Difference between revisions of "Combat"

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For detailed explanations on specific mechanics, see their respective pages:
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{{CombatPortal}}
*[[Aerial Combat]]
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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.
*[[Artillery Spotting]]
 
  
==Combat Stages==
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=Combat Phases=
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.
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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.
*[[Combined Fleet]] uses a modified combat order.
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*''See [[Node]]s for more details.
*For Air Battle Only nodes (1-6 and certain event map nodes; may be a single-fleet or [[Combined Fleet]]), there is no Opening Torpedo Salvo, and [[#Day_Combat|Day Combat]] is completely replaced by a second round of Aerial Combat.
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*Using a [[Combined Fleet]] will also affect the phases, especially during the shelling.
:*Thus ships that cannot participate in Aerial Combat cannot attack. They can still perform Anti-Air Defense, as usual.
 
  
{| class="wikitable"
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The combat phases are made out of:
 +
{|class="wikitable"
 +
!colspan=3|☀ [[Day Battle]]
 +
!rowspan=2|{{NBPower}} [[Night Battle]]
 
|-
 
|-
! scope="col" style="width:150px; text-align:center;" |Stage
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!rowspan=2|{{LOS}}<br>[[Detection]]
! scope="col" style="width:650px; text-align:center;" |Notes
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!{{Aircraft}} [[Aerial Combat]]
 +
!{{Firepower}} Surface 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 firepower, hit rate, and defense.<br/> This step is skipped if you have 3 or fewer ships.
 
|-
 
|[[#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 (and will result in your Air Superiority value treated as 0).<br/> If no message is shown, it is treated as a failure.
 
|-
 
|[[#Jet Assaults|Jet Assault]]
 
|[[:Category:Armored Carriers|CVBs]] armed with Jet planes will launch a Jet Raid attack where Jets will attack enemy units. If enemy units also uses jets, they will eliminate each other in the same way fighters do and are also subjected the enemy AA fire. Once completed, they will then attempt to damage enemy units and then any remaining Jets will return to partake in the [[Aerial Combat]].
 
|-
 
|[[#Aerial_Combat|Aerial Combat]]
 
|Participants: [[:Category:Light Carriers|CVLs]] and [[:Category:Standard Carriers|CVs]] equipped with fighter or bomber planes; [[:Category:Aviation Battleships|BBVs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Seaplane Tenders|AVs]], and [[:Category:Submarines|SSVs]] equipped with seaplane bombers; some enemy-specific ship classes <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]]. <br/>All ships capable of launching attack or bomber planes will launch them in this stage (unless Detection is failed), regardless of current HP status.<br/> This step is skipped if there is no eligible participant.
 
|-
 
|[[#Opening_Stages|Opening Stages]]
 
 
|
 
|
;Expedition Supporting Fire
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#LBAS's [[Jet Assault]]
Supporting Fire from Sortie [[Expedition#Support_Expeditions|Support Expeditions]]. This has an aspect of randomness and may not trigger.
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#Fleet's [[Jet Assault]]
 
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#[[LBAS|Land-Based Aerial Support]]
;[[Combat#Anti-Sub_Warfare|Preemptive ASW attack]]
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#[[Air Power|Stage 1 - Battle for Air Superiority]]
Participants:
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#[[Anti-Air|Stage 2 - Fleet Anti-Air Defense]]
*[[Isuzu|Isuzu Kai Ni]]
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#[[Airstrike|Stage 3 - Airstrike]]
*Any [[:Category:Light Cruisers|CLs]] (including CLTs and Training Cruisers) or [[:Category:Destroyers|DDs]] with displayed ASW value of 100 or more '''and''' a Sonar equipped
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|
*Any [[:Category:Destroyer Escorts|DEs]] with displayed ASW value of 60 or more '''and''' a Sonar equipped
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#[[Engagement]]
*[[Kasuga Maru|Taiyou]] with a total ASW value of 65 or more '''and''' either [[Type 97 Torpedo Bomber (931 Air Group)]] or [[Tenzan (931 Air Group)]] equipped
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#[[Support Expedition]]
:*Taiyou Kai and Kai Ni require '''any''' carrier based bomber with an ASW stat, as opposed to the 931 Air Group planes specifically
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#[[Battle Opening]]s
The attacks are done in order of range, and all qualified participants will perform the attack.
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#[[Shelling|1st Shelling Phase]]
 
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#[[Day Battle#Second Shelling Phase|2nd Shelling Phase]]
;Opening Torpedo Salvo
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#[[Closing Torpedo Salvo]]
Participants:
 
*[[:Category:Submarines|SS]] over level 10
 
*Ships equipped with {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]]  
 
:*All [[:Category:Torpedo Cruisers|Torpedo Cruisers]]
 
:*All [[:Category:Submarines|SS]]
 
:*Some [[:Category:Seaplane Tenders|AV]] ([[Chitose]], [[Chiyoda]], [[Mizuho]])
 
:*Some [[:Category:Light Cruisers|CLs]] (currently only [[Abukuma|Abukuma Kai Ni]])
 
*[[Battleship Re-Class#Elite|Battleship Re-Class Elite]]
 
*[[Seaplane Tender Princess]]
 
*[[Destroyer Water Demon]] (on final form). <br/>All participants fire their torpedoes simultaneously. <br/>Unlike Closing Torpedo Salvo, a ship can launch a torpedo in this stage even when current HP is less than or equal to 50% of Max HP.
 
 
 
;Engagement Form
 
The orientation of the allied and enemy fleets is displayed. The engagement form affects both fleets equally.
 
|-
 
|[[#Day_Combat|Day Combat]]
 
 
|
 
|
;Shelling, 1st Round (Range Order)
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#[[Friendly Fleet]] (event only)
Participants: All ships except:
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#[[Support Expedition]]*
* [[:Category:Submarines|SS]] and SSVs
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#[[Night Battle#Night Contact and Spotting|Night Contact and Spotting]]
* [[:Category:Light Carriers|CVLs]], [[:Category:Standard Carriers|CVs]], [[:Category:Armored Carriers|CVBs]] not carrying any bombers
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#[[Night Battle#Night Shelling Phase|Night Shelling Phase]]
* [[Hayasui#Upgrade|Hayasui Kai]] if she is equipped with any {{BluePlane}} torpedo bombers and all are shot down
 
* Basic [[Transport Ship Wa-Class]]. <br/>
 
Firing order alternates between allied and enemy sides, starting with allied.
 
*Ships with longer range have priority; ships on the same side tied in range will break ties randomly and assigned order within that side.
 
*The firing order is set as Allied Order #1 → Enemy Order #1 → Allied Order #2 → ….
 
:*Only ships qualified as participants are put in the firing order.
 
:*Ships sunk or incapacitated before their turn is simply removed from the firing order.
 
:*CVLs, CVs, and Hayasui Kai become unable to attack at moderate damage (中破). CVBs become unable to attack at heavy damage (大破).
 
 
 
;Shelling, 2nd Round (Lineup Order)
 
*'''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) that acts like a BB/BBV.'''
 
:*For example, {{nihongo|[[Destroyer Princess]]|駆逐棲姫}} does not, while {{nihongo|[[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.
 
Participants: Same criteria as 1st round. <br/> Firing order is set at start of this round by alternating ships on each side that are normally capable of attacking during shelling rounds.
 
*Ships higher in lineup have priority.
 
:*Only ships qualifying as Participant will be put in the lineup. For example, allied flagship is a CVL that is not carrying a bomber; 2nd round shelling would begin with the allied ship in the 2nd slot in the lineup (if it's capable of attacking).
 
*The firing order is set as Allied Lineup #1 → Enemy Lineup #1 → Allied Lineup #2 → …
 
:*The firing order is set at the start of the round; ships sunk or incapacitated before their turn is simply removed from the firing order.
 
 
 
 
 
;Closing Torpedo Salvo
 
Participants: Requires current HP > 50% of Max HP, Base Torpedo Value > 0 and being one of the following classes:
 
*[[:Category:Destroyers|DDs]]
 
*[[:Category:Light Cruisers|CLs]] and Training Cruisers ([[Katori]], [[Kashima]])
 
*[[:Category:Torpedo Cruisers|CLTs]]
 
*[[:Category:Heavy Cruisers|CAs]]
 
*[[:Category:Aviation Cruisers|CAVs]]
 
*Some [[:Category:Seaplane Tenders|AVs]] ([[Chitose]], [[Chiyoda]], [[Mizuho]])
 
*[[:Category:Submarines|SS]]
 
*[[Bismarck#Third Upgrade|Bismarck drei]] and [[Gangut#Third Upgrade|Gangut Dva]]
 
*[[Battleship Re-Class]]
 
*[[Escort Fortress]] and [[Floating Fortress]]
 
*Some 鬼 ''Oni''/Ogress, 姫 ''Hime/''Princess
 
 
 
Like the opening torpedo salvo, all participants attack simultaneously.
 
*Note that certain ships (Ooyodo, Maruyu, base Chitose, base Chiyoda) have initial innate torpedo value of 0; without modernization they cannot participate in closing torpedo salvo.
 
