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==Combat Stages==
+
{{CombatPortal}}
{| border="0" cellpadding="1" cellspacing="1" class="article-table"
+
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 [[Node]]s for more details.
 +
*Using a [[Combined Fleet]] will also affect the phases, especially during the shelling.
 +
 
 +
The combat phases are made out of:
 +
{|class="wikitable"
 +
!colspan=3|☀ [[Day Battle]]
 +
!rowspan=2|{{NBPower}} [[Night Battle]]
 
|-
 
|-
! scope="col"|Stage
+
!rowspan=2|{{LOS}}<br>[[Detection]]
! scope="col"|Notes
+
!{{Aircraft}} [[Aerial Combat]]
 +
!{{Firepower}} Surface Combat
 
|-
 
|-
|Detection
 
 
|
 
|
Requires planes or high detection stat.
+
#LBAS's [[Jet Assault]]
 +
#Fleet's [[Jet Assault]]
 +
#[[LBAS|Land-Based Aerial Support]]
 +
#[[Air Power|Stage 1 - Battle for Air Superiority]]
 +
#[[Anti-Air|Stage 2 - Fleet Anti-Air Defense]]
 +
#[[Airstrike|Stage 3 - Airstrike]]
 +
|
 +
#[[Engagement]]
 +
#[[Support Expedition]]
 +
#[[Battle Opening]]s
 +
#[[Shelling|1st Shelling Phase]]
 +
#[[Day Battle#Second Shelling Phase|2nd Shelling Phase]]
 +
#[[Closing Torpedo Salvo]]
 +
|
 +
#[[Friendly Fleet]] (event only)
 +
#[[Support Expedition]]*
 +
#[[Night Battle#Night Contact and Spotting|Night Contact and Spotting]]
 +
#[[Night Battle#Night Shelling Phase|Night Shelling Phase]]
 +
|}
  
Success increases hit rate and evasion.
+
==Formation Selection==
 +
If the fleet currently deployed has 4 or more ships, the player will be prompted to pick a fleet formation before every battle. Fleets with 3 or less ships will not have a fleet formation prompt and will default to '''Line Ahead'''.
 +
* Sunk ships and ships [[Evacuation|evacuated]] with a {{EquipmentLink|Fleet Command Facility|Striking Force Fleet Command Facility|Elite Torpedo Squadron Command Facility|text=Command Facility|link=Evacuation}} are not counted.
 +
* Diamond Formation requires 5 or more ships present in the fleet to be selected.
 +
* Enemy fleets do not have these restrictions. Enemy fleets in Diamond formation with fewer than 4 ships lack formation graphics on the battle screen.
 +
Combined Fleets have special [[Combined Formation|formations]] that differ from the standard single fleet ones.
  
Failure leaves you unable to participate in air combat phase.
+
{|class="wikitable" style="text-align:center"
 +
!rowspan=2 colspan=2|Formation
 +
!colspan=3|Shelling
 +
!colspan=3|Torpedo
 +
!colspan=3|Anti-Submarine
 +
!colspan=3|[[Night Battle]]
 +
!rowspan=2|AA
 +
!rowspan=2|[[Flagship Protection]]
 +
!rowspan=2|Notes
 
|-
 
|-
|Air Combat
+
!Damage!!Accuracy!!Evasion
 +
!Damage!!Accuracy!!Evasion
 +
!Damage!!Accuracy!!Evasion
 +
!Damage!!Accuracy<ref>Measured and corroborated with Vita values.</ref>!!Evasion
 +
|-
 +
|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%
 
|
 
|
 
|-
 
|-
|Supporting Fire
+
|Double Line<br>{{Nihongo|複縦陣|''Fukujuu-jin''}}
|Map 5, requires sortie support expedition.
+
|{{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%
 +
|
 
