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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]]
Success increases hit rate and evasion.
+
#[[LBAS|Land-Based Aerial Support]]
 
+
#[[Air Power|Stage 1 - Battle for Air Superiority]]
Failure leaves you unable to participate in air combat phase.
+
#[[Anti-Air|Stage 2 - Fleet Anti-Air Defense]]
|-
+
#[[Airstrike|Stage 3 - Airstrike]]
|Air Combat
+
|
 +
#[[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)
|Supporting Fire
+
#[[Support Expedition]]*
|Map 5, requires sortie support expedition.
+
#[[Night Battle#Night Contact and Spotting|Night Contact and Spotting]]
|-
+
#[[Night Battle#Night Shelling Phase|Night Shelling Phase]]
|Opening Torpedo Salvo
 
|Requires midget subs or submarines over level 10
 
|-
 
|Shelling, 1st Round (Range Order)
 
|Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase.
 
|-
 
|Shelling, 2nd Round (Lineup Order)
 
|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.
 
|-
 
|Torpedo Salvo
 
|Must not have taken more than light damage to participate.
 
|-
 
|Night Combat
 
|Attacks occur in lineup order from top to bottom, alternating between sides.
 
 
|}
 
|}
==Night combat==
 
*Night battle damage depends on either the Firepower or Torpedo (or both!) stats for attack power, depending on the specific attack type.  Consequently, DDs, CLs, CLTs and CAs have drastically increase strength at night.
 
*<span style="line-height:20px;color:rgb(0,0,0);">Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.</span>
 
*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
 
*Auxiliary equipment (e.g radar, turbine, and special ammunition) will not affect the combination.
 
  
 +
==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.
  
===Table of night battle attack types===
+
{|class="wikitable" style="text-align:center"
 
+
!rowspan=2 colspan=2|Formation
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 500px;"
+
!colspan=3|Shelling
 +
!colspan=3|Torpedo
 +
!colspan=3|Anti-Submarine
 +
!colspan=3|[[Night Battle]]
 +
!rowspan=2|AA
 +
!rowspan=2|[[Flagship Protection]]
 +
!rowspan=2|Notes
 
|-
 
|-
! scope="col"|Type
+
!Damage!!Accuracy!!Evasion
! scope="col"|Main
+
!Damage!!Accuracy!!Evasion
! scope="col"|Secondary
+
!Damage!!Accuracy!!Evasion
! scope="col"|Torpedo
+
!Damage!!Accuracy<ref>Measured and corroborated with Vita values.</ref>!!Evasion
! scope="col"|Notes
 
 
|-
 
|-
| rowspan="4"|Cut-In
+
|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%
 
|
 
|
|
 
|2+
 
|Torpedo Attack
 
 
|-
 
|-
|3+
+
|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%
 
|
 
|
| rowspan="2"|Shelling
 
 
|-
 
|-
|2
+
|Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}}
|1+
+
|{{Diamond}}
 +
|70%
 +
|100%
 +
|110%
 +
|70%
 +
|40%
 +
|110%
 +
|120%
 +
|100%
 +
|100%
 +
|100%
 +
|70%
 +
|100%
 +
|style="color:red"|'''160%'''
 +
|style="color:red"|'''75%'''
 
|
 
|
 
|-
 
|-
|1-2
+
|rowspan=2|Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}}
|
+
|rowspan=2|{{Echelon}}
|1
+
|75%
|Combined Attack
+
|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
 
|-
 
|-
| rowspan="3"|Double Attack
+
|60%
|2
+
|120%
|0
+
|60%
|0
+
|100%
|
+
|80%
 +
|110%
 +
|Single vs Combined fleet battles (either way)<ref>https://github.com/Tibowl/KCBugTracker/issues/24#issuecomment-872108225</ref>
 
|-
 
|-
|1
+
|Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}}
|1+
+
|{{LineAbreast}}
|0
+
|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%
 
|
 
|
 
|-
 
|-
|0
+
|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''}}
|2+
+
|rowspan=2|{{Vanguard}}
|0-1
+
|50%
|Secondary Gun Double-Attack, Torpedo doesn't fire
+
|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
 
|-
 
|-
|Single Attack
 
| 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.
 