:*Chitose and Chiyoda cannot increase their torpedo stat without remodeling. However, they can launch torpedoes during Opening Torpedo Salvo if equipped with [[Type A Ko-hyoteki]].
 
|-
 
| [[#Night_Combat|Night Combat]]
 
| Participants: All ships except:
 
* All ships with current HP <= 25% of Max HP
 
*[[:Category:Light Carriers|CVLs]], [[:Category:Standard Carriers|CVs]], and [[:Category:Armored Carriers|CVBs]] (except [[Graf Zeppelin]], [[Standard Carrier Wo-Class]] (Flagship or higher), and [[Light Carrier Nu-Class]] (flagship or higher).
 
*[[Transport Ship Wa-Class]].
 
 
 
The first slot allied ship attacks, then the first slot enemy ship attacks, and so on. If a ship is sunk or critically damaged, the game will skip its turn.
 
*The order differs from 2nd Shelling Round in that it does not "skip" ships already sunk prior to the start of the round.
 
 
|}
 
|}
 
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==
With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship firepower and hit rate.
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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'''.
*Combined fleet uses a different set of formations unless it is a night battle only node. Click [[Combined Fleet#Fleet Formations|here]] for details.
+
* 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.
===Formation Modifier===
+
* Enemy fleets do not have these restrictions. Enemy fleets in Diamond formation with fewer than 4 ships lack formation graphics on the battle screen.
{| class="wikitable"
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Combined Fleets have special [[Combined Formation|formations]] that differ from the standard single fleet ones.
|-
 
! scope="col" style="text-align:center; width:310px;" |Formation
 
! scope="col" style="text-align:center; width:69px;" |Formation Icon
 
! scope="col" style="text-align:center; width:64px;" |Surface Firepower Modifier
 
! scope="col" style="text-align:center; width:64px;" |Anti-sub Power Modifier
 
! 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). Currently the hit rates only apply on nodes starting with night battle (eg. [[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''|}}
 
| <center>{{LineAhead}}</center>
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Medium
 
| style="text-align:center;" |High
 
| style="text-align:center;" |High
 
| style="text-align:center;" |Low
 
|-
 
| Double Line<br />{{Nihongo|複縦陣|''Fukujuu-jin''|}}
 
| <center>{{DoubleLine}}</center>
 
| style="text-align:center;" |80%
 
| style="text-align:center;" |80%
 
| style="text-align:center;" |120%
 
| 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.''
 
</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;" |120%
 
| style="text-align:center;" |160%
 
| style="text-align:center;" |Medium
 
| style="text-align:center;" |Very Low
 
| style="text-align:center;" |Very Low
 
| 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;" |100%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Medium
 
| style="text-align:center;" |Low
 
| style="text-align:center;" |Low
 
| 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;" |130%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |High
 
| style="text-align:center;" |Very Low
 
| style="text-align:center;" |Medium
 
| style="text-align:center;" |Medium
 
|}
 
*The surface firepower 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.
 
 
 
==Jet Assaults==
 
Players who arm thier Jet planes they obtain from the Jet Plane update from the December 9th,2016 Update to thier Armored Carriers will be able to conduct an phase known as the Jet Raid Phase where your Armored Carriers will launch thier Jets first into battle. During this phase, the following will happen:
 
 
 
*Jets will launch attack enemy units
 
*Jets will attempt to eliminate other enemy jets present in battle if any are present (Using AA combat mechanics similar to that found on the [[Aerial Combat]] Mechanics page).
 
*Jets will become subjected to being shot down by enemy fire during this phase.
 
 
 
Once they complete this phase, any remaining Jets will return again to assist in the [[Aerial Combat]] phase.
 
 
 
==Aerial Combat==
 
''Split into [[Aerial Combat|a separate page]] due to its length.''
 
 
 
==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.
 
:*Ships capable of firing in this phase will launch torpedo even if suffering moderate / heavy damage (which prevents launching torpedo during Closing Torpedo phase).
 
:*Opening torpedoes will prioritize targeting ships that can be damaged by them. If no such target exists, the torpedo will launch but always miss.
 
*The Opening stages finish with the display of the Engagement form and the formation of the two fleets.
 
 
 
===Engagement Form Modifier===
 
{| class="wikitable"
 
|-
 
! scope="col" style="text-align:center; width:200px;" |Form
 
! scope="col" style="text-align:center; width:100px;" |Firepower 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%
 
|}
 
* All engagement forms '''affect both sides equally''', including crossing the T (<span style="color:green">Advantage</span> or <span style="color:red">Disadvantage</span>).
 
* Regular night battle and aerial combat are not affected by engagement forms. Nodes starting with Night Combat, however, do take engagement forms into consideration (despite it not being displayed).
 
*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==
+
{|class="wikitable" style="text-align:center"
Day combat is split into 2~3 phases: 1st Shelling, 2nd Shelling (if applicable), Closing Torpedo
+
!rowspan=2 colspan=2|Formation
{| class="wikitable"
+
!colspan=3|Shelling
|-
+
!colspan=3|Torpedo
! scope="col" style="text-align:center;" |Phase
+
!colspan=3|Anti-Submarine
! scope="col" colspan="2" style="text-align:center;" |Ship Class/Armaments
+
!colspan=3|[[Night Battle]]
! scope="col" style="text-align:center;" |Notes
+
!rowspan=2|AA
|-
+
!rowspan=2|[[Flagship Protection]]
| rowspan="8" style="text-align:center;" |'''1st Shelling Phase'''<br>(Range Order)
+
!rowspan=2|Notes
| colspan="3" style="text-align:center;" |
 
At the start of the 1st shelling phase, the firing order is fixed as ''Allied Ship with longest Range'' → ''Enemy Ship with longest Range'' → ''Allied Ship with second-longest Range'' → …<br>
 
Ships with the same range have their order randomly decided<br>
 
Ships rendered unable to attack are included in the firing order but does nothing for its turn<br>
 
[[:Category:Submarines|SS]] and SSVs never act during this phase (with few exceptions)
 
|-
 
| style="text-align:center;" |Carrier Attacks
 
|[[:Category:Light Carriers|CVLs]]<br>[[:Category:Standard Carriers|CVs]]<br>[[:Category:Armored Carriers|CVBs]]<br>[[Hayasui#Upgrade|Hayasui Kai]] (if equipped with {{BluePlane}})
 
|
 
Must be equipped with either {{RedPlane}} or {{BluePlane}} to attack<br>
 
Cannot attack if all {{RedPlane}} or {{BluePlane}} shot down during aerial combat<br>
 
Cannot attack if suffering moderate damage (中破) or heavy damage (大破) (CVBs can still attack during moderate damage)<br>
 
Cannot attack installation-type abyssal ships if any {{RedPlane}} is equipped
 
|-
 
| style="text-align:center;" |Regarding Seaplane Bombers
 
|
 
[[:Category:Aviation Cruisers|CAVs]], [[:Category:Aviation Battleships|BBVs]], and [[:Category:Seaplane Tenders|AVs]]<br>
 
[[Hayasui#Upgrade|Hayasui Kai]] (if '''not''' equipped with {{BluePlane}})
 
|
 
Cannot utilize seaplane bombers (shelling attack is based on own firepower), unless performing anti-submarine warfare (see below)<br>
 
Can perform ASW even if suffering moderate damage (中破) or heavy damage (大破), unlike [[:Category:Light Carriers|CVLs]].
 
|-
 
| rowspan="4" style="text-align:center;" |Anti-Submarine Warfare (ASW)
 
|
 
[[:Category:Destroyers|DDs]], [[:Category:Light Cruisers|CLs]], [[Katori]], [[Kashima]], and [[:Category:Torpedo Cruisers|CLTs]]<br>
 
[[Hayasui#Upgrade|Hayasui Kai]] (if '''not''' equipped with either {{BluePlane}} or seaplane bomber)
 
|
 
If enemy submarines are present, depth charges will be dropped instead of normal shelling attacks<br>
 
If enemy has both surface ships and submarines, ASW attacks will be prioritized<br>
 
If innate ASW value is 0, ASW attacks will not be carried out and regular shelling attacks will take place
 
|-
 
|
 
[[:Category:Aviation Cruisers|CAVs]], [[:Category:Aviation Battleships|BBVs]], [[:Category:Seaplane Tenders|AVs]]<br>
 
Amphibious Assault Ship (Currently [[Akitsu Maru]] only)<br>
 
[[Hayasui#Upgrade|Hayasui Kai]] (if seaplane bomber equipped but '''not''' {{BluePlane}})<br>
 
[[Battleship Re-Class]], [[Floating Fortress]] and [[Escort Fortress]]<br>
 
Certain enemy bosses (鬼 Oni/Ogress, 姫 Hime/Princess)<br>
 
|
 
If enemy submarines are present '''and''' the ship is equipped with either seaplane bomber, [[Ka-type Observation Autogyro|Autogyro]], or [[Type 3 Spotter/Liaison (ASW)|ASW Liaison]], ASW attacks (via plane dropping depth charges) will be carried out instead of normal shelling attacks<br>
 
If enemy has both surface ships and submarines, ASW attacks will be prioritized<br>
 
If all planes capable of ASW are shot down, ASW attacks will not be carried out and regular shelling attacks will take place
 
 
|-
 
|-
|[[Hayasui#Upgrade|Hayasui Kai]] (if equipped with {{BluePlane}}) and [[:Category:Light Carriers|CVLs]]
+
!Damage!!Accuracy!!Evasion
|
+
!Damage!!Accuracy!!Evasion
If enemy submarines are present '''and''' the ship is equipped with {{BluePlane}} or {{RedPlane}}, ASW attacks (via plane dropping depth charges) will be carried out instead of normal shelling attacks<br>
+
!Damage!!Accuracy!!Evasion
If enemy has both surface ships and submarines, ASW attacks will be prioritized<br>
+
!Damage!!Accuracy<ref>Measured and corroborated with Vita values.</ref>!!Evasion
*ASW attacks will not be carried out if only [[Ka-type Observation Autogyro|Autogyro]], or [[Type 3 Spotter/Liaison (ASW)|ASW Liaison]] is equipped
 
:*That is, {{BluePlane}} or {{RedPlane} must be equipped.
 
