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

Difference between revisions of "Tutorial:Leveling"

From Kancolle Wiki
Jump to navigation Jump to search
>Ninthsense
>Nep-Nep
(3-2-A Pros and Cons. Additions to 5-4-A Pros and Cons, slight changes to Overview and Guide.)
Line 22: Line 22:
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''[[World 1#World_1-5:_.E3.80.90Extra_Operation.E3.80.91_.E9.8E.AE.E5.AE.88.E5.BA.9C.E8.BF.91.E6.B5.B7_Adjacent_seas_of_the_naval_base|1-5]]''': [Base XP: '''150''', Node(s): '''3''']
 
'''[[World 1#World_1-5:_.E3.80.90Extra_Operation.E3.80.91_.E9.8E.AE.E5.AE.88.E5.BA.9C.E8.BF.91.E6.B5.B7_Adjacent_seas_of_the_naval_base|1-5]]''': [Base XP: '''150''', Node(s): '''3''']
 +
  
  
Line 53: Line 54:
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
[[World 2#World_2-4:_.E6.B2.96.E3.83.8E.E5.B3.B6.E6.B5.B7.E5.9F.9F_Okinoshima_Island|'''2-4A''']]: [Base XP: '''300''', Node(s): '''1''']
 
[[World 2#World_2-4:_.E6.B2.96.E3.83.8E.E5.B3.B6.E6.B5.B7.E5.9F.9F_Okinoshima_Island|'''2-4A''']]: [Base XP: '''300''', Node(s): '''1''']
 +
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
[[File:2-4 Map.jpg|thumb|400x400px]]
 
[[File:2-4 Map.jpg|thumb|400x400px]]
 
<u>Overview</u>: A map that's not too difficult for low level admirals who have the right vessels. This map is generally for leveling ships that are armor and firepower heavy. Eg CA(V), BB(V), CV(L). The node offers a decent amount of exp at the cost of morale so be aware of that. Not as effective as 3-2 so use it as a leveling spot with the goal of clearing 2-4 to advance to 3-2.
 
<u>Overview</u>: A map that's not too difficult for low level admirals who have the right vessels. This map is generally for leveling ships that are armor and firepower heavy. Eg CA(V), BB(V), CV(L). The node offers a decent amount of exp at the cost of morale so be aware of that. Not as effective as 3-2 so use it as a leveling spot with the goal of clearing 2-4 to advance to 3-2.
  
<u>Suggested Composition</u>: Place the ship you want to level as flagship (CV or BB recommended).  Try to include 1 BB to enter second shelling phase.  Include CV/L with bombers to reduce the enemy numbers and allow artillery spotting.  
+
<u>Suggested Composition</u>: Place the ship you want to level as flagship (CV or BB recommended).  Try to include 1 BB to enter second shelling phase.  Include CV/L with bombers to reduce the enemy numbers and allow artillery spotting.
  
 
<u>Alternate Composition</u>: Use a BB or CV (blue planes) as flagship. Fill the rest of the slots with spare CA drops.  
 
<u>Alternate Composition</u>: Use a BB or CV (blue planes) as flagship. Fill the rest of the slots with spare CA drops.  
  
 
<u>Tips</u>:
 
<u>Tips</u>:
* Try to utilize artillery spotting if possible.  (e.g. 1 seaplane + 2 main guns). Refer to [http://kancolle.wikia.com/wiki/Combat#Combat_Equipment_Setups Combat] guide for more details on equipment setups.
+
* Try to utilize artillery spotting if possible.  (e.g. 1 seaplane + 2 main guns). Refer to [http://kancolle.wikia.com/wiki/Combat#Combat_Equipment_Setups Combat] guide for more details on equipment setups.
 
* When using carriers and battleships, don't bother sticking them into the repair docks until they hit minor damage to moderate damage. Since minor damage could easily result in a 1hr timer, just bucket them after some damage. Take note that light damage does not put a disadvantage on ships. Only moderate damage does.
 
* When using carriers and battleships, don't bother sticking them into the repair docks until they hit minor damage to moderate damage. Since minor damage could easily result in a 1hr timer, just bucket them after some damage. Take note that light damage does not put a disadvantage on ships. Only moderate damage does.
 