|-
 
|Anti-Submarine
 
| colspan="4" rowspan="1"|Any enemy submarines will force Destroyers and Light Cruisers to target them.  Cut-In and Double Attacks are ignored.
 
|}
 
 
====Cut-in equipment setups====
 
{| class="wikitable"
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}3 main guns
 
| rowspan="5"|
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}2 main guns
 
| rowspan="5"|
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}1 main gun
 
| rowspan="5"|
 
|-
 
| style="text-align: center;"|{{TorpedoWeapon}}{{TorpedoWeapon}}Just 2 torpedos
 
|-
 
| colspan="1" rowspan="2" style="text-align: center;"|
 
| colspan="1" style="text-align: center;"|'''+'''
 
| colspan="1" style="text-align: center;"|'''+'''
 
|-
 
| colspan="1" rowspan="2" style="text-align: center;"|{{YellowGun}} 1 sub gun
 
| colspan="1" rowspan="2" style="text-align: center;"|{{TorpedoWeapon}}1 torpedo
 
| colspan="1" rowspan="2" style="text-align: center;"|One{{YellowGun}}also equippable
 
|-
 
|
 
<p style="text-align: center;">No{{YellowGun}}or{{TorpedoWeapon}}equipped</p>
 
|}
 
 
====Double-attack equipment setups====
 
 
{| class="wikitable"
 
| style="text-align: center;"|{{RedGunMedium}}1 main gun
 
| rowspan="4" style="text-align: center;"|
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}2 main guns
 
| rowspan="4" style="text-align: center;"|
 
| colspan="1" rowspan="2" style="text-align: center;"|{{YellowGun}}{{YellowGun}}2 sub guns
 
|-
 
| style="text-align: center;"|'''+'''
 
|-
 
| style="text-align: center;"|{{YellowGun}}1 or more sub guns
 
| style="text-align: center;"|
 
| style="text-align: center;"|
 
|-
 
|
 
<p style="text-align: center;">No{{TorpedoWeapon}}equipped</p>
 
|
 
<p style="text-align: center;">
 
</p>
 
<p style="text-align: center;">No{{YellowGun}}or{{TorpedoWeapon}}equipped</p>
 
| style="text-align: center;"|One{{TorpedoWeapon}}also equippable
 
|}
 
 
===Damage calculation===
 
====Cut-in====
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 500px;"
 
|-
 
! scope="col"|Weapon Type
 
! scope="col"|Modifier
 
|-
 
|2 torpedoes
 
|The 2 consecutive attacks - total 150%
 
|-
 
|1 main gun, 1 torpedo
 
|The 2 consecutive attacks - total 130%
 
|-
 
|3 main guns
 
|200%
 
|-
 
|2 main guns, 1 secondary gun
 
|175%
 
|}
 
====Double-attack====
 
 
2 consecutive attack - total 120%. Always procs while cut-ins are only by chance and also affected by luck stat. ''(Japanese wiki confirmed that Yukikaze has a more chance of doing cut-ins than Shimakaze)''
 
 
==Effects of ship damage==
 
Amount of damage on a ship will affect its performance.
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 600px; height: 100px;"
 
|Minor damage (小破) or less
 
|No effect on performance
 
|-
 
| style="white-space: nowrap;"|Moderate damage (中破)
 
|Attack power, accuracy, and evasion are slightly decreased
 
|-
 
|Heavy damage (大破)
 
|Attack power, accuracy, and evasion are significantly decreased
 
|}
 
===On attack power===
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
 
|-
 
! scope="col" style="text-align:center;"|Damage
 
! scope="col" style="white-space: nowrap;"|Modifier
 
|-
 
| style="white-space: nowrap;"|Minor damage (小破) or less
 
 
|100%
 
|100%
|-
+
|style="color:red"|'''120%'''
|Moderate damage (中破)
+
|style="color:red"|'''100%'''
|70%
+
|90%
|-
+
|60%
|Heavy damage (大破)
+
|??
|40%
+
|100%
 +
|??
 +
|110%
 +
|High
 +
|Bottom half of the fleet
 
|}
 
|}
Modifier does not affect plane attacks (needs confirmation, because I'm not sure about google translate. source: [http://wikiwiki.jp/kancolle/?%C0%EF%C6%AE%A4%CB%A4%C4%A4%A4%A4%C6#lfa4fc2d wikiwiki])
 