|-
 
|-
|Opening Torpedo Salvo
+
|Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}}
|Requires midget subs or submarines over level 10
+
|{{Diamond}}
 +
|70%
 +
|100%
 +
|110%
 +
|70%
 +
|40%
 +
|110%
 +
|120%
 +
|100%
 +
|100%
 +
|100%
 +
|70%
 +
|100%
 +
|style="color:red"|'''160%'''
 +
|style="color:red"|'''75%'''
 +
|
 
|-
 
|-
|Shelling, 1st Round (Range Order)
+
|rowspan=2|Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}}
|Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase.
+
|rowspan=2|{{Echelon}}
 +
|75%
 +
|rowspan=2 style="color:red"|'''120%'''
 +
|style="color:red"|'''140%'''<ref>https://twitter.com/Xe_UCH/status/1304783506275409920</ref>
 +
|rowspan=2 |60%
 +
|75%<ref>https://twitter.com/Divinity__123/status/1177455647593353217</ref><ref>https://docs.google.com/spreadsheets/d/1L854d9MjPHc4yNELEp1oRz029-LHz2aMRF089_MO2vo/edit#gid=1875509487</ref>
 +
|rowspan=2|130%
 +
|110%
 +
|rowspan=2 style="color:red"|'''120%'''
 +
|rowspan=2 style="color:red"|'''140%<ref>https://twitter.com/Divinity_123/status/1453371977020985353</ref>'''
 +
|rowspan=2|100%
 +
|90%<ref name="echelon">https://twitter.com/Divinity__123/status/1228686473119064066</ref>
 +
|style="color:red"|'''130%'''<ref name="echelon"></ref>
 +
|rowspan=2|100%
 +
|rowspan=2|60%
 +
|Single vs Single fleet battles
 
|-
 
|-
|Shelling, 2nd Round (Lineup Order)
+
|60%
|Only occurs when one or both sides has a battleship, or the enemy contains one of the special ship classes: 鬼, 姫, 戦鬼, or 戦姫.
+
|120%
 +
|60%
 +
|100%
 +
|80%
 +
|110%
 +
|Single vs Combined fleet battles (either way)<ref>https://github.com/Tibowl/KCBugTracker/issues/24#issuecomment-872108225</ref>
 
|-
 
|-
|Torpedo Salvo
+
|Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}}
|Must not have taken more than light damage to participate.
+
|{{LineAbreast}}
 +
|60%
 +
|style="color:red"|'''120%'''
 +
|130%
 +
|60%
 +
|30%
 +
|style="color:red"|'''140%'''
 +
|style="color:red"|'''130%'''
 +
|style="color:red"|'''120%'''
 +
|110%
 +
|100%
 +
|80%
 +
|120%
 +
|100%
 +
|60%
 +
|
 
|-
 
|-
|Night Combat
+
|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''}}
|Lineup Order
+
|rowspan=2|{{Vanguard}}
 +
|50%
 +
|80%<ref>https://twitter.com/Divinity_123/status/1452289616866947081</ref>
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|style="color:red"|'''100%'''
 +
|70%<ref>https://twitter.com/Divinity_123/status/1457819658090844163</ref>
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|100%
 +
|??
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|50%
 +
|??
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|110%
 +
|Medium
 +
|Upper half of the fleet
 +
|-
 +
|100%
 +
|style="color:red"|'''120%'''
 +
|style="color:red"|'''100%'''
 +
|90%
 +
|60%
 +
|??
 +
|100%
 +
|??
 +
|110%
 +
|High
 +
|Bottom half of the fleet
 
|}
 
|}
==Night Combat Attacks==
 
*Night battle damage = Firepower + Torpedo attack. DD, CL, CT and CA are good at night
 
*Any vessel at night must not have taken more than moderate (orange) damage before nighttime in order to participate in night battle.
 
*Main Gun = {{Template:RedGunMedium}}Red guns or 10cm High-angle Gun
 
*Secondary (Sub) Gun = {{Template:YellowGun}}Yellow guns / 12.7cm High-angle Gun / 8cm High-angle Gun
 
*You can add other equipment like Radar, Tubrine, Ammo or repair team to the empty slot, that will no affect the combination.
 