* Enemy fleet does not have any air power, so there is no need for fighter (green) planes: Use torpedo (blue) and dive (red) bombers instead.
 
* Enemy fleet does not have any air power, so there is no need for fighter (green) planes: Use torpedo (blue) and dive (red) bombers instead.
Line 73: Line 75:
  
 
<u>Overview</u>:
 
<u>Overview</u>:
 +
  
 
<div class="mw-collapsible-content">[[File:3-2 Map.jpg|right|World 3-2|400x400px]]An extremely safe and resource friendly node to farm on. Because all of the enemy ships for each pattern are either CL or DD, this is the perfect place to allow a sub to tank all of their attacks. This way, you only have to repair<u> </u>your sub once it hits red!
 
<div class="mw-collapsible-content">[[File:3-2 Map.jpg|right|World 3-2|400x400px]]An extremely safe and resource friendly node to farm on. Because all of the enemy ships for each pattern are either CL or DD, this is the perfect place to allow a sub to tank all of their attacks. This way, you only have to repair<u> </u>your sub once it hits red!
Line 89: Line 92:
  
 
Note: Your other ships can still take damage for the torpedo phase if you don't lower all of the enemy fleet's ships to at least Moderately Damaged.
 
Note: Your other ships can still take damage for the torpedo phase if you don't lower all of the enemy fleet's ships to at least Moderately Damaged.
 +
 +
 +
 +
<u>Pros:</u>
 +
*Low repair cost.
 +
*Allows for a large freedom when choosing the composition.
 +
*High experience considering it's easy difficulty.
 +
<u>Cons:</u>
 +
*Can and will get boring after a while.
 +
*Not optimal for DD or CL as the flagship MVP target, as they have difficulty gaining MVP. Both can be used in the grinding fleet, however.
 +
 +
 +
 
</div>
 
</div>
 
</div>
 
</div>
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''4-1''': [Base XP: '''310''', Node(s): '''1~2''']:
 
'''4-1''': [Base XP: '''310''', Node(s): '''1~2''']:
 +
  
  
Line 140: Line 157:
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''[[World 4#World_4-3:_.E3.83.AA.E3.83.A9.E3.83.B3.E3.82.AB.E5.B3.B6.E7.A9.BA.E8.A5.B2_Bombing_of_Ri_Lanka|4-3]]''': [Base XP: '''330''', Node(s): 2~'''3''']:
 
'''[[World 4#World_4-3:_.E3.83.AA.E3.83.A9.E3.83.B3.E3.82.AB.E5.B3.B6.E7.A9.BA.E8.A5.B2_Bombing_of_Ri_Lanka|4-3]]''': [Base XP: '''330''', Node(s): 2~'''3''']:
 +
  
  
Line 147: Line 165:
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''[[World 5#World_5-2:_.E7.8F.8A.E7.91.9A.E8.AB.B8.E5.B3.B6.E6.B2.96_The_Coral_Islands|5-2]]''': [Base XP: '''380''', Node(s): '''3~4''']:
 
'''[[World 5#World_5-2:_.E7.8F.8A.E7.91.9A.E8.AB.B8.E5.B3.B6.E6.B2.96_The_Coral_Islands|5-2]]''': [Base XP: '''380''', Node(s): '''3~4''']:
 +
  
  
Line 164: Line 183:
 
* If you intend to reach the boss after 2<sup>nd</sup> node, ensure better fighter planes equipped (i.e. Reppuu/Shiden Kai 2) to handle air superiority and better guns for shelling.
 
* If you intend to reach the boss after 2<sup>nd</sup> node, ensure better fighter planes equipped (i.e. Reppuu/Shiden Kai 2) to handle air superiority and better guns for shelling.
  
<u>Pros</u>:  
+
<u>Pros</u>:
 
* Easy for medium-level ships.
 
* Easy for medium-level ships.
 
* Higher base XP.
 
* Higher base XP.
 
* All submarine enemy fleet always ensures flagship MVP with sparkle.
 
* All submarine enemy fleet always ensures flagship MVP with sparkle.
  
<u>Cons</u>:  
+
<u>Cons</u>:
 
* 1~2 flagship CA on first node.
 
* 1~2 flagship CA on first node.
 
* 1 flagship CV/BB on third node.
 