  
==Factors involved in damage calculation==
+
{|class="wikitable"
===MAIN FORMULA (work in progress):===
+
!colspan=5|Accuracy Exceptions
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 650px; height: 225px;"
 
 
|-
 
|-
! rowspan="3" scope="col" style="white-space:nowrap;"|
+
!Formation
<p style="margin-bottom:1em;color:rgb(0,0,0);">Damage =</p>
+
!Day Shelling &<br>Carrier Attacks
! scope="col"|<span style="color:rgb(0,0,0);font-weight:bold;">Basic attack power x uncorrected cap</span>
+
!Torpedo Attacks
! scope="col"|x
+
!ASW
! scope="col"|<span style="color:rgb(0,0,0);font-weight:bold;">corrected critical</span>
+
!Night Battles
! scope="col"| -
 
! scope="col"|<span style="color:rgb(0,0,0);font-weight:bold;">enemy armor</span>
 
! scope="col"|x
 
! scope="col"|<span style="color:rgb(0,0,0);font-weight:bold;">random number between 2/3 ~ 4/3</span>
 
 
|-
 
|-
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|x
+
|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%||?||?
 
|-
 
|-
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|<span style="color:rgb(0,0,0);font-weight:bold;">corrected ammo</span>
+
|Double Line vs Line Abreast||rowspan=3|100%||rowspan=3|N/A||rowspan=3|100%||rowspan=3|N/A
 
|-
 
|-
! colspan="8" scope="col"|<span style="color:rgb(0,0,0);font-weight:bold;">if it isn't damaged by this formula, or becomes very little damage, it becomes scratch damage, maximum about 10% of enemy current HP (need verification)</span>
+
|Echelon vs Line Ahead
|}
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 500px;"
 
 
|-
 
|-
! scope="col" style="white-space:nowrap;"|
+
|Line Abreast vs Echelon
<u>Basic Attack Power for the formula above</u>
 
 
 
Aerial combat<br />Basic attack power =<br />(attack type modifier, see below) × [(Aircraft's divebomb or torp stat) × √(number of planes) + 25]<br />Dive Bombers/Seaplane bombers: attack type modifier = 1<br />Torpedo Bombers: attack type modifier = 0.8 or 1.5 with a 50/50 chance according to wikiwiki<br />Additional notes on bombing below....
 
 
 
Shelling for all vessels except carriers<br />Basic attack power = Firepower + 5
 
 
 
Shelling for carrier-type vessels<br />Basic attack power = (Firepower + Torpedo) × 1.5 + aircraft divebomb stat × 2 + 55
 
 
 
Torpedo/Preemptive Torpedo<br />Basic attack power = Torpedo + 5
 
 
 
Anti-sub warfare<br />Basic attack power = floor(ASW stat when naked / 5) + ASW stat of equipment × 2 + 25
 
 
 
Night Battle<br />Basic attack power = Firepower + Torpedo
 
 
|}
 
|}
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 500px;"
 
|-
 
! scope="col"|
 
<p style="margin-top:1em;margin-bottom:1em;color:rgb(0,0,0);">Attack type modifier is categorized as follow: (this is the scaling on type of planes)</p>
 
  
<p style="color:rgb(0,0,0);">Dive Bombers/Seaplane bombers are fixed at 100%.</p>
+
;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/>
  
<p style="color:rgb(0,0,0);">Torpedo Fighters' scaling is at 80% (0.8) or 150% (1.5). According to wikiwiki, it's a 50/50 regarding which scaling is used.</p>
+
===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.
  
<p style="color:rgb(0,0,0);">種別倍率 × (機体の雷装or爆装 × √搭載数 + 25)</p>
+
===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.'''
  
<p style="color:rgb(0,0,0);">Scaling of planes * (Total 雷装/爆装 * √(Plane Capacity) + 25)</p>
+
Vanguard gives an accuracy penalty to the opposite fleet. See ''[[Accuracy, Evasion and Criticals#Vanguard Formation|here]]'' for more details.
  
<p style="color:rgb(0,0,0);">
+
The '''bottom half''' ships have an increased chance to be targeted.
</p>
+
* 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.
  