  
===Cut-in===
+
{|class="wikitable"
{| class="wikitable"
+
!colspan=5|Accuracy Exceptions
|{{RedGunMedium}} Main Gun X3+
+
|-
|{{RedGunMedium}} Main Gun X2
+
!Formation
|{{RedGunMedium}} Main Gun X1
+
!Day Shelling &<br>Carrier Attacks
|{{TorpedoWeapon}} Torpedo X2+
+
!Torpedo Attacks
 +
!ASW
 +
!Night Battles
 +
|-
 +
|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%||?||?
 
|-
 
|-
|{{RedGunMedium}}
+
|Double Line vs Line Abreast||rowspan=3|100%||rowspan=3|N/A||rowspan=3|100%||rowspan=3|N/A
|{{RedGunMedium}}
 
|{{TorpedoWeapon}} Torpedo X1
 
|{{TorpedoWeapon}}
 
 
|-
 
|-
|{{RedGunMedium}}
+
|Echelon vs Line Ahead
|{{YellowGun}} Sub Gun X1+
 
|
 
| colspan="1" rowspan="2"|Can add {{RedGunMedium}} or {{YellowGun}}
 
 
|-
 
|-
|'''No'''{{YellowGun}}or{{TorpedoWeapon}}
+
|Line Abreast vs Echelon
|
 
|
 
 
|}
 
|}
  
===Double Attack===
+
;Notes:
 +
* Exact values were datamined from KanColle Kai for the Vita. Testing on the browser version has corroborated these results.
 +
** Values for Vanguard and the [[Game_Updates/2019/Feburary_27th|new]] Echelon are vague as they weren't introduced for KanColle Kai.
 +
<references/>
  
{| class="wikitable"
+
===Flagship Protection===
|{{RedGunMedium}} Main Gun X1
+
'''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.
|{{RedGunMedium}} Main Gun X2
+
* In [[Combined Fleet]]s, the escort flagship does not receive flagship protection in day battles.
|{{YellowGun}} Sub Gun X2
+
* ''See [[Flagship Protection]] for more dedails.
 +
 
 +
===Vanguard Formation===
 +
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.'''
 +
 
 +
Vanguard gives an accuracy penalty to the opposite fleet. See ''[[Accuracy, Evasion and Criticals#Vanguard Formation|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.<ref>https://twitter.com/Xe_UCH/status/974571652229955584</ref>
 +
* Target rate based on the above procedure (without other factor):
 +
* Bug: When the Vanguard is selected with a [[Combined Fleet]] (on night nodes only) the "'''number of ships'''" column is determined by using the  in the '''main''' fleet number of ships<ref>https://discord.com/channels/118339803660943369/178613137430282240/1286997214580703335</ref>.
 +
**E.g. With 4 ship main fleet and a 6 ship escort, the "4 ships" column is to be counted.
 +
 
 +
{|class="wikitable"  style="text-align:center"
 +
! colspan=5| Target Rate
 
|-
 
|-
|{{YellowGun}} Sub Gun X1
+
! rowspan=2| Fleet position
|{{RedGunMedium}}
+
! colspan=4| Number of ships
|{{YellowGun}}
 
 
|-
 
|-
|'''No'''{{TorpedoWeapon}}
+
! 4
|'''No'''{{YellowGun}}or{{TorpedoWeapon}}
+
! 5
|Can add one {{TorpedoWeapon}}
+
! 6
 +
! 7
 
|-
 
|-
 +
! 1
 +
| style="background-color:#92D050;color:black"| 12,50%
 +
| style="background-color:#92D050;color:black"| 8,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 +
|-
 +
! 2
 +
| style="background-color:#92D050;color:black"| 12,50%
 +
| style="background-color:#92D050;color:black"| 8,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 +
|-
 +
! 3
 +
| 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%
 +
|-
 +
! 4
 +
| 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%
 +
|-
 +
! 5
 +
!
 +
| style="background-color:#F8CBAD;color:black"| 28,00%
 +
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 +
|-
 +
! 6
 +
!
 +
!
 +
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 +
|-
 +
! 7
 +
!
 +
!
 +
!
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 +
|}
 +
<references/>
  