*Cannot attack if suffering moderate damage (中破) or heavy damage (大破)
 
*Enemy [[Light Carrier Nu-Class]] only performs ASW at Flagship or higher status
 
 
|-
 
|-
 +
|width=140px|Line Ahead<br>{{Nihongo|単縦陣|''Tanjuu-jin''}}
 +
|{{LineAhead}}
 +
|style="color:red"|'''100%'''
 +
|100%
 +
|100%
 +
|style="color:red"|'''100%'''
 +
|style="color:red"|'''100%'''
 +
|100%
 +
|60%
 +
|100%
 +
|100%
 +
|100%
 +
|style="color:red"|'''100%'''
 +
|100%
 +
|100%
 +
|45%
 
|
 
|
[[:Category:Battleships|BBs]], [[:Category:Heavy Cruisers|CAs]], [[:Category:Standard Carriers|CVs]], [[:Category:Armored Carriers|CVBs]], [[:Category:Submarines|SS]] and SSVs
 
|No ASW attacks will be carried out, regardless of equipment setup.
 
 
|-
 
|-
| colspan="2" style="text-align:center;" |Regarding Range
+
|Double Line<br>{{Nihongo|複縦陣|''Fukujuu-jin''}}
 +
|{{DoubleLine}}
 +
|80%
 +
|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%
 +
|80%
 +
|80%
 +
|100%
 +
|80%
 +
|style="color:red"|'''120%'''
 +
|100%
 +
|100%
 +
|90%
 +
|100%
 +
|120%
 +
|60%
 
|
 
|
In order: Very Long → Long → Medium → Short → Very Short<br>
 
Some equipments can extend the range of a ship, but in no cases will a ship's range decrease due to equipment.<br>
 
Attacks from carriers are also affected by range, thus by equipping a secondary gun, it is possible to render carrier attacks earlier in the round
 
|-
 
| style="text-align:center;" |'''2st Shelling Phase'''<br>(Lineup Order)
 
| colspan="3" |
 
Only takes place when any of the following ships is present (in either side): [[:Category:Battleships|BBs]], [[:Category:Aviation Battleships|BBVs]], or the enemy has one of the special ship classes (鬼 Oni/Ogress, 姫 Hime/Princess) that acts like a BB/BBV.<br>
 
Will take place even if all ships that would enable the 2nd shelling phase are sunk by the end of the 1st shelling round.<br>
 
At the start of the 2nd shelling round, excluding ships that cannot participate at all (including sunk ships), the firing order is set to ''Allied Lineup #1'' → ''Enemy Lineup #1'' → ''Allied Lineup #2'' → ….<br>
 
Ship that could attack at the start of the 2nd shelling round but rendered unable to attack before its turn loses it turn.<br>
 
Certain ships that would otherwise be able to attack but incapacitated (such as CV/CVLs suffering moderate damage or worse) are listed in the firing order but have their respective turns skipped.
 
 
|-
 
|-
|style="text-align:center;" |'''Closing Torpedo Salvo'''<br>(Simultaneous)
+
|Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}}
|Torpedo attacks
+
|{{Diamond}}
 +
|70%
 +
|100%
 +
|110%
 +
|70%
 +
|40%
 +
|110%
 +
|120%
 +
|100%
 +
|100%
 +
|100%
 +
|70%
 +
|100%
 +
|style="color:red"|'''160%'''
 +
|style="color:red"|'''75%'''
 
|
 
|
*[[:Category:Destroyers|DDs]]
 
*[[:Category:Light Cruisers|CLs]] and Training Cruisers ([[Katori]], [[Kashima]])
 
*[[:Category:Torpedo Cruisers|CLTs]]
 
*[[:Category:Heavy Cruisers|CAs]]
 
*[[:Category:Aviation Cruisers|CAVs]]
 
*Some [[:Category:Seaplane Tenders|AVs]] ([[Chitose]], [[Chiyoda]], [[Mizuho]])
 
*[[:Category:Submarines|SS]] and SSV
 
*[[Bismarck#Third Upgrade|Bismarck drei]]
 
*[[Battleship Re-Class]]
 
*[[Escort Fortress]] and [[Floating Fortress]]
 
*Some 鬼 ''Oni''/Ogress, 姫 ''Hime/''Princess
 
|
 
Requires Current HP > 50% of Max HP (i.e. not in moderate or heavy damage).<br>
 
Closing torpedo salvo can be launched even if no torpedoes are equipped.<br>
 
Ships that are either installation (example: [[Airfield Princess]]) or submerged (example: submarines) will not be the target of these attacks.<br>
 
If enemy has only submarines which have been moderately damaged or worse, the phase still occurs, but no torpedoes will be launched.
 
*Chitose and Chiyoda cannot participate in this phase if they're not remodeled.
 
*If a ship has innate torpedo value of 0, it cannot participate in this phase even if it otherwise would be able to. In this case, increasing its innate value either by Leveling Up and/or modernization will enable it to participate.
 
*In other words, any ship can participate in this phase if its innate torpedo value is 1 or higher.
 
|}
 
 
==Night Combat==
 
*Night battle power 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 be heavily damaged (red) in order to attack in night battle.
 
*Certain combination 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.
 
*Damage against submarines is greatly reduced during regular Night Battles (to scratch damage).
 
*Formation power modifiers do not apply in Night Battle (always 100% for regular shelling).
 
:*For nodes which initially begin at night, or in [[Combined Fleet]] situations, Formation anti-sub power modifiers apply, and subs may be damaged as though it was day.
 
::*Engagement Forms are not explicitly shown in Night Battle nodes, but the modifier will apply.
 
*The animation for ships equipped with 2 different torpedoes may be different but the power output is still the same.
 
:*E.g. A [[Prototype FaT Type 95 Oxygen Torpedo Kai]] + [[61cm Quint (Oxygen) Torpedo Mount]] will show a cut-in animation of FaT+Quint+Quint and if equipped the other way around, Quint+FaT+FaT, both animations produce the same power output.
 
 
==Damage Calculations==
 
===Main Formula===
 
{| class="wikitable"
 
|-
 
! colspan="2" style="text-align:center;" |Pre-Cap Attack Power = [[#Base_Attack_Power|Base Attack Power]] + Night Spotting Bonus
 
|-
 
! colspan="2" style="text-align:center;" |Attack Power Before Cap = [Pre-Cap Attack Power × [[#Pre-Cap_Modifiers|Pre-Cap Modifiers]] + [[#Light Cruiser Fitted Gun Bonus|Light Cruiser Fitted Gun Bonus]]]
 
|-
 
! rowspan="2" style="text-align:center;" |Cap-Adjusted Attack Power =
 
! style=text-align:center;" | Attack Power Before Cap, if it is less or equal to the [[#Attack Power Cap|Attack Power Cap]]
 
|-
 
! style=text-align:center;" | [[#Attack Power Cap|Attack Power Cap]] + √(Attack Power Before Cap - [[#Attack Power Cap|Attack Power Cap]]), if Attack Power Before Cap is over the [[#Attack Power Cap|Attack Power Cap]]
 
|-
 
! colspan="2" style="text-align:center;" |Effective Armor = Enemy Armor × 0.7 + Random(0 ~ Enemy Armor -1) × 0.6
 
|-
 
! colspan="2" style="text-align:center;" |Final Attack Power = [Cap-Adjusted Attack Power × [[#Critical_Modifier|Critical Modifier]]] × [[#Post-Cap_Modifiers|Post-Cap Modifiers]]
 
|-
 
! colspan="2" style="text-align:center;" |Damage = (Final Attack Power - Effective Armor) × [[#Remaining_Ammo_Modifier|Remaining Ammo Modifier]]
 
|-
 
| colspan="2" | Notes:
 
 
*The game rounds off values at 2 places in the calculation: after pre-cap modifier and after the critical modifier. They are marked by square brackets in the above calculations.
 
*''If Damage is less than 1, the attack deals '''scratch damage''' instead, which is 6-14% of target's current HP, rounded down (can be 0).''
 
*For all intents and purposes, enemy armor is effectively a random number between 0.7 and 1.3 of its nominal value
 
*''This formula is under constant review and updated accordingly if there are any inconsistencies or mistakes.''
 
