she can carry. | ||
|- | |- | ||
! CVL | ! CVL | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Autogyro}}{{ASWPlane}}{{Carrier Recon}} |
| Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW. | | Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW. | ||
|} | |} | ||
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|- | |- | ||
! DD | ! DD | ||
− | | {{ | + | | {{Green Gun}}{{Green Gun}}{{WildCard}} |
| Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. They are primarily here to reduce costs. Else, putting more CL and CA in the fleet would still work. | | Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. They are primarily here to reduce costs. Else, putting more CL and CA in the fleet would still work. | ||
|- | |- | ||
! CL | ! CL | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{Seaplane}} |
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. | | Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. | ||
|- | |- | ||
! CLT | ! CLT | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{TorpedoWeapon}} |
| CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further. | | CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further. | ||
|- | |- | ||
! CA | ! CA | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{Seaplane}}{{WildCard}} |
| Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack. | | Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack. | ||
|- | |- | ||
! BB | ! BB | ||
− | | {{ | + | | {{Large Gun}}{{Large Gun}}{{AP Shell}}{{Seaplane}} |
| Just a standard artillery spotting setup. | | Just a standard artillery spotting setup. | ||
|- | |- | ||
! CV(L) | ! CV(L) | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Torpedo Bomber}}{{Dive Bomber}}{{GreenPlane}} |
| You may need to shuffle around some planes in order to hit the 162 fighter power required for AS+. One of your carriers should also have a [[Saiun]] if you can manage it. | | You may need to shuffle around some planes in order to hit the 162 fighter power required for AS+. One of your carriers should also have a [[Saiun]] if you can manage it. | ||
|} | |} | ||
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|- | |- | ||
! CV(L) | ! CV(L) | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Torpedo Bomber}}{{Torpedo Bomber}}{{Dive Bomber}} |
| Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the [[Type 2 Recon Aircraft]] in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers. | | Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the [[Type 2 Recon Aircraft]] in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers. | ||
|} | |} | ||
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|- | |- | ||
! rowspan=2| CL | ! rowspan=2| CL | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{Seaplane}} |
| A basic artillery spotting setup. Keep in mind that not taking a CL capable of performing opening torpedoes will reduce your success rate. | | A basic artillery spotting setup. Keep in mind that not taking a CL capable of performing opening torpedoes will reduce your success rate. | ||
|- | |- | ||
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|- | |- | ||
! CV(L) | ! CV(L) | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Torpedo Bomber}}{{Dive Bomber}}{{GreenPlane}} |
| You will need to reach a total of 168 fighter power in order to minimize your bauxite losses. At least 1 carrier should have a [[Type 2 Recon Aircraft]] in order to maximize the power of the airstrike. | | You will need to reach a total of 168 fighter power in order to minimize your bauxite losses. At least 1 carrier should have a [[Type 2 Recon Aircraft]] in order to maximize the power of the airstrike. | ||
|- | |- | ||
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|- | |- | ||
! CV(L) | ! CV(L) | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Torpedo Bomber}}{{Torpedo Bomber}}{{Dive Bomber}} |
| Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the [[Type 2 Recon Aircraft]] in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers. | | Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the [[Type 2 Recon Aircraft]] in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers. | ||
|} | |} | ||
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|- | |- | ||
! DD | ! DD | ||
− | | {{Sonar}}{{DepthCharge}}{{ | + | | {{Sonar}}{{DepthCharge}}{{Light Gun}} |
| The SONAR and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provide decent ASW damage against any sub that you will encounter on the map. The gun adds much needed daytime shelling power to reduce retreats at G. An extra SONAR or gun can be added for [[Tashkent]]. | | The SONAR and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provide decent ASW damage against any sub that you will encounter on the map. The gun adds much needed daytime shelling power to reduce retreats at G. An extra SONAR or gun can be added for [[Tashkent]]. | ||