<p style="color:rgb(0,0,0);">In the wikiwiki, the portion here:</p>
+
{|class="wikitable" style="text-align:center"
 
+
! colspan=5| Target Rate
<p style="color:rgb(0,0,0);">※ 以上の計算式は「制空権確保」時のものであるため、それ以外の状況では異なる可能性がある。</p>
 
 
 
<p style="color:rgb(0,0,0);">航空戦でのダメージは各スロットの機体性能と搭載数から個々に計算されており、空母の火力値は攻撃力に影響しない。 搭載数はリアルタイムに反映されており、雷撃・爆撃の前に艦載機が撃ち落とされた場合は、そのぶん攻撃力が減少する。 航空戦ではキャップ前補正(陣形補正、交戦形態補正、損傷補正)を受けない。 防御側の対空はダメージに直接は影響しない。ただし敵艦載機を撃ち落とすことによって搭載数を減少させたり、回避率に影響している可能性はある。</p>
 
 
 
<p style="color:rgb(0,0,0);">装甲の堅い敵に艦攻が有効なのは、倍率150%の攻撃があるためである。ただしこの倍率は80%の場合もあり、攻撃力は安定しない。</p>
 
 
 
<p style="color:rgb(0,0,0);">航空戦では互いの艦上戦闘機による制空権の判定が行われ、(被)撃墜数などに大きく影響する。 制空権の影響を大きく受けるのが艦攻で、艦爆は比較的受ける影響が少ないと言われている。</p>
 
 
 
<p style="color:rgb(0,0,0);">Apparently this is calculation's accuracy can only be justified when you managed to get air superiority, aka "制空権確保".</p>
 
 
 
<p style="color:rgb(0,0,0);">As we all know, damage during "Air Combat" phase is only affected by plane capacity and the type of planes you have. The "Firepower" stats doesn't affect anything during this phase.</p>
 
 
 
<p style="color:rgb(0,0,0);">Seems like AA also does not affect the damage during Air Combat directly, just that it is possible that the more planes you shoot down, the higher chance you get to evade the bombings.</p>
 
 
 
<p style="color:rgb(0,0,0);">Then there's the part whereby it informs us that it's effective against ships with high armor due to the possibility of having a 1.5(150%) scaling during the bombing.</p>
 
 
 
<p style="color:rgb(0,0,0);">And as we all know, air superiority is also determined by how many planes were shot down and the side without air superiority will be doing considerably less damage on bombing. (Wording doesn't include torpedo, so I'm not sure whether they're including both bombing and torpedo as one category)</p>
 
|}
 
 
 
===Formation===
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
 
|-
 
! scope="col" style="text-align:center;"|Formation
 
! scope="col" style="text-align:center;"|Modifier
 
! scope="col" style="text-align:center;"|ASW Modifier
 
|-
 
|Line Ahead
 
|100%
 
|45%
 
 
|-
 
|-
|Double Line
+
! rowspan=2| Fleet position
|80%
+
! colspan=4| Number of ships
|60%
 
 
|-
 
|-
|<span style="line-height:20px;">Diamond</span>
+
! 4
|70%
+
! 5
|90%
+
! 6
 +
! 7
 
|-
 
|-
|Echelon
+
! 1
|60%
+
| style="background-color:#92D050;color:black"| 12,50%
|75%
+
| style="background-color:#92D050;color:black"| 8,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
|Line Abreast
+
! 2
|60%
+
| style="background-color:#92D050;color:black"| 12,50%
|100%
+
| style="background-color:#92D050;color:black"| 8,00%
|}
+
| style="background-color:#92D050;color:black"| 8,33%
Night battle and air combat are not affected by formation choice<span style="font-size:11px;line-height:0px;">.</span>
+
| style="background-color:#92D050;color:black"| 6,13%
 