*Night Spotting Bonus: +5 if [[Type 98 Recon Seaplane (Night Scout)]] activates.
 
|}
 
 
===<u>Base Attack Power</u>===
 
{| class="wikitable"
 
 
|-
 
|-
! scope="col" style="text-align:center; width:199px;" |Type
+
|rowspan=2|Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}}
! scope="col" style="text-align:center; width:530px;" |Base Attack Power
+
|rowspan=2|{{Echelon}}
! scope="col" style="text-align:center; width:260px;" |Notes
+
|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
 
|-
 
|-
|Opening Air Strike
+
|60%
|Modifier × ((Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25)
+
|120%
|Number of planes is post anti-bomber combat and fleet anti-air defense<br/> Modifier is 1.0 for dive bombers, either 0.8 or 1.5 (50% chance for either) for torpedo bombers
+
|60%
*Calculated per slot.
+
|100%
 +
|80%
 +
|110%
 +
|Single vs Combined fleet battles (either way)<ref>https://github.com/Tibowl/KCBugTracker/issues/24#issuecomment-872108225</ref>  
 
|-
 
|-
|Shelling (Carriers)
+
|Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}}
| {[Firepower + Torpedo + Effective Bonus (Shelling) + (Dive Bomb × 1.3)] × 1.5} + 55
+
|{{LineAbreast}}
|This is also the formula for Land-Based Abyssal ships during shelling rounds. (Uses the standard Night Battle formula at night.)
+
|60%
|-
+
|style="color:red"|'''120%'''
|Shelling (Others)
+
|130%
|Firepower + Effective Bonus (Shelling) + 5
+
|60%
 +
|30%
 +
|style="color:red"|'''140%'''
 +
|style="color:red"|'''130%'''
 +
|style="color:red"|'''120%'''
 +
|110%
 +
|100%
 +
|80%
 +
|120%
 +
|100%
 +
|60%
 
|
 
|
 
|-
 
|-
|Torpedo
+
|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''}}
|Torpedo + Effective Bonus (Torpedo) + 5
+
|rowspan=2|{{Vanguard}}
|Applies to both Opening and Closing Torpedo Salvo.
+
|50%
*Closing torpedo salvo will not be performed if innate Torpedo is 0 even if the ship is of a class that normally can.
+
|80%<ref>https://twitter.com/Divinity_123/status/1452289616866947081</ref>
|-
+
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
|Anti-sub warfare
+
|style="color:red"|'''100%'''
|√(Base Ship ASW) × 2 + Equipment ASW × 1.5 + Effective Bonus (ASW) + Ship Class Constant
+
|70%<ref>https://twitter.com/Divinity_123/status/1457819658090844163</ref>
|Ship Class Constant: 13 for DD/CL/CLT, 8 for CAV/BBV/AV/CVL/LHA
+
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
*ASW stat for recon planes and radars are not counted at all for ASW firepower.
+
|100%
*Even if sonars, depth charges, and other equipments with +ASW values are equipped, if the ship's innate ASW is 0 and no seaplane bomber, [[Ka-type Observation Autogyro|autogyro]], or [[Type 3 Spotter/Liaison (ASW)|ASW liaison]] equipped, the ship will not carry out ASW. (Example: Ooyodo, Chitose, Chiyoda, BBVs)
+
|??
|-
+
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
|Night Battle
+
|50%
|Firepower + Torpedo + Effective Bonus (Firepower) + Effective Bonus (Torpedo)
+
|??
|This is the formula for all ships participating in night combat (including [[Standard Carrier Wo-Class#Flagship|Standard Carrier Wo-Class Flagship]] and [[Light Carrier Nu-Class#Flagship|Light Carrier Nu-Class Flagship]]).
+
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
*Formation power Modifier and Engagement Form Modifier does not apply, with the exception of ASW power in a Night Battle only node.
+
|110%
|-
+
|Medium
|VS Regular Installation
+
|Upper half of the fleet
|''Day'': 250% (if [[Type 3 Shell]] Equipped) × [Firepower + Effective Bonus (Firepower) + Shelling Modifier for the fleet (+5 for regular fleet, varies for combined fleet)] + WG42 Bonus
 
''Night'': 250% (if [[Type 3 Shell]] Equipped) × [Firepower + Effective Bonus (Night Battle) + Night Contact Modifier (+5 if [[Type 98 Recon Seaplane (Night Scout)]] triggered)] + WG42 Bonus
 
|WG42 Bonus:
 
:+75 with 1 Equipped
 
:+110 with 2
 
:+140 with 3
 
:+160 with 4
 
This applies to all land-base enemies that Type 3 Shell is effective against.
 
|-
 
|VS Other Land Structures
 
|???
 
|[[Supply Depot Princess]], [[Artillery Imp]], [[Isolated Island Princess]] all take extra damage from [[Daihatsu-class Landing Craft]], [[Daihatsu-class Landing Craft (Type 89 Medium Tanks & Marines)]], and [[Type 2 Ka-Mi Tank]].
 
|}
 
The effective bonus comes from [[Akashi's Improvement Arsenal|improving equipments]], see that page for details.
 
 
 
===<u>Pre-Cap Modifiers</u>===
 
These are the factors directly applied to your ship's attack power.
 
* [[#Formation Selection|Formation Modifier]] (see "Firepower modifier")
 
* [[#Engagement Form Modifier|Engagement Modifier]]
 
* [[#Ship.27s Health Modifier|Health Modifier]]
 
* [[#ASW Synergy|ASW Synergy]]
 
* [[#Night_Attack_Modifier|Night Attack Modifier]]
 
Effects from the modifiers are multiplied cumulatively. Formation Modifier, Engagement Modifier, and Health Modifier are applied sequentially.
 
 
 
====Ship's Health Modifier====
 
{| class="wikitable"
 
|-
 
! scope="col" style="text-align:center;" |Attack Power
 
! scope="col" style="text-align:center;" |Modifier
 
|-
 
| {{nihongo|Minor damage|小破|Shōha}} or less
 
| style="text-align:center;" |100%
 
|-
 
| {{nihongo|Moderate damage|中破|Chūha}}
 
| style="text-align:center;" |70%
 
 
|-
 
|-
| {{nihongo|Heavy damage|大破|Taiha}}
+
|100%
| style="text-align:center;" |40%
+
|style="color:red"|'''120%'''
 +
|style="color:red"|'''100%'''
 +
|90%
 +
|60%
 +
|??
 +
|100%
 +
|??
 +
|110%
 +
|High
 +
|Bottom half of the fleet
 
|}
 
|}
These modifiers do not affect Aerial Combat.
 
 
====ASW Synergy====
 
 
There are three primary kinds of ASW equipment:
 
 
* Sonars (i.e. Type 93, Type 3, Type 4, and Type 0 Sonars)
 
* Depth Charge Launchers - DCLs (i.e. Type 94 Launcher and Type 3 Launcher)
 
* Depth Charges - DCs (i.e. Type 95 DC and Type 2 DC)
 
 
Do note that Type 3 may refer to either the sonar or the launcher.
 
  
{| class="wikitable"
+
{|class="wikitable"
 +
!colspan=5|Accuracy Exceptions
 
|-
 
|-
! scope="col" style="text-align:center;" |ASW Equipment Carried
+
!Formation
! scope="col" style="text-align:center;" |ASW Power Modifier
+
!Day Shelling &<br>Carrier Attacks
|-
+
!Torpedo Attacks
| Sonar '''and''' Depth Charge Launcher (Launcher) '''and''' Depth Charge
+
!ASW
| style="text-align:center;" |144% <ref>Actually 143.75%, calculated from 115 * (100% + 15% + 10%)</ref>
+
!Night Battles
|-
 
| Sonar '''and''' Launcher Only
 
| style="text-align:center;" |1.15
 
|-
 
| Sonar '''and''' Depth Charge Only
 
| style="text-align:center;" |1.15
 
|-
 
| Launcher '''and''' Depth Charge Only
 
| style="text-align:center;" |1.1
 
|}
 
 
 
Bonuses are only granted once, having multiple of a certain type of equipment does not increase the synergy bonus.
 
 
 
==== Night Attack Modifier ====
 
[[File:night_cut_in.png|thumb|An example of a cut-in]]
 
[[#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.
 