* 1 flagship CV/BB on third node.
Line 183: Line 202:
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''5-3''': [Base XP: '''400''', Node(s): '''1''']:
 
'''5-3''': [Base XP: '''400''', Node(s): '''1''']:
 +
  
  
Line 208: Line 228:
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4A]]''': [Base XP: '''420''', Node(s): '''1''']:
 
'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4A]]''': [Base XP: '''420''', Node(s): '''1''']:
 +
  
  
  
 
<div class="mw-collapsible-content">[[File:Map5-4.jpg|thumb|400x400px]]<u>Overview</u>:
 
<div class="mw-collapsible-content">[[File:Map5-4.jpg|thumb|400x400px]]<u>Overview</u>:
Boasting one of the highest Base XP, the first node of 5-4 is still quite manageable. Out of 3 enemy compositions only 2 can not be tanked with an SS. This makes 5-4A one of the best spots to level up the expensive Yamato class. A few CA can be brought along for levels as well.
+
Boasting one of the highest Base XP, the first node of 5-4 is still quite manageable. Out of 3 enemy compositions only 2 can not be tanked completely with an SS. This makes 5-4A one of the best spots to level up the expensive Yamato class. A few CA can be brought along for levels as well.
  
 
<u>Suggested Composition</u>: Yamato-class, 2 CA or CL, 2 CVL, 1 SS.
 
<u>Suggested Composition</u>: Yamato-class, 2 CA or CL, 2 CVL, 1 SS.
Line 221: Line 242:
 
* 3 CV, 3SS
 
* 3 CV, 3SS
 
<u>Guide:</u>
 
<u>Guide:</u>
* 2 CV/L are required for branching to easier A node. 72 Air power will assure AS+. Can use axillary equipment like torpedo bulges or turbines, radars, boilers, recon planes for other slots.
+
* 2 CV/L are required for branching to easier A node. 72 Air power will assure AS+. It is recommended to use 1-2 torpedo bombers on each CV(L) to ensure the enemy fleet is wiped by the end of shelling phase. [[Ryuusei]] or slightly lower grade plane will suffice. Can use axillary equipment like torpedo bulges or turbines, radars, boilers, recon planes for other slots.
 
* Utilize artillery spotting. Cut-in setup advised on supporting CA/BB to prevent them from stealing MVP.
 
* Utilize artillery spotting. Cut-in setup advised on supporting CA/BB to prevent them from stealing MVP.
 
* Use 4 or 6 sets of CV/L and cycle ships to regenerate morale.
 
* Use 4 or 6 sets of CV/L and cycle ships to regenerate morale.
Line 227: Line 248:
 
* Double line increases accuracy
 
* Double line increases accuracy
 
Pros:
 
Pros:
* High XP rate makes it efficient to level higher cost ships.
+
* High XP rate makes it efficient to level higher cost ships and multiple ships at the same time. For those looking to Kai their Maruyu for luck modernization, this is especially notable and allows one to get maximum advantage of her tanking potential while leveling her to Kai fast.
 +
* Low repair cost such as in 3-2-A. While ships other than the SS can get heavily damaged, it is not very common.
 +
* Able to level SLOW ships, such as the Yamato-class, Nagato-class or BBV. Allows for more freedom when choosing composition when compared to traditional 5-4 A-E-H-M-O grinding.
 
Cons:
 
Cons:
* Cycling ships to regenerate morale is advisable.
+
* Cycling ships to regenerate morale is advisable. This is more important here than at the 3-2-A variant, as there is a chance for your other ships to get damaged and due to most enemy ships being of flagship or elite variant, thus having higher survivability.
 +
* Can get quite tedious.
 +
* More difficult to control MVP when compared to 3-2-A when it comes to grinding CA(V).
 
</div>
 
</div>
 
</div>
 
</div>
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 +
 
'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4]]''': [Base XP: '''420''', Node(s): '''3''']:
 
'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4]]''': [Base XP: '''420''', Node(s): '''3''']:
 +
  
  
Line 315: Line 342:
 
* For more experienced Admirals that do not need ships drops, leveling speed can also be increased by sortieing with maxed out ship slots so that you do not waste time getting new ships.
 
* For more experienced Admirals that do not need ships drops, leveling speed can also be increased by sortieing with maxed out ship slots so that you do not waste time getting new ships.
 