 +
===Choosing a Formation===
 +
[[File:Formation_Selection_Screen.png|thumb|right|Formation Selection Screen]]
 +
When selecting a formation, its modifiers will be applied to the entirety of the next battle node whenever applicable. Picking another formation will discard any previous formation bonuses and penalties and use the new modifiers instead. Each formation has a general use-case archetype based on its modifiers.
  
 +
* '''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:
 +
* 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.
 +
 +
=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:
 +
 +
{{Formula
 +
|Title=Gamage Gauge Formula
 +
|Math=\text{Damage}_\text{%} = \frac{\text{Fleet}_\text{HP lost} }{\text{Fleet}_\text{HP} }
 +
|Var=<math>\text{Fleet}_\text{HP lost}</math> the total amount of HP lost by ships in the fleet,
 +
* <math>\text{Fleet}_\text{HP}</math> the total amount of HP of the fleet at the start of the battle.
 +
**It may be lower than the maximum HP possible,
 +
|Notes=For [[Combined Fleet]]s, the HP of both sub-fleets are counted.
 +
*Is rounded to 100 % in cases it goes beyond that (when using [[Repair Goddess]]es).
 +
}}
  
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 500px;"
+
The following conditions must be met to attain each rank:
 +
{|class="wikitable" style="width:75%; margin:auto; text-align:center"
 +
!Victory State
 +
!Rank
 +
!Common name
 +
!Conditions
 
|-
 
|-
! scope="col"|Type
+
!rowspan=4|Victory
! scope="col"|Main
+
|{{TextGlow|'''Total Victory: S<br>(完全勝利S)'''|black|text-colour=gold|glow-size=2px}}
! scope="col"|Secondary
+
|{{TextGlow|'''Perfect S'''|black|text-colour=gold|glow-size=2px}}
! scope="col"|Torpedo
+
|style="text-align:left|
! scope="col"|Notes
+
* Sink all enemy ships, while taking no damage in return.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take 0 damage.
 
|-
 
|-
| rowspan="4"|Cut-In
+
|{{TextGlow|'''Victory: S<br>(勝利S)'''|black|text-colour=gold|glow-size=2px}}
|
+
|{{TextGlow|'''S rank'''|black|text-colour=gold|glow-size=2px}}
|
+
|style="text-align:left|
|2+
+
* Sink all enemy ships.
|Torpedo Attack
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take less than 5% damage.
 
|-
 
|-
|3+
+
|{{colour|red|'''Victory: A<br>(勝利A)'''}}
|
+
|{{colour|red|'''A rank'''}}
|
+
|style="text-align:left|
| rowspan="2"|Shelling
+
* Sink 2/3 of the enemy ships.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 5% and 10% damage.
 
|-
 
|-
|2
+
|{{TextGlow|'''Tactical Victory: B<br>(戦術的勝利B)'''|black|text-colour=orange|glow-size=2px}}
|1+
+
|{{TextGlow|'''B rank'''|black|text-colour=orange|glow-size=2px}}
|
+
|style="text-align:left|
|-
+
* Sink the enemy flagship and have fewer ships sunk than the enemy.
|1-2
+
* If the enemy flagship survives and the Damage % gauge is at least 2.5x less than the enemy's.
|
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 10% and 20% damage.
|1
+
* ''If any of the ships sink, this is the maximum rank obtainable''.
|Combined Attack
 
|-
 
| rowspan="3"|Double Attack
 
|2
 
|0
 
|0
 
|
 
|-
 
|1
 
|1+
 
|0
 
|
 
 
|-
 
|-
|0
+
!rowspan=4|Defeat
|2+
+
|{{TextGlow|'''Tactical Defeat: C<br>(戦術的敗北C)'''|black|text-colour=Yellow|glow-size=2px}}
|0-1
+
|{{TextGlow|'''C Rank'''|black|text-colour=Yellow|glow-size=2px}}
|Secondary Gun Double-Attack, Torpedo doesn't fire
+
|style="text-align:left|
 +
* 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 [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 50% and 20% damage.
 