 
 
{| class="wikitable"
 
 
|-
 
|-
! scope="col" style="text-align:center; width:150px;" |Type
+
|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%||?||?
! scope="col" style="text-align:center; width:300px;" |Modifier
 
! scope="col" style="text-align:center; width:350px;" |Notes
 
 
|-
 
|-
|style="text-align:center;"|Special Attack <br/>(Double Attack and Cut-In Attack)
+
|Double Line vs Line Abreast||rowspan=3|100%||rowspan=3|N/A||rowspan=3|100%||rowspan=3|N/A
|style="text-align:center;"|120% for Double Attack. <br/>Varies for Cut-In Attack depending on type. <br/>See [[#Night Battle Special Attacks|here]] for details.
 
|style="text-align:center;"|Any misses on Cut-In Attack and Double Attack becomes scratch damage instead.<br> Firepower cap applied to each attack separately for Double Attack and Cut-In Attacks that calculates power twice (such as Torpedo Cut-In).
 
 
|-
 
|-
|style="text-align:center;"|Normal
+
|Echelon vs Line Ahead
|style="text-align:center;"|100%
 
|style="text-align:center;"|
 
 
|-
 
|-
|style="text-align:center;"|Anti-Submarine
+
|Line Abreast vs Echelon
|style="text-align:center;"|0% for regular map nodes <br/>[[Combat#Formation_Modifier|Formation Modifier]] for Combined Fleet battle nodes and Night Battle nodes.
 
|style="text-align:center;"|This results in scratch damage against submarines during normal night battles. <br/>[[#Engagement Form Modifier|Engagement Form modifiers]] will apply for Combined Fleet battle nodes and Night Battle nodes.
 
 
|}
 
|}
  
===<u>Attack Power Cap</u>===
+
;Notes:
Applies after the pre-cap modifiers. This is a '''soft limit''' on your effective attack power.
+
* 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.
<u>Condition</u>: If your Attack Power Before Cap exceeds:
+
<references/>
* '''180''' for Day Battle,
 
* '''300''' for Night Battle, ''or''
 
* '''150''' for Anti-submarine attacks,
 
then the Attack Power Cap will kick-in, reducing attack power. The calculation is:
 
 
 
<math>\text {Cap-Adjusted Attack Power} = x + \sqrt {\text {Attack Power Before Cap} - x}</math>, where x represents the attack power cap applicable to the attack.
 
  
Daytime Attack Cap (180) often makes it important to utilize [[#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power.
+
===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.
  
===<u>Post-Cap Modifiers</u>===
+
===Vanguard Formation===
In firepower calculations, Post-cap modifiers apply''''' after the cap''''', but '''''before enemy armor reduction'''''. They are therefore effective ways to boost your damage output, especially against heavily armored enemies who may have significantly more than 180 armor.
+
Vanguard is only available during [[Event]]s, 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 Fleet]]s are affected by the top row multipliers, meaning the 50% damage modifier is applied.'''
  
Currently, the post-cap modifiers are from:
+
Vanguard gives an accuracy penalty to the opposite fleet. See ''[[Accuracy, Evasion and Criticals#Vanguard Formation|here]]'' for more details.
* [[Combat#Critical Modifier|Critical Hits]]
 
* [[Combat#Contact|Contact]] (Opening air strike)
 
* [[Combat#Artillery_Spotting|Artillery Spotting]] (a.k.a. Day time special attacks)
 
* [[Combat#AP Shell|AP Shell]]
 
  
===Critical Modifier===
+
The '''bottom half''' ships have an increased chance to be targeted.
All attacks have a chance to be a critical hit (although bombing during aerial battle has significantly lower chance to do so), thus gaining a power boost of 50%.
+
* 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"
+
{|class="wikitable" style="text-align:center"
 +
! colspan=5| Target Rate
 
|-
 
|-
! scope="col" style="text-align:center;" |Attack Type
+
! rowspan=2| Fleet position
! scope="col" style="text-align:center;" |Modifier
+
! colspan=4| Number of ships
 
|-
 
|-
| Normal Attack
+
! 4
| style="text-align:center;" |100%
+
! 5
 +
! 6
 +
! 7
 
|-
 
|-
| Critical Hit
+
! 1
| style="text-align:center;" |150%
+
| style="background-color:#92D050;color:black"| 12,50%
|}
+
| style="background-color:#92D050;color:black"| 8,00%
A few notes:
+
| style="background-color:#92D050;color:black"| 8,33%
* Any attack that deals ''40 or more damage'' '''always''' display as critical damage regardless of whether it actually is a critical hit or not.
+
| style="background-color:#92D050;color:black"| 6,13%
* Any attack that deals ''14 or less damage'' '''never''' display as critical damage even if the attack actually is a critical hit.
 
* If an attack is determined to be a critical hit, the attack cannot be evaded (the evasion check happens after the critical hit check).
 
* A rounding-off takes place after Critical Modifier is calculated, prior to calculating the other Post-Cap Modifiers shown below.
 
 
 
====Contact====
 
*Contact takes place during the Aerial Combat phase. It increases bombing power for all allied bombers.
 
*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
 
*Trigger conditions:
 
:*More air control than Air Denial
 
:*At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
 
::*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="wikitable"
 
 
|-
 
|-
! scope="col" style="text-align:center;" |Type
+
! 2
! scope="col" style="text-align:center;" |Contact Rate
+
| 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%
 
|-
 
|-
| Torpedo Bomber
+
! 3
| style="text-align:center;" |~2%
+
| 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%
 
|-
 
|-
| Night Scout
+
! 4
| style="text-align:center;" |~5%
+
| 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%
 
|-
 
|-
| Seaplane Scout
+
! 5
| style="text-align:center;" |~20%
+
!
 +
| style="background-color:#F8CBAD;color:black"| 28,00%
 +
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
| Carrier Scout
+
! 6
| style="text-align:center;" |~50%
+
!
|}
+
!
=====Contact Power Modifier=====
+
| style="background-color:#F8CBAD;color:black"| 25,00%
*The power increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
+
| style="background-color:#F8CBAD;color:black"| 20,40%
{| class="wikitable"
 
 
|-
 
|-
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
+
! 7
! scope="col" style="text-align:center;" |Power<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%
 
|}
 
 
 
 
 
====Artillery Spotting====
 
[[Artillery Spotting#Equipment Setups|Certain equipment setups]] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. All ships require at least 1 seaplane that is not a seaplane fighter to perform Artillery Spotting.  Ships that have carry capacities of 0 (e.g. [[Yuubari]] and [[Tenryuu]]) cannot perform these attacks, artillery spotted attacks are also impossible if all seaplanes on a ship have been shot down (Most often seen when seaplane bombers are used in small slots on CA's or CAVs).
 
 
 
====AP Shell====
 
When either a [[Type 91 AP Shell]] or a [[Type 1 AP Shell]] is equipped alongside a large caliber gun, power against certain ship classes are increased. The effect works also for enemies in [[Exercises (PvP)]].<br/>
 
 
 
Eligible targets to whom this bonus applies are:
 
* (F)BB(V)s
 
* CA(V)s
 
* CV(B)s
 
* All land installations
 
* All Bosses who are one of the above (鬼、姫、水鬼…) <ref>For example, there is no bonus against Destroyer Princess, or Air Defense Princess, as they are classified as Destroyers</ref>
 
 
 
{| class="wikitable"
 
|-
 
! colspan="3" scope="col" style="text-align:center;" |Equip Combination
 
! scope="col" style="text-align:center;" |Power Modifier
 
! scope="col" style="text-align:center;" |Notes
 
|-
 
| rowspan="6" style="text-align:center;" | {{RedGunHeavy}} + {{RedAmmo}} +
 
| rowspan="4" style="text-align:center;" | {{RedGunHeavy}} +
 
| {{Seaplane}}
 
| rowspan="2" style="text-align:center;" |108%
 
| rowspan="2" style="text-align:center;" |
 
|-
 
| {{GreenGunMG}}
 
|-
 
| {{Radar}}
 
| style="text-align:center;" |110%
 
|
 
|-
 
| {{YellowGun}}
 
| style="text-align:center;" |115%
 
|
 
|-
 
| rowspan="2" style="text-align:center;" | {{YellowGun}} +
 
| {{Radar}}
 
| style="text-align:center;" |114~115%?
 
|
 
|-
 
| {{Seaplane}}
 
| style="text-align:center;" |115~116%?
 
|
 
|-
 
|}
 
 
 
===<u>Remaining Ammo Modifier</u>===
 
{| class="wikitable"
 
|-
 
! scope="col" style="text-align:center;" |Remaining Ammunition
 
! scope="col" style="text-align:center;" |Modifier
 
|-
 
| 50% or more
 
| style="text-align:center;" |100%
 
|-
 
| 40%
 
| style="text-align:center;" |80%
 
|-
 
| 30%
 
| style="text-align:center;" |60%
 
|-
 
| 20%
 
| style="text-align:center;" |40%
 
|-
 
| 10%
 
| style="text-align:center;" |20%
 
|-
 
| 0%
 
| style="text-align:center;" |Scratch Damage
 
|}
 
*More specifically, the modifier is <math>\min \{ 100 \%, 2 \times \text {% of Ammo Remaining} \} </math>
 
*The Remaining Ammo Modifier affects all phases, including the opening Aerial Combat Phase.
 
*At the end of the combat, 20% of Maximum Fuel is consumed for all ships. Depending on whether both day and night battle phase occurred, either 20% (if only Day or Night battle occurred) or 30% (if both Day and Night Battle occurred) of Maximum Ammo will be consumed.
 
*When entering night battle (from day), the Remaining Ammo Modifier on a vessel remains same as the day battle.
 
*Even if you do not engage in night battle along the way, if the boss node is the 5th battle of the sortie, the damage dealt is dramatically reduced. It is even worse if it's the 6th (or later!) battle, as you can only deal scratch damage. Either scenario will dramatically reduce the chance of you winning.
 
**An example of the latter scenario would be [[World_2#2-4|2-4]]'s northwest route. Because node G is a combat node if coming from D, the boss battle ends up being the 6th battle. This is the primary reason why players typically end the sortie early if sent on that route.
 