*  Using spare level 1 ship drops can help reduce the cost of sorties. This is usually used with the objective of focusing XP on a single ship as it takes other slots away from being able to gain XP. When the ship is heavily damaged or runs out of supplies (fuel/ammo), they can be used as modernization fodder or scrapped. <u>Examples:</u>
 
*  Using spare level 1 ship drops can help reduce the cost of sorties. This is usually used with the objective of focusing XP on a single ship as it takes other slots away from being able to gain XP. When the ship is heavily damaged or runs out of supplies (fuel/ammo), they can be used as modernization fodder or scrapped. <u>Examples:</u>
 +
 
**  Spare BB can be used (e.g Map 3-2A) to grant double shelling without having to resupply them.
 
**  Spare BB can be used (e.g Map 3-2A) to grant double shelling without having to resupply them.
 
**  BB/CV + spare ships can be used in 2-4
 
**  BB/CV + spare ships can be used in 2-4
Line 348: Line 376:
 
*HQ XP increases the most when you achieve victory at a boss node.  
 
*HQ XP increases the most when you achieve victory at a boss node.  
 
* Earlier on, It can help to try to reduce HQ XP gain as certain maps like event maps can get more difficult at certain HQ tiers. 
 
* Earlier on, It can help to try to reduce HQ XP gain as certain maps like event maps can get more difficult at certain HQ tiers. 
* More details on the topic can be found on the [[Experience and Rank|Experience and Rankings]] page. 
+
* More details on the topic can be found on the [[Experience and Rank]]ings page. 
  
 
==== Artillery Spotting ====
 
==== Artillery Spotting ====
* Artillery spotting helps increase the chances of doing damage and the amount of damage done.
+
* Artillery spotting helps increase the chances of doing damage and the amount of damage done.
 
* Achieve air superiority an air phase to utilize it.
 
* Achieve air superiority an air phase to utilize it.
* Double attack, Mixed and Cut-in will vary damage outputs.
+
* Double attack, Mixed and Cut-in will vary damage outputs.
* Typically put Double attack (with Radar) or Mixed (AP) on the ship you want to MVP.
+
* Typically put Double attack (with Radar) or Mixed (AP) on the ship you want to MVP.
 
* Cut-in setup can be good for supporting ships as it helps boost accuracy and damage slightly but does not have chance for high amounts of damage like the other modes.
 
* Cut-in setup can be good for supporting ships as it helps boost accuracy and damage slightly but does not have chance for high amounts of damage like the other modes.
  
 
==== Carrier Equipment Configuration ====
 
==== Carrier Equipment Configuration ====
* Torpedo bombers tend to do more damage on average. Dive bombers have more consistent damage.
+
* Torpedo bombers tend to do more damage on average. Dive bombers have more consistent damage.
 
* Both contribute similar amounts to shelling damage (Dive bomb stat adds +2 firepower and Torpedo stat adds 1.5 firepower).
 
* Both contribute similar amounts to shelling damage (Dive bomb stat adds +2 firepower and Torpedo stat adds 1.5 firepower).
 
* You can place torpedo bombers on a carrier you want to MVP, and weaker or less bombers on other carriers.
 
* You can place torpedo bombers on a carrier you want to MVP, and weaker or less bombers on other carriers.
* A Saiun on any carrier avoids getting T crossed (both sides do much less damage). It is often useful to help you achieve consistent results.
+
* A Saiun on any carrier avoids getting T crossed (both sides do much less damage). It is often useful to help you achieve consistent results.
 
===Formation===
 
===Formation===
 
* [[Combat#Formation_Modifiers|Formations]] can help you achieve the best results. Double line reduces firepower but can help if you are having issues with accuracy (Carriers tend to be less accurate in shelling).
 
* [[Combat#Formation_Modifiers|Formations]] can help you achieve the best results. Double line reduces firepower but can help if you are having issues with accuracy (Carriers tend to be less accurate in shelling).

Revision as of 15:43, 6 January 2015

This article is missing some information.
You can help by adopting it and adding the missing information.
This article is open for adoption.


This is a guide to leveling your ship girls effectively through sorties. Experience (XP) increases the level of ships, which leads to increases stats of Evasion, LOS, and ASW, as well as passive accuracy increases. Leveling ships can also unlock remodels at higher levels.