 
===Engagement forms===
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 400px;"
 
 
|-
 
|-
! scope="col" style="text-align:center;"|Form
+
! 3
! scope="col" style="white-space: nowrap;"|Modifier
+
| 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%
 
|-
 
|-
|Parallel Engagement (同航戦)
+
! 4
|100%
+
| 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%
 
|-
 
|-
|Head-on Engagement (反航戦)
+
! 5
|80%
+
!
 +
| style="background-color:#F8CBAD;color:black"| 28,00%
 +
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
|Crossing the T (Advantage) <span style="color:green">'''(T字戦有利)'''</span>
+
! 6
|120%
+
!
 +
!
 +
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
| style="white-space: nowrap;"|Crossing the T (Disadvantage) <span style="color:red">'''(T字戦不利)'''</span>
+
! 7
|60%
+
!
 +
!
 +
!
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|}
 
|}
*Night battle and air combat are not affected by engagement form.
+
<references/>
*'''The engagement form attack modifier affect both your fleet and the enemy fleet.'''
 
*Crossing the T (Disadvantage) can be avoided by equipping a {{Template:YellowPlane}}彩雲 Saiun (Carrier-based recon plane).
 
 
 
===Illustration of engagement forms===
 
'''Parallel Engagement'''
 
  
The course of the player's fleet and the enemy fleet are the same.
+
===Choosing a Formation===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
+
[[File:Formation_Selection_Screen.png|thumb|right|Formation Selection Screen]]
|Fleet A
+
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.
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|-
 
|Fleet B
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|}
 
  
'''Head-on Engagement'''
+
* '''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.
  
The course of the player's fleet and the enemy fleet are opposite each other.
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
 
|Fleet A
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|-
 
|Fleet B
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
 
|}
 
  
 +
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.
  
'''Crossing the T'''
+
=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:
  
The course of the player's fleet and the enemy fleet are perpendicular to each other (that's 90 degrees, which results in a T figure).  A fleet is in disadvantage if it is coming from <span style="color:rgb(34,34,34);font-family:arial;line-height:normal;text-align:justify;">「|」</span>direction, and is in advantage it is is coming from <span style="color:rgb(34,34,34);font-family:arial;line-height:normal;text-align:justify;">「―」direction.</span>
+
{{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).
 +
}}
  
(Historically, the point of this was for the <span style="color:rgb(34,34,34);font-family:arial;line-height:normal;text-align:justify;">「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)</span>
+
The following conditions must be met to attain each rank:
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="height: 100px; width: 200px;"
+
{|class="wikitable" style="width:75%; margin:auto; text-align:center"
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
+
!Victory State
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
+
!Rank
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
+
!Common name
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
+
!Conditions
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
 
 
|-
 
|-
|
+
!rowspan=4|Victory
|
+
|{{TextGlow|'''Total Victory: S<br>(完全勝利S)'''|black|text-colour=gold|glow-size=2px}}
| colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
+
|{{TextGlow|'''Perfect S'''|black|text-colour=gold|glow-size=2px}}
|
+
|style="text-align:left|
|
+
* 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.
 
|-
 
|-
|
+
|{{TextGlow|'''Victory: S<br>(勝利S)'''|black|text-colour=gold|glow-size=2px}}
|
+
|{{TextGlow|'''S rank'''|black|text-colour=gold|glow-size=2px}}
| colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
+
|style="text-align:left|
|
+
* Sink all enemy ships.
|
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take less than 5% damage.
 
|-
 
|-
|
+
|{{colour|red|'''Victory: A<br>(勝利A)'''}}
|
+
|{{colour|red|'''A rank'''}}
| colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
+
|style="text-align:left|
|
+
* 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.
 
|-
 
|-
|
+
|{{TextGlow|'''Tactical Victory: B<br>(戦術的勝利B)'''|black|text-colour=orange|glow-size=2px}}
|
+
|{{TextGlow|'''B rank'''|black|text-colour=orange|glow-size=2px}}
| colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
+
|style="text-align:left|
| style="text-align:center;"|
+
* 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 [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 10% and 20% damage.
 +
* ''If any of the ships sink, this is the maximum rank obtainable''.
 
|-
 
|-
|
+
!rowspan=4|Defeat
|
+
|{{TextGlow|'''Tactical Defeat: C<br>(戦術的敗北C)'''|black|text-colour=Yellow|glow-size=2px}}
| colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
+
|{{TextGlow|'''C Rank'''|black|text-colour=Yellow|glow-size=2px}}
|
+
|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.
===Critical attack===
+
* 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.
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
+
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 50% and 20% damage.
|-
 
! scope="col"|Attack Type
 
! scope="col"|Modifier
 
|-
 
|Normal Attack
 
|100%
 
|-
 
|Critical Hit
 
|150%
 
|}
 
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40.''' (If, on the other hand, the critical message appeared when the damage dealt was less than 40, then it was a critical hit.)
 