**This is also the reason to avoid night battles and maelstroms along the way when trying to win at a boss node.
 
***Whirlpools will decrease either {{Fuel}} or {{Ammo}} of your deployed fleet, which can be disadvantageous in long sorties. Equipping one or more ships with RADAR can help reduce losses taken. <!-- See [[Resources#Maelstrom Loss Rule|here]] for details. -->
 
*Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.
 
 
 
===Player Damage Taken===
 
While the above formulas and statements are generally true for damage taken by a player's ships, there are additional limits that apply to friendly units only.
 
*For ships entering battle at ''chūha'' (orange) or higher HP:
 
:*Damage taken cannot reduce HP below 1 (''i.e.'' ship cannot sink).
 
::*At 1 HP, any further hits will become misses.
 
*For flagships, as well as ships with 20 morale or more (''i.e.'' not red face):
 
:*If the incoming damage is greater than or equal to current HP, it is instead reduced to 50%-79% of current HP (see formula for exact mechanics of how this is calculated), rounded down.
 
::*For attacks with multiple hits (such as night battle torpedo cut-in attacks), each hit is calculated separately (and reduced if appropriate).
 
 
 
==Combat Equipment Setup==
 
* See [[Artillery Spotting]] for day-time attack setups.
 
* [[Combat#Night_Battle_Special_Attacks|Night Battle Special Attacks]]
 
* [[Combat#Common_Setups|Common Setups]]
 
* [[Combat#Full_Setup_List|Full Setup List]]
 
 
 
===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====
 
* Ability to act at night
 
* Current HP > 25% of Max HP
 
* Certain equipment setup (see below)
 
 
 
====Set up and Attack Modes====
 
Different set ups have chances to trigger different modes of attack. Attack modes are '''only''' determined by the prerequisite. Any auxiliary equipment (AP shell{{RedAmmo}}, seaplane{{Seaplane}}, AA gun{{GreenGunMG}}, etc.) can be added without changing the attack mode.
 
{| class="wikitable"
 
|-
 
! 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;" |Power 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}}
 
| Any number of additional {{YellowGun}} allowed.
 
| '''120%''' x 2
 
|'''~99%'''
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{YellowGun}}{{YellowGun}}
 
| Any number of additional {{YellowGun}} allowed. <br/>Up to 1 additional {{TorpedoWeapon}} allowed.
 
| '''120%''' x 2
 
|'''~99%'''
 
|-
 
| style="background-color: Gold;" |'''Cut-In (Mixed)'''
 
| {{Template:RedGunHeavy}}{{TorpedoWeapon}}
 
| Up to 1 additional {{RedGunHeavy}} allowed. <br/>Any number of additional {{YellowGun}} allowed.
 
| '''130%''' x 2
 
(simultaneous)
 
|''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 attacks are made, the total damage is displayed together but the power 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, and is not dependent on luck. This typically results in more consistent and higher average damage output than cut-in setups for ships with normal luck values.
 
 
 
====Night Cut-in chance====
 
<center>
 
<math>(\text{Luck} + \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% </math>
 
 
 
''In the old formula, it was '''Luck × 0.85.'''''
 
</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 1], [http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/203 2])
 
{| class="wikitable"
 
|-
 
! 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 Shōha)
 
| style="text-align:right;" | (+5)
 
|-
 
|Moderate damage (中破 Chūha)
 
| 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
 
|}
 
 
 
===Anti-Sub Warfare===
 
Any enemy submarines will force Destroyers, Light Cruisers, and Torpedo Cruisers to target them. Cut-In and Double Attacks are ignored. In normal Night Battles, all ASW attacks result in scratch damage only. In battles starting at night, Formation Modifiers will apply.
 
 
 
As of June 30, 2016, Destroyers, Light Cruisers, Torpedo Cruisers and Training Cruisers can now perform a preemptive Anti-Submarine Attack on enemy submarines. [[Isuzu#Second Upgrade|Isuzu Kai Ni]] can do preemptive attacks unconditionally; other light cruisers as well as destroyers, torpedo cruisers and training cruisers need to have an equipped sonar in addition to 100 nominal ASW (counting equipment stat adjustments but not improvement through [[Akashi's Improvement Arsenal]]).
 
 
 
Destroyer Escorts can perform a preemptive Anti-Submarine Attack with a nominal ASW of 60 or higher, assuming that at least one Sonar is equipped. If a Sonar is not equipped, Destroyer Escorts must have a nominal ASW of 75 or higher, and must also have any non-Sonar based equipment with an individual stat of +4 or higher.
 
 
 
[[Taiyou]] has her own set of rules determining whether or not she is capable of performing a preemptive Anti-Submarine Attack:
 
*Taiyou (not Kasuga Maru) can utilise OASW under the following conditions: She must have a nominal ASW value of 65 or higher, and must also be equipped with a Type 97 Torpedo Bomber (931 Air Group).
 
*Taiyou Kai and K2 both require a nominal ASW value of 65 or higher, and at least one Torpedo Bomber (of any type) that has an ASW stat must also be equipped.
 
 
 
=== Common Setups ===
 
====Destroyers====
 
{| class="wikitable" style="text-align:center;"
 
!Function
 
!Slot 1
 
!Slot 2
 
!Slot 3
 
<!-- !Slot 4 --> <!-- DDs do not have 4th slot so comment out -->
 
!Notes
 
|-
 
|General Use
 
|{{RedGunLight}}/{{GreenGunDP}}<br>Main Gun
 
|{{RedGunLight}}/{{GreenGunDP}}<br>Main Gun
 
|Auxiliary
 
<!-- | - -->
 
| [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]]s, though difficult to obtain, are generally the outright best destroyer main gun. Interestingly, the [[12.7cm_Twin_High-Angle_Mount_(Late_Model)| 12.7 Late Model DP guns]] provide a small amount of ASW, which is worth noting for single-sonar OASW on high ASW ships like Asashio K2D
 
|-
 
|High-Luck Night Battle
 
|{{TorpedoWeapon}}Torpedo
 
|{{TorpedoWeapon}}Torpedo
 
|{{TorpedoWeapon}}Torpedo<br>''or'' Auxiliary
 
<!-- | - -->
 
| Auxiliary equipments typically are equipped on destroyers; however, luck-based destroyers benefits the most from adding an additional torpedo to their equipment in terms of night battle damage output. Candidates for night battle cut-ins without [[Maruyu|luck modernization]] include (in order of descending luck), [[Yukikaze]], [[Hatsushimo]], [[Shigure]], and [[Ayanami]].
 
|-
 
|Anti-Sub Warfare
 
|{{Sonar}}Sonar
 
|{{Sonar}}Sonar
 
|{{DepthCharge}}<br>Depth Charge
 
<!-- | - -->
 
|On maps with few subs, or where you don't need to kill the subs, two main guns and a sonar in the third slot are useful.
 
|-
 
|Anti-Air Cut-In
 
|{{GreenGunDP}}High-angle Gun
 
|{{AntiAircraftFireDirector}}<br>Anti-Aircraft Fire Director
 
|{{Radar}}<br>Anti-Air RADAR<br>''or''<br>{{GreenGunDP}}High-angle Gun
 
<!-- | - -->
 
|Using an Air RADAR increases the effect of the Anti-Air Cut-In at the cost of night battle damage output (cannot perform double attack with only 1 gun equipped).
 
|-
 
!Ship-Specific Armaments
 
!Slot 1
 
!Slot 2
 
!Slot 3
 
<!-- !Slot 4 --> <!-- DDs do not have 4th slot so comment out -->
 
!Notes
 
|-
 
|[[Yuudachi]]/[[Ayanami]]
 
|{{GreenGunDP}}/{{RedGunLight}}<br>Main Gun
 
|{{GreenGunDP}}/{{RedGunLight}}<br>Main Gun
 
|{{Radar}}RADAR
 
<!-- | - -->
 
|These two have high firepower, so they are typically equipped with guns. Priority equipment includes [[12.7cm Twin Mount Type-B Kai 2]] and [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]], or any improved small caliber main guns.
 
|-
 
|[[Hatsushimo]]/[[Shigure]]
 
|{{TorpedoWeapon}}<br>Torpedo
 
|{{GreenGunDP}}<br>High-angle Gun
 
|{{AntiAircraftFireDirector}}<br>Anti-Aircraft Fire Director
 
<!-- | - -->
 
|Ships with both high luck and AA can also be outfitted to carry both an AACI and a mixed night-cut in. The cut-in attack, relative to a torpedo CI, has both lower chance-to-activate and power, and is in general an extremely poor choice.
 
|-
 
|[[:Category:Akizuki_Class|Akizuki-Class Destroyers]]
 
|{{GreenGunDP}}<br>High-angle Gun
 
|{{GreenGunDP}}<br>High-angle Gun
 
|{{Radar}}Anti-Air RADAR
 
<!-- | - -->
 
|[[:Category:Akizuki_Class|Akizuki-Class Destroyers]] can perform anti-air cut-ins without a fire director; they only need either two high-angle guns or a high-angle gun and an AA RADAR.
 
|-
 
 
|}
 
|}
 +
<references/>
  
====Light Cruisers====
+
===Choosing a Formation===
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.
+
[[File:Formation_Selection_Screen.png|thumb|right|Formation Selection Screen]]
{| class="wikitable" style="text-align:center;"
+
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.
!Function
 
!Slot 1
 
!Slot 2
 
!Slot 3
 
!Slot 4
 
!Notes
 
|-
 
|General Use
 
|{{RedGunMedium}}<br>Main Gun
 
|{{RedGunMedium}}<br>Main Gun
 
|{{Seaplane}}<br>Seaplane
 
| '''N/A'''
 
| Offers a potent double attack in both daytime Artillery Spotting and Night Battle.
 