Suggested places to level:

  • 1-5: [Base XP: 150, Node(s): 3] Lower level Admirals who haven't cleared 2-4 yet. Good place to level DD/CL early on.
  • 2-4A: [Base XP: 300, Node(s): 1] Typically used for admirals that have not cleared 2-4 yet.
  • 3-2A: [Base XP: 320, Node(s): 1] Often the default place to level. Features decent xp gain and very easy enemies.  Is very versatile and can be used to level all types of ships. A good goal for newer admirals is to clear 2-4 to unlock the path to 3-2 for easy leveling and preparations for events and following maps.
  • 4-1: [Base XP: 310, Node(s): 1~2]
  • 4-3: [Base XP: 330, Node(s): 3] A more challenging place to level. The main focus is to level a specific ship with ASW capabilities (DD, CL) at a fast pace by placing as flagship and achieving MVP.
  • 5-2: [Base XP: 380, Node(s): 3~4]
  • 5-3: [Base XP: 400, Node(s): 1] For submarines. Will increase sortie losses.
  • 5-4A: [Base XP: 420, Node(s): 1] A good way to level up the expensive Yamato class. 2 CV/L goes to easier node and SS can be used to tank most of enemy fire.
  • 5-4: [Base XP: 420, Node(s): 3] A relatively easy map in comparison to base XP.  Can be cleared for both HQ xp and Ship xp.  

For editors: Place data in following collapsable form first and we can add to tabbed form later.

1-5: [Base XP: 150, Node(s): 3]



2-4A: [Base XP: 300, Node(s): 1]

3-2A: [Base XP: 320, Node(s): 1]:

Overview:


4-1: [Base XP: 310, Node(s): 1~2]:



4-3: [Base XP: 330, Node(s): 2~3]:



5-2: [Base XP: 380, Node(s): 3~4]:



5-3: [Base XP: 400, Node(s): 1]:




5-4A: [Base XP: 420, Node(s): 1]:



5-4: [Base XP: 420, Node(s): 3]:




Place in table later after more complete:

Overview:

A relatively easy map.

Suggested Composition: 4+ DD/CL (Other classes can be included as well)

Equipment: Focus on ASW equipment such as sonars and depth charges as you will only face SS.

Guide:

  • The first three nodes are relatively easy and it is recommended that you end after 3 nodes. Use formation Line Abreast.
  • 4 or less ships will head to C; more than that will head to D.
  • The boss node can be reached if you use a composition of 4 ships composing of: 1 CVL or AV, 2 or less CL, DD. A BBV can also be added for an additional shelling phase)

Tips:

  • All the non dead end nodes are composed of SS.
  • F and G are dead end nodes that have strong enemy ships.
  • Use the formation Line Abreast as this is the strongest ASW formation. (Requires a minimum of 4 ships)
  • Third node has the possibility to drop SS with S rank.
  • Going to boss node allows more chances to drop SS. However this also gives a lot of HQ xp, which can make it difficult later as events often increase in difficulty.

Pros: Easy, and simple to unlock Cons: Low Base XP

Notes: Increases in difficulty at HQ levels 40 and 80 with higher chance to get SS as drop. Map overview. First node switches to Elite SS after level 80 which makes the map more difficult after that point.

General Tips

  • Maps have a base XP, which is typically the same for all nodes. Higher base XP maps can be faster leveling and/or more resource efficient.
  • Leveling speed, cycling ships
  • Resource cost: Submarines, Destroyers and Light Cruisers have relatively low consumption.
  • Modernization: Improves the primary four stats of your ships. AA tends to be difficult to modernize but also the least effective for farming xp. Firepower and shields can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.
  • For more experienced Admirals that do not need ships drops, leveling speed can also be increased by sortieing with maxed out ship slots so that you do not waste time getting new ships.
  • Using spare level 1 ship drops can help reduce the cost of sorties. This is usually used with the objective of focusing XP on a single ship as it takes other slots away from being able to gain XP. When the ship is heavily damaged or runs out of supplies (fuel/ammo), they can be used as modernization fodder or scrapped. Examples:
    • Spare BB can be used (e.g Map 3-2A) to grant double shelling without having to resupply them.
    • BB/CV + spare ships can be used in 2-4

Other notes and tricks

Submarines as tanks

Submarines draw fire from all ships that can target it (DD, CL) This helps to prevent damage to other ships and lowers your repair costs as submarines have very low repair costs. Early on, submarines can be obtained through construction or on the map 1-5. They have low sortie costs.