|-
 
|-
|Single Attack
+
|{{TextGlow|'''Defeat: D<br>(敗北D)'''|black|text-colour=lime|glow-size=2px}}
| colspan="4"|Results from failing to meet equipment requirements, or other attacks random chance at failing.  Fires with gun or torpedo in highest equipment slot.
+
|{{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.
 
|-
 
|-
|Anti-Submarine
+
|{{TextGlow|'''Defeat: E'''<br>(敗北E)'''|lightgray|text-colour=blue|glow-size=1px}}
| colspan="4" rowspan="1"|Any enemy submarines will force Destroyers and Light Cruisers to target them.  Cut-In and Double Attacks are ignored.
+
|{{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.
 
|}
 
|}
  
==Victory Conditions==
+
;Notes
;Perfect S
+
* B-ranks are the minimum victory requirements for:
*No damage taken, all enemy ships sunk.
+
** Obtaining [[drop]]s.
;S (Victory)
+
** Clearing a map without a boss gauge.
*All enemy ships sunk.
+
* Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
;A (Victory)
+
* Perfect S (Total Victory) ranks count as a regular S-Rank.
*No friendly ships sunk and required number of enemy ships sunk.
+
** Perfect S is fulfilled if all ships' final HPs on battle ended is greater than or equal to initial HPs on battle started.
** Sink 4 of 6, 3 of 5, 2 of 4, 2 of 3, or 1 of 2.
+
** 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.  
;B (Tactical Victory)
+
 
*Enemy flagship sunk.
+
==MVP==
*No damage taken, and enemy took over a certain amount of damage.
+
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]]''.
*Damage gauge at least twice enemy damage gauge.
+
 
*Friendly ship sunk, specified number of enemy ships sunk, and damage gauge twice enemy gauge.
+
The way MVP is determined is:
*Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
+
* The girl who deals the highest total damage (sum of all attacks during the combat) is awarded MVP. This damage is not weighted.
;C (Tactical Defeat)
+
* If multiple girls are tied for damage, the MVP goes to the topmost girl in the fleet order.
*Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
+
* If the ship achieving the most damage would be sunk in the battle, MVP is rewarded to the next highest damage dealer instead.
*Damage gauge higher than enemy gauge, but not reaching twice as much.
+
** As such, if no damage is dealt to the enemy, the flagship automatically receives MVP.
*Friendly ship sunk, damage gauge higher than enemy, but not twice as much.
+
* Battles ending in an E-Rank have no MVP.
;D (Defeat)
+
* In a Combined Fleet, each fleet has its own independent MVP.
*Enemy took less than a certain amount of damage.
+
 
**Both sides taking 0 damage is also D.
+
=See Also=
*Damage gauge lower than enemy gauge.
+
{{Mechanics}}
*Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
 
;E (Defeat)
 
*Over a certain number of friendly ships sunk.
 
*Friendly ship sunk while not meeting any victory conditions.
 
*No damage done to enemy, while taking over a certain amount.
 

Latest revision as of 16:13, 22 September 2024

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet  · Drop
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting

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

Combat Phases

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

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

The combat phases are made out of:

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

Formation Selection

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

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

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

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

Flagship Protection

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

Vanguard Formation

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

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

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

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

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

Choosing a Formation

Formation Selection Screen

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

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


Other mechanics available on this menu:

Victory Conditions

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


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

The following conditions must be met to attain each rank:

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

MVP

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

The way MVP is determined is:

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

See Also