For [[Ooyodo]] and [[:Category:Katori Class|Katori-Class Training Cruisers]], a {{Radar}} RADAR or auxiliary equipment may be placed in the 4<sup>th</sup> slot. <!-- Following setup needs verification
 
|-
 
|Alternate Firepower-focus
 
|{{RedGunMedium}}<br>Main Gun
 
|{{YellowGun}}<br>[[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mounts]]
 
|{{YellowGun}}<br>[[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mounts]]
 
| '''N/A'''
 
| Maximizes firepower while maintaining double attacks in Night Battle. Used for fleets without air power.
 
For [[Ooyodo]] and [[Yuubari]], an additional {{YellowGun}} [[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mount]] may be equipped to the 4<sup>th</sup> slot. -->
 
|-
 
|Torpedo Cruisers<br>([[Kitakami|Kitakami Kai Ni]], [[Ooi|Ooi Kai Ni]], [[Kiso|Kiso Kai Ni]])
 
|{{RedGunMedium}}<br>Main Gun
 
|{{RedGunMedium}}<br>Main Gun
 
|{{TorpedoWeapon}}<br>[[Type A Ko-hyoteki]]
 
| '''N/A'''
 
| Torpedo Cruisers should be equipped with a [[Type A Ko-hyoteki]] to participate in opening torpedo strikes.
 
|-
 
|}
 
 
 
====Heavy Cruisers/Aviation 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.
 
 
 
Aviation Cruisers can use seaplane bombers instead of regular recon seaplanes; they also can equip [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase their attack range and firepower.
 
{| class="wikitable" style="text-align:center;"
 
!Function
 
!Slot 1
 
!Slot 2
 
!Slot 3
 
!Slot 4
 
!Notes
 
|-
 
|General Use
 
|{{RedGunMedium}}<br>Main Gun
 
|{{RedGunMedium}}<br>Main Gun
 
|{{Seaplane}}<br>Seaplane
 
|{{Radar}}<br>RADAR
 
| Provides day and night double attack potential
 
|-
 
|Installation
 
|{{RedGunMedium}}<br>Main Gun
 
|{{RedGunMedium}}<br>Main Gun
 
|{{Seaplane}}<br>Seaplane
 
|{{GreenAmmo}}<br>Type 3 Shell
 
| <!-- Following setup needs verification
 
|-
 
|[[Prinz Eugen]]/[[Myoukou]]
 
|({{RedGunMedium}}<br>Main Gun
 
|({{RedGunMedium}}<br>Main Gun
 
|{{Seaplane}}<br>Seaplane
 
|{{Torpedo}}<br>Torpedo
 
| This setup takes advantage of these ships' high base luck, allowing for reliable torpedo cut-ins at night battle. -->
 
|-
 
|}
 
  
====Battleships====
+
* '''Line Ahead''': All-out surface combat formation.
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.
+
* '''Double Line''': All-around, high accuracy formation.
{| class="wikitable" style="text-align:center;"
+
* '''Diamond''': Anti-Air formation.
!Function
+
* '''Echelon''': Mixed surface-ASW combat formation.
!Slot 1
+
* '''Line Abreast''': ASW formation.
!Slot 2
+
* '''Vanguard''': Defensive/evasive & anti DD/[[PT Imp]] formation (event only).
!Slot 3
+
* [[Combined Fleet]] has other formations.
!Slot 4
 
!Notes
 
|-
 
|General Use
 
|{{RedGunHeavy}}<br>Main Gun
 
|{{RedGunHeavy}}<br>Main Gun
 
|{{Seaplane}}<br>Seaplane
 
|{{RedAmmo}}<br>AP Shell
 
| This (hightly effective) setup allows both a 150%x1 AP Shell CI and a 120%x2 double attack.
 
|-
 
|Installation
 
|{{RedGunHeavy}}<br>Main Gun
 
|{{RedGunHeavy}}<br>Main Gun
 
|{{Seaplane}}<br>Seaplane
 
|{{GreenAmmo}}<br>Type 3 Shell
 
|
 
|-
 
|}
 
  
====Carriers====
 
Carriers should almost always carry enough fighters to achieve Air Superiority or Supremacy, then fill out with Torpedo Bombers on larger slots for airstrike power, or in rare cases, Dive Bombers on smaller slots for shelling power.  When all bombers on a carrier have been shot down, the carrier becomes unable to attack. This is especially visible in against enemies with strong AA, such as the [[Light Cruiser Tsu-Class#Elite|Tsu-class Elite]].
 
  
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 useful to allow the CV(L) to go first in fleets with medium-short range ships.
+
Other mechanics available on this menu:
 +
* This UI can be hidden by clicking once or twice on the flagship, to see the map.
 +
** The [[Fleet Preview|Enemy composition preview]] once hidden.
 +
* The smoke screen button if a {{Smoke}} [[Smoke Generator]] is equiped in the fleet.
  
===Full Setup List===
+
=Victory Conditions=
* What follows is an (non-extensive) list of possible equipment setups (and if applicable, whether they can perform Artillery Spotting and/or special Night Battle attacks).
+
Once the battle ended, a damage gauge is displayed on the post-combat screen for each allied and enemy fleet, using the following calculation:
* Some specific equipment notes:
 
:* All high-angle guns have the {{GreenGunDP}} icon, but could be either a main cannon (shown as {{RedGunMedium}} below) or secondary cannon (shown as {{YellowGun}}); find the appropriate setup below according to the role of the gun.
 
:* [[Type A Ko-hyoteki]] does not count as a {{TorpedoWeapon}} for special attack purposes; if equipped, look at the equipment setup only considering the other equipments to see what special attack the setup will generate (if any).
 
* Remember that a combination of two or more guns and/or torpedoes must be equipped for any special attack to be possible.
 
* {{color|gold|Yellow}}: Cut-In or Double Attack Possible
 
  
====Two Slots====
+
{{Formula
{| class="mw-collapsible mw-collapsed wikitable" style="width:580px;"
+
|Title=Gamage Gauge Formula
|-
+
|Math=\text{Damage}_\text{%} = \frac{\text{Fleet}_\text{HP lost} }{\text{Fleet}_\text{HP} }
! colspan="2" |Equipment
+
|Var=<math>\text{Fleet}_\text{HP lost}</math> the total amount of HP lost by ships in the fleet,
!Day Battle
+
* <math>\text{Fleet}_\text{HP}</math> the total amount of HP of the fleet at the start of the battle.
!Modifier
+
**It may be lower than the maximum HP possible,
!Night battle
+
|Notes=For [[Combined Fleet]]s, the HP of both sub-fleets are counted.
!Modifier
+
*Is rounded to 100 % in cases it goes beyond that (when using [[Repair Goddess]]es).
|-
+
}}
| colspan="8" style="text-align:center;" |As no 2-slot setup can trigger special attacks during the day,<br/>these setups usually are night combat oriented.<br>Only equipment setups using guns and torpedoes are shown here<br>(all others are Single Attack at 100% for both day and night battle)
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| rowspan="6" style="text-align:center;" |Single Attack
 
| rowspan="6" 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; 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; background-color: Gold;" |Cut-In (Mixed)
 
| style="text-align:center; background-color: Gold;" |130% x 2
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| 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;" |Single Attack
 
| style="text-align:center;" |100%
 
|-
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|}
 
  
====Three Slots====
+
The following conditions must be met to attain each rank:
{| class="mw-collapsible mw-collapsed wikitable" style="width:580px;"
+
{|class="wikitable" style="width:75%; margin:auto; text-align:center"
|-
+
!Victory State
! colspan="3" |Equipment
+
!Rank
!Day Battle
+
!Common name
!Modifier
+
!Conditions
!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;" |{{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;" |{{YellowGun}}
 
| style="text-align:center;" |{{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}}
+
!rowspan=4|Victory
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{TextGlow|'''Total Victory: S<br>(完全勝利S)'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;" |{{Seaplane}}
+
|{{TextGlow|'''Perfect S'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;" |Single Attack
+
|style="text-align:left|
| style="text-align:center;" |100%
+
* Sink all enemy ships, while taking no damage in return.
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take 0 damage.
| style="text-align:center; background-color: Gold;" |130% x 2
 
 
|-
 
|-
| style="text-align:center;" |{{YellowGun}}
+
|{{TextGlow|'''Victory: S<br>(勝利S)'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;" |{{YellowGun}}
+
|{{TextGlow|'''S rank'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;" |{{Seaplane}}
+
|style="text-align:left|
| style="text-align:center;" |Single Attack
+
* Sink all enemy ships.
| style="text-align:center;" |100%
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take less than 5% damage.
| style="text-align:center; background-color: Gold;" |Double Attack
 
| style="text-align:center; background-color: Gold;" |120% x 2
 
 
|-
 
|-
| style="text-align:center;" |{{YellowGun}}
+
|{{colour|red|'''Victory: A<br>(勝利A)'''}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{colour|red|'''A rank'''}}
| style="text-align:center;" |{{Seaplane}}
+
|style="text-align:left|
| style="text-align:center;" |Single Attack
+
* Sink 2/3 of the enemy ships.
| style="text-align:center;" |100%
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 5% and 10% damage.
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
 
|-
 
|-
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{TextGlow|'''Tactical Victory: B<br>(戦術的勝利B)'''|black|text-colour=orange|glow-size=2px}}
| style="text-align:center;" |{{TorpedoWeapon}}
+
|{{TextGlow|'''B rank'''|black|text-colour=orange|glow-size=2px}}
| style="text-align:center;" |{{Seaplane}}
+
|style="text-align:left|
| style="text-align:center;" |Single Attack
+
* Sink the enemy flagship and have fewer ships sunk than the enemy.
| style="text-align:center;" |100%
+
* If the enemy flagship survives and the Damage % gauge is at least 2.5x less than the enemy's.
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
+
* 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;" |150% x 2
+
* ''If any of the ships sink, this is the maximum rank obtainable''.
 