Sinking

Avoid sinking ships by ending sorties if a ship is heavily damaged. Do not deploy ships that are heavily damaged. Ships entering a new node at Medium damage will not sink, having flagship heavily damaged during sortie will force your fleet return to base and needs immediate repair/change to continue.

XP Mechanics

  • Flagship gives 50% extra XP.
  • MVP gives double XP. Can be combined with Flagship bonus for total of 3x bonus.
  • MVP is awarded to the ship that does the most total damage with ties going to ship in highest slot.
  • S rank gives 20% extra xp; C/D- ranks have XP penalty
  • Placing a ship at flagship and achieving MVP grants the most XP. This is useful for quickly leveling up a single ship or focusing XP on more resource expensive ships to reduce the resource costs of leveling it up.
  • Night battle can increase rank and resulting XP. This is recommended for losing ranks (C-) but not for winning ranks (B+). Night battles increase fatigue and cost 1 bar of ammo. An exception can be when you want to give your flagship another chance to get MVP.

Morale considerations

Morale affects ship performance like accuracy and evasion which can affect rank and help influence MVP -CVL premptive strike is not influenced by morale

Difference between HQ XP and Ship XP

  • HQ XP and ship XP are different things.  
  • HQ XP increases the most when you achieve victory at a boss node.  
  • Earlier on, It can help to try to reduce HQ XP gain as certain maps like event maps can get more difficult at certain HQ tiers. 
  • More details on the topic can be found on the Experience and Rankings page. 

Artillery Spotting

  • Artillery spotting helps increase the chances of doing damage and the amount of damage done.
  • Achieve air superiority an air phase to utilize it.
  • Double attack, Mixed and Cut-in will vary damage outputs.
  • Typically put Double attack (with Radar) or Mixed (AP) on the ship you want to MVP.
  • Cut-in setup can be good for supporting ships as it helps boost accuracy and damage slightly but does not have chance for high amounts of damage like the other modes.

Carrier Equipment Configuration

  • Torpedo bombers tend to do more damage on average. Dive bombers have more consistent damage.
  • Both contribute similar amounts to shelling damage (Dive bomb stat adds +2 firepower and Torpedo stat adds 1.5 firepower).
  • You can place torpedo bombers on a carrier you want to MVP, and weaker or less bombers on other carriers.
  • A Saiun on any carrier avoids getting T crossed (both sides do much less damage). It is often useful to help you achieve consistent results.

Formation

  • Formations can help you achieve the best results. Double line reduces firepower but can help if you are having issues with accuracy (Carriers tend to be less accurate in shelling).
  • Formations can also be used to help influence damage and be used to help certain ships be more likely to achieve MVP.

Range

Range determines which ships attack first. This can be influenced by the range of equipment such as SCAMP and secondary guns. Increasing the range can help influence which ships have a better chance of MVP.

Sortie for loss

  • For a non-critically damaged ship close to level, it is possible to solo a node at 5-5 for D rank of 945 XP and also unlocks damaged art if not already unlocked.
  • 5-3 can be used for low level SS (80% to SS node for quick D rank XP)
  • This will reduce your sortie win ratio, which can effect your event participation eligibility. (Try to maintain ~85% win rate to be safe)

Links to other Guides

Other ways to level

  • PvP - can give high amounts of XP with no need to repair and low HQ xp gained.
    • Only refreshes twice a day for a maximum of 10 opponents per day.
    • Targeted admiral might change his fleet composition while you are initiating attack.
    • Different ship types may appear with various base XP gain depending on battle rank achievement and total level of 2 first ships on your opponent fleet.
  • Expeditions - Can be a source of xp for lower level ships.
    • Expeditions 22, 23 focus on xp instead of resources, but these specific expeditions are not recommended in general as they are very slow and resource inefficient as well as taking away the use of a fleet in gathering resources.
    • Sparkling can help achieve Great Sucess, which doubles the XP gain
      • It can be useful to combine leveling with sparkling to help increase your resources.