===Fuel and ammo (unconfirmed)===
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 400px;"
 
|-
 
! scope="col"|Remaining Ammunition
 
! scope="col"|Modifier
 
|-
 
|5 or more ammo bar
 
|100%
 
|-
 
|4 ammo bar
 
|80%
 
 
|-
 
|-
|3 ammo bar 
+
|{{TextGlow|'''Defeat: D<br>(敗北D)'''|black|text-colour=lime|glow-size=2px}}
|60%
+
|{{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.
 
|-
 
|-
|2 ammo bar
+
|{{TextGlow|'''Defeat: E'''<br>(敗北E)'''|lightgray|text-colour=blue|glow-size=1px}}
|40%
+
|{{TextGlow|'''E rank'''|lightgray|text-colour=blue|glow-size=1px}}
|-
+
|style="text-align:left|
|1 ammo bar
+
* The enemy flagship survives and the number of sunk ships in the fleet meets the minimum kill requirements.
|20%
+
** Not meeting the requirements for a D Rank.
|-
 
|0 ammo bar
 
|<span style="font-size:12px;line-height:normal;">Scratch Damage</span>
 
 
|}
 
|}
*Amount of ammunition also affects the aircraft carriers damage.
 
*Ships which has low fuel and/or ammo remaining has higher chance of getting heavily damaged.
 
*Night battle When entering on night battle,the amount of ammunition is same after the day battle.
 
*On the 5th round of the battle (nodes i guess) damage are minimized and on 6th round there will be no chance of winning, therefore the recommended boss node battle will be 4th round.
 
*To prevent the the loss of firepower, avoid night battles and whirlpools on the way.
 
 
'''note''': this is a rough translation,edit it when you're good with english. - '''Kurisu022"'''
 
 
 
('''Help''': Confirmation needed if the wiki is indeed saying ammo bar. And what are game eyes? And what is Only Kasudame? [http://wikiwiki.jp/kancolle/?%C0%EF%C6%AE%A4%CB%A4%C4%A4%A4%A4%C6#d50cd57a Here's the link])
 
  
Magnification also affect air warfare. 
+
;Notes
 +
* B-ranks are the minimum victory requirements for:
 +
** Obtaining [[drop]]s.
 +
** 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. 
  
Magnification is the same for day and night battle of the battle.
+
==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]]''.
  
'''User Amanies is asking for help: '''Everything is taken from [http://wikiwiki.jp/kancolle/?%C0%EF%C6%AE%A4%CB%A4%C4%A4%A4%A4%C6 here]. Some sections weren't added because I felt that the google translation wasn't accurate (or I didn't understand it at all).
+
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.
  
==Victory conditions==
+
=See Also=
;Perfect S
+
{{Mechanics}}
*No damage taken, all enemy ships sunk.
 
;S (Victory)
 
*All enemy ships sunk.
 
;A (Victory)
 
*No friendly ships sunk and required number of enemy ships sunk.
 
** Sink 4 of 6, 3 of 5, 2 of 4, 2 of 3, or 1 of 2.
 
;B (Tactical Victory)
 
*Enemy flagship sunk.
 
*No damage taken, and enemy took over a certain amount of damage.
 
*Damage gauge at least twice enemy damage gauge.
 
*Friendly ship sunk, specified number of enemy ships sunk, and damage gauge twice enemy gauge.
 
*Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
 
;C (Tactical Defeat)
 
*Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
 
*Damage gauge higher than enemy gauge, but not reaching twice as much.
 
*Friendly ship sunk, damage gauge higher than enemy, but not twice as much.
 
;D (Defeat)
 
*Enemy took less than a certain amount of damage.
 
**Both sides taking 0 damage is also D.
 
*Damage gauge lower than enemy gauge.
 
*Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
 
;E (Defeat)
 
*Over a certain number of friendly ships sunk.
 
*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