|-
 
|-
| colspan="2" style="text-align:center;" |Not Listed Above
+
!rowspan=4|Defeat
| style="text-align:center;" |{{Seaplane}}
+
|{{TextGlow|'''Tactical Defeat: C<br>(戦術的敗北C)'''|black|text-colour=Yellow|glow-size=2px}}
| style="text-align:center;" |Single Attack
+
|{{TextGlow|'''C Rank'''|black|text-colour=Yellow|glow-size=2px}}
| style="text-align:center;" |100%
+
|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.
 +
* 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 [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 50% and 20% damage.
 
|-
 
|-
| colspan="8" style="text-align:center;" |Night Combat Focus
+
|{{TextGlow|'''Defeat: D<br>(敗北D)'''|black|text-colour=lime|glow-size=2px}}
 +
|{{TextGlow|'''D rank'''|black|text-colour=lime|glow-size=2px}}
 +
|style="text-align:left|
 +
* 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 [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take heavy damage.
 
|-
 
|-
| 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%.
+
|{{TextGlow|'''Defeat: E'''<br>(敗北E)'''|lightgray|text-colour=blue|glow-size=1px}}
 +
|{{TextGlow|'''E rank'''|lightgray|text-colour=blue|glow-size=1px}}
 +
|style="text-align:left|
 +
* 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.
 
|}
 
|}
  
====Four Slots====
+
;Notes
{| class="mw-collapsible mw-collapsed wikitable" style="width:580px;"
+
* B-ranks are the minimum victory requirements for:
|-
+
** Obtaining [[drop]]s.
! colspan="4" |Equipment
+
** Clearing a map without a boss gauge.
!Day Battle
+
* Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
!Modifier
+
* Perfect S (Total Victory) ranks count as a regular S-Rank.
!Night battle
+
** Perfect S is fulfilled if all ships' final HPs on battle ended is greater than or equal to initial HPs on battle started.
!Modifier
+
** 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. 
|-
 
| 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;" |{{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;" |{{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;" |{{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;" |{{Radar}}
 
| style="text-align:center;" |{{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;" |{{RedAmmo}}
 
| style="text-align:center;" |{{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;" |{{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;" |{{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;" |{{Radar}}
 
| style="text-align:center;" |{{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;" |{{RedAmmo}}
 
| style="text-align:center;" |{{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;" |{{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;" |{{Radar}}
 
| style="text-align:center;" |{{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;" |{{RedAmmo}}
 
| style="text-align:center;" |{{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;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{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;" |{{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;" |{{Radar}}
 
| style="text-align:center;" |{{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;" |{{RedAmmo}}
 
| style="text-align:center;" |{{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;" |{{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;" |{{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;" |{{Radar}}
 
| style="text-align:center;" |{{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;" |{{RedAmmo}}
 
| style="text-align:center;" |{{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="4" style="text-align:center;" |Any of the above setup that replaces {{Seaplane}}<br>with other auxiliary equipment
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center; background-color: Gold;" |Same as original setup
 
| style="text-align:center; background-color: Gold;" |Same as original setup
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| rowspan="15" style="text-align:center;" |Single Attack
 
| rowspan="15" 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; 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; 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; 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; 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; 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; 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; 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;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| 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;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| 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}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| 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;" |{{YellowGun}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| 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;" |{{TorpedoWeapon}}
 
| 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}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{TorpedoWeapon}}
 
| 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;" |{{TorpedoWeapon}}
 
| style="text-align:center; background-color: Gold;" |Cut-In (Torpedo)
 
| style="text-align:center; background-color: Gold;" |150% x 2
 
|}
 
  
==Victory Conditions==
+
==MVP==
Damage Gauge calculation: (Sum of enemy fleet HP reduced) / (Sum of enemy fleet HP at start of combat) × 100%
+
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]]''.
In PvP, even those considered "sunk" are treated as having 1HP remaining for gauge calculation. (This is clearly visible against a submarine fleet.)
 
Higher conditions have higher priority on this list. Unless specified, the condition assumes no friendly ship sunk.
 
  
;Perfect S
+
The way MVP is determined is:
*All enemy ships sunk and Enemy Damage Gauge is 0%.
+
* The girl who deals the highest total damage (sum of all attacks during the combat) is awarded MVP. This damage is not weighted.
:*In PvP, no damage taken and all enemy ships considered "sunk".
+
* If multiple girls are tied for damage, the MVP goes to the topmost girl in the fleet order.
;S (Victory)
+
* If the ship achieving the most damage would be sunk in the battle, MVP is rewarded to the next highest damage dealer instead.
*All enemy ships sunk.
+
** As such, if no damage is dealt to the enemy, the flagship automatically receives MVP.
:*If any friendly ship is sunk, it is B Victory instead.
+
* Battles ending in an E-Rank have no MVP.
*In PvP, all enemy ships "sunk".
+
* In a Combined Fleet, each fleet has its own independent MVP.
:*If any friendly ship would be considered "sunk", then it would be a B Victory instead, as well.
 
;A (Victory)
 
*Required number of enemy ships sunk.
 
:*In this case damage gauge does not matter.
 
:*Enemy flagship does not need to be sunk.
 
:*Cannot happen if enemy fleet consists of only 1 ship.
 
;B (Tactical Victory)
 
*''Note:'' This rank is the minimum requirement to clear maps without boss gauge.
 
*Enemy flagship sunk (in this case damage gauge does not matter)
 
*Enemy flagship alive, A victory condition not met, Damage gauge at least 2.5 times of the enemy damage gauge.
 
*Enemy flagship alive, friendly ship sunk, A victory condition met, Damage gauge at least 2.5 times of the enemy damage gauge.
 
*Enemy flagship alive, friendly ship sunk, A victory condition not met, Damage gauge at least 3 times of the enemy damage gauge (multiplier in question)
 
*Enemy flagship sunk, friendly ship sunk, number of friendly ships sunk < number of enemy ships sunk.
 
;C (Tactical Defeat)
 
*Enemy flagship alive, Damage gauge higher than enemy gauge but not reaching 2.5 times as much.
 
*Enemy flagship alive, friendly ship sunk, A victory condition met, Damage gauge higher than enemy damage gauge but not reaching 2.5 times as much.
 
*Enemy flagship alive, friendly ship sunk, A victory condition not met, Damage gauge higher than enemy damage gauge but not reaching the multiplier required for B Victory (see 4th B Victory condition)
 
*Enemy flagship sunk, friendly ship sunk, number of friendly ships sunk ≥ number of enemy ships sunk. (Note that maps with boss gauges, such as 4-4, 5-3, event maps, etc, can be cleared under this condition.)
 
;D (Defeat)
 
*Enemy took less than a certain amount of damage (Own gauge is less than 0.05%).
 
:*Both sides taking 0 damage is also D.
 
*Enemy flagship alive, damage gauge lower than enemy gauge (C is possible under this condition if both sides have a high gauge)
 
*Enemy flagship alive, friendly ship sunk, damage gauge lower than enemy gauge, but not fulfilling E loss condition.
 
<!-- *Fulfilling E loss condition with only 1 ship in fleet. -->
 
;E (Defeat)
 
*Enemy flagship alive, over a certain number of friendly ships sunk. (see below)
 
===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==
+
=See Also=
{{reflist}}
 
 
{{Mechanics}}
 
{{Mechanics}}
[[zh:战斗]]
 
[[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
 
Detection
  Aerial Combat   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 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?)
  100% 100% 100% 100% 100% 100% 60% 100% 100% 100% 100% 100% 100% 45%
Double Line
複縦陣 (Fukujuu-jin?)
  80% 120%[2] 100% 80% 80% 100% 80% 120% 100% 100% 90% 100% 120% 60%
Diamond
輪形陣 (Rinkei-jin?)
  70% 100% 110% 70% 40% 110% 120% 100% 100% 100% 70% 100% 160% 75%
Echelon
梯形陣 (Teikei-jin?)
  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?)
  60% 120% 130% 60% 30% 140% 130% 120% 110% 100% 80% 120% 100% 60%
Vanguard[9]
警戒陣 (Keikai-jin?)
  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