|- | |- | ||
! rowspan=3| CL | ! rowspan=3| CL | ||
− | | {{ | + | | {{Med Gun}}{{Sonar}}{{DepthCharge}} |
| This setup is for CLs without an opening attack. The reasoning behind it is similar to the DD setup. | | This setup is for CLs without an opening attack. The reasoning behind it is similar to the DD setup. | ||
|- | |- | ||
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|- | |- | ||
! CVL | ! CVL | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Torpedo Bomber}}{{Torpedo Bomber}}{{Dive Bomber}} |
| Because the boss contains surface ships, you will want to maximize your airstrike along with ASW. The surface ships at the boss are just DD and CL so taking your highest ASW torpedo bombers should be sufficient. One CVL should have a [[Saiun]] to prevent Red T. | | Because the boss contains surface ships, you will want to maximize your airstrike along with ASW. The surface ships at the boss are just DD and CL so taking your highest ASW torpedo bombers should be sufficient. One CVL should have a [[Saiun]] to prevent Red T. | ||
|} | |} | ||
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|- | |- | ||
! DD | ! DD | ||
− | | {{ | + | | {{Green Gun}}{{Green Gun}}{{WildCard}} |
| Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. The wildcard can be a radar for AACI (if using the right guns) or SONARs to help with passing node C. | | Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. The wildcard can be a radar for AACI (if using the right guns) or SONARs to help with passing node C. | ||
|- | |- | ||
! CL | ! CL | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{Seaplane}} |
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. For [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]], the seaplane can be replaced with a midget submarine. | | Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. For [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]], the seaplane can be replaced with a midget submarine. | ||
|- | |- | ||
! CLT | ! CLT | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{TorpedoWeapon}} |
| CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further. | | CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further. | ||
|- | |- | ||
! CA | ! CA | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{Seaplane}}{{WildCard}} |
| Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack. | | Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack. | ||
|- | |- | ||
! BB | ! BB | ||
− | | {{ | + | | {{Large Gun}}{{Large Gun}}{{AP Shell}}{{Seaplane}} |
| Just a standard artillery spotting setup. | | Just a standard artillery spotting setup. | ||
|- | |- | ||
! CV(L) | ! CV(L) | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Dive Bomber}}{{GreenPlane}}{{GreenPlane}} |
| You will need to hit 359 fighter power for AS. Attempting to hit AS+ is futile and will cripple your carrier's combat effectiveness. | | You will need to hit 359 fighter power for AS. Attempting to hit AS+ is futile and will cripple your carrier's combat effectiveness. | ||
|} | |} | ||
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|- | |- | ||
! DD | ! DD | ||
− | | {{ | + | | {{Green Gun}}{{Sonar}}{{DepthCharge}} |
| The main role of the DD will be to help increase the pass rate at E. [[OASW]] is highly recommended. | | The main role of the DD will be to help increase the pass rate at E. [[OASW]] is highly recommended. | ||
|- | |- | ||
! CL | ! CL | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{Seaplane}} |
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. For [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]], the seaplane can be replaced with a midget submarine. | | Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. For [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]], the seaplane can be replaced with a midget submarine. | ||
|- | |- | ||
! CLT | ! CLT | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{TorpedoWeapon}} |
| CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further. | | CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further. | ||
|- | |- | ||
! CA | ! CA | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{Seaplane}}{{WildCard}} |
| Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack. | | Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack. | ||
|- | |- | ||
! BB | ! BB | ||
− | | {{ | + | | {{Large Gun}}{{Large Gun}}{{AP Shell}}{{Seaplane}} |
| Just a standard artillery spotting setup. | | Just a standard artillery spotting setup. | ||
|- | |- | ||
! CV(L) | ! CV(L) | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Torpedo Bomber}}{{Dive Bomber}}{{GreenPlane}} |
| The fighter power requirement is very low at 144 for AS+. This allows your carriers to bring a powerful airstrike that will increase your chances of reaching the boss. | | The fighter power requirement is very low at 144 for AS+. This allows your carriers to bring a powerful airstrike that will increase your chances of reaching the boss. | ||
|} | |} | ||
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|- | |- | ||
! CVL | ! CVL | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Autogyro}}{{ASWPlane}}{{Carrier Recon}} |
| Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW. | | Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW. | ||
|} | |} | ||
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|- | |- | ||
! rowspan=2| DD | ! rowspan=2| DD | ||
− | | {{ | + | | {{Light Gun}}{{Light Gun}}{{WildCard}} |
− | | This setup is only for the '''DD that is flagship'''. The red guns are interchangeable with {{ | + | | This setup is only for the '''DD that is flagship'''. The red guns are interchangeable with {{Green Gun}}, just use whatever has the best total night battle power. The wildcard can by anything that does not interfere with her double attack setup. This should enable her to take MVP most of the time. |
|- | |- | ||
| {{TorpedoWeapon}}{{Radar}}{{SurfaceShipPersonnel}} | | {{TorpedoWeapon}}{{Radar}}{{SurfaceShipPersonnel}} | ||
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|- | |- | ||
! CL | ! CL | ||
− | | {{ | + | | {{Med Gun}}{{StarShell}}{{Night Recon}} |
| The CL should be powerful enough to take out enemy ships with a single attack. She should not have a double attack so that she doesn't steal MVP from the flagship. The [[Star Shell]] increases the chances that the escort DDs will perform their cut-ins. The seaplane must be a night scout. | | The CL should be powerful enough to take out enemy ships with a single attack. She should not have a double attack so that she doesn't steal MVP from the flagship. The [[Star Shell]] increases the chances that the escort DDs will perform their cut-ins. The seaplane must be a night scout. | ||
|- | |- | ||
! CA/V | ! CA/V | ||
− | | {{ | + | | {{Med Gun}}{{Med Gun}}{{Night Recon}}{{WildCard}} |
| Like the CL, the seaplane must be a night scout. The wildcard can be anything that does not interfere with her double attack setup. She can even equip a star shell to increase the activation chance. | | Like the CL, the seaplane must be a night scout. The wildcard can be anything that does not interfere with her double attack setup. She can even equip a star shell to increase the activation chance. | ||
|- | |- | ||
! (F)BB | ! (F)BB | ||
− | | {{ | + | | {{Large Gun}}{{Large Gun}}{{Night Recon}}{{AP Shell}} |
| Like the CL, the seaplane must be a night scout. This is a fairly standard setup for the BB otherwise. | | Like the CL, the seaplane must be a night scout. This is a fairly standard setup for the BB otherwise. | ||
|} | |} | ||
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|- | |- | ||
! BBV | ! BBV | ||
− | | {{Autogyro}}{{ASWPlane}}{{ | + | | {{Autogyro}}{{ASWPlane}}{{SPB}} |
− | | A BBV | + | | A BBV won't contribute much to combat aside from enabling a 2nd shelling phase. [[Hyuuga Kai Ni]] is an exception since she has great ASW and OASW. Just equip the BBV with the best ASW equipment she can carry. |
|- | |- | ||
! CVL | ! CVL | ||
− | | {{ | + | | {{Torpedo Bomber}}{{Autogyro}}{{ASWPlane}}{{Carrier Recon}} |
| Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW. | | Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW. | ||
|} | |} |
Revision as of 12:29, 1 November 2024
Overview
This article aims to provide you with a list of the most efficient places to quickly level your ship girls. It will only cover sorties. Generally Exercises are the most efficient way to level but are severely limited.
Experience (XP) increases the level of ships, being crucial to many mechanics (see here). It also increases the Admiral HQ to some extent.
Map | Bucket Usage | Low Morale? | Subtank? | Target Types | Notes |
---|---|---|---|---|---|
1-5 | Low | No | No | CL, DD, DE, CVL, BBV | Enemy SS only |
2-1 | Low | No | Yes | CV(L), (F)BB(V), CA(V), CL(T) | |
2-2 | Low | Yes | Yes | CV(L), DD, SS(V) | Bauxite farm |
3-4 | High | No | No | CV(L) | Ranking map |
3-5 | Low | Yes | Yes | Any + CV(L) | |
7-1 | Medium | No | No | CL, DD | Ranking map |
7-2 p1 | Low | No | No | CVL, DE | Majority Submarines |
7-2 p2 | High | No | No | FBB, CV(L), CA | Ranking map. |
7-4 | Very low | Yes | N/A | SS(V) |
|
7-5 | None | Yes | N/A | SS(V), CAV, BBV, CV(L), AV | RLK2![]() |
4-4 | Medium | No | No | (F)BB(V), CV(L), CA | Ranking map |
4-5 | Low | No | No | Any | Enemy SS only |
5-2 | None | Yes | N/A | SS(V), CAV, BBV, CV(L), AV | RLK2![]() |
5-3 | High | No | No | Any (except BBV and CV(L)) | Night battle map |
5-5 | Low | No | No | Any | Enemy SS only |
6-5 | Low | No | No | Any (except CV(L) and CLT) | Enemy SS only |
Map | Bucket Usage | Low Morale? | Subtank? | Target Types | Notes |
Alternatively, Expedition 32 can be used for leveling, but this method is unadvised, as it takes away one expedition for resource farming.
Leveling Locations
This map is a good starting point for leveling DD, DE, and CL. OASW is required to get the most out of this map. At higher HQ levels, the boss node contains a flagship submarine that can be difficult to sink in just 1 round of shelling. Furthermore, the submarines present will have opening torpedoes in the later nodes. Not having OASW means higher bucket usage. BBV and CVL also have some use in this map. BBVs allow a 2nd round of shelling that can help weaker ASW ships secure S rank. CVLs can carry a Saiun to prevent RedT engagements from hampering your fleet's combat ability. This map can be used for Ranking.
- Recommended Fleets
- 0-1 BBV, 0-1 CVL, 2-4 CL/DD/DE
- Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
CL/CT/DD/DE | ![]() ![]() ![]() |
The standard synergy setup. |
BBV | ![]() ![]() ![]() |
A BBV won't contribute much to combat aside from enabling a 2nd shelling phase. Hyuuga Kai Ni is an exception since she has great ASW and OASW. Just equip the BBV with the best ASW equipment she can carry. |
CVL | ![]() ![]() ![]() ![]() |
Aside from the Saiun, CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW. |
General Tips
- Maps heavily reward clearing them in full with the boss node being worth a significant portion of the map's exp. Unless otherwise noted, always clear the map.
- For details on how exp works, see Experience and Rank.
- The flagship receives a 50% exp bonus. Have the girl to level the fastest in that slot.
- MVP gives double XP. Can be set as flagship for a total of 3x bonus.
- S-ranks give 20% more exp. Losses have an exp penalty.
- It is good to proceed into night battle for boss nodes to attempt to turn a loss into a victory or A/B rank into S-rank.
- Do not bother fighting SS in NB.
- Certain maps like 5-3 allow some control over who gets the MVP. Take full advantage of that to maximize efficiency by manipulating the flagship to get MVP.
- Unless otherwise noted, girls' morale must be watched. Low morale will affect their combat ability and lower the pass rate.
- Leveling speed can be increased slightly by sortieing with full ship and/or equipment slots. This saves precious time not waiting for the drop animation to play out.
- Be sure to check the Event section when there is an event running for the latest leveling spot. Events generally allow to level using a combined fleet.
- Do not be afraid to sortie girls at moderate damage (中破). Unless they are severely underleveled and not modernized, they should be able to last a few runs before heavy damage.
- A general rule of thumb is to leave a buffer of 10% max HP from heavy damage (大破).
- Submarine, PT Imp, Airstrike, and Night Battle nodes consume considerably less fuel and ammo than regular surface battle nodes
- Modernization: Improves the primary four stats of ships. AA tends to be difficult to modernize but is generally the least important for farming XP. Firepower and armor can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.
Using Fodder Ships
If maps require passing a dangerous node (like 5-3 I) first to get to the leveling spot, it is possible to exploit disposable escort ships that can be sunk during the sortie to save on buckets and time. Be aware that sinking Ships intentionally can generate quite a bit of hostility from other admirals. It is generally not recommended to utilize these strategies, but are included here for sake of completion of the guide. Be aware of the following:
- Equipment from sunk ships is permanently lost, do not use anything but the most basic equipment on them
- Losing Ships can affect Battle Ranks
- Unmodernized Level 1 ships with disposable equipment will struggle to make any meaningful contribution to the battle, which will also affect Battle Ranks
- Sinking Ships can also lead to failure to fulfill certain branching rules later on in the same map
Submarine Tanks
Also known as "Sub Tanks". This strategy is using SS(V) to draw fire from enemy DD, CL, CVL, and, BBV. This can help preserve the rest of the fleet as they will be taking less fire. SS(V) have low sortie costs and are quick to repair when under level 40 and unremodeled. Do note that any enemy with ASW gears will make short work of low level SS(V).
Range
It may be interesting to control which girl strikes first to better manage who gets the MVP.
It is impossible to reduce the base Range of a ship, but certain equipment can extend it.
- Not to be confused with LBAS Range Extension.
Event
On some event maps, it may be possible to farm for resources or for leveling, please refer to the current Event page for up-to-date data.
- This section may be updated for relevant events.
See Also
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