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Difference between revisions of "Help:Equipment Setup"
Jigaraphale (talk | contribs) m (→Destroyer (DD)) |
(→Equipment Selection: Spelling fixes. Engine Improvement evasion slander removed. RLK2 note change. Not thoroughly scrutinized.) |
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|{{Firepower}} {{Hit}} | |{{Firepower}} {{Hit}} | ||
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− | * Despite its stats the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} is '''the best''' on [[AARB| | + | * Despite its stats the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} is '''the best''' on certain ships, due to it's [[AARB|unique mechanic]]. |
* Having an good [[AACI]] takes priority over stats | * Having an good [[AACI]] takes priority over stats | ||
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|[[AAR]] {{Double Chevron}} {{Firepower}} | |[[AAR]] {{Double Chevron}} {{Firepower}} | ||
|rowspan=2| | |rowspan=2| | ||
− | * If the main purpose of the ship is [[ASW]] then | + | * If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat |
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|[[Fighter-Bomber]] and [[Jets]] | |[[Fighter-Bomber]] and [[Jets]] | ||
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|[[AAR]] {{Double Chevron}} {{Firepower}} | |[[AAR]] {{Double Chevron}} {{Firepower}} | ||
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− | *If the main purpose of the ship is [[ASW]] then | + | *If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat |
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|{{GreenPlane}} {{Night Fighter Aircraft}} | |{{GreenPlane}} {{Night Fighter Aircraft}} | ||
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|{{Turbine}} | |{{Turbine}} | ||
|[[Engine Improvement]] | |[[Engine Improvement]] | ||
− | |{{Speed}} | + | |{{Speed}}{{Evasion}}* |
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− | * | + | *If above the softcap (65), the {{Evasion}} Evasion gained is negligible. |
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|colspan=2|All Other Equipment | |colspan=2|All Other Equipment |
Revision as of 08:59, 1 November 2023
This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover niche setups that are specific to a map, a ship, or a mechanic. For those equipment setups, please refer to the relevant pages.
- Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
- For more details on some mechanics, please see:
Destroyer (DD)
Equipment | Notes |
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This is the most basic combat setup for all destroyers. Green dual-purpose guns like the 10cm Twin High-angle Mount contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the 10cm Twin High-angle Mount + Anti-Aircraft Fire Director is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an ![]() |
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This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage. |
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This setup is the standard Torpedo Cut-In (TCI) setup. It should only be used on destroyers with at least 50 ![]() ![]() |
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This setup is an alternative TCI setup. This setup is typically used for either powerful destroyers (E.g. Yuudachi, Ayanami, Naganami) that can hit the night battle cap with two torpedoes or low luck (30 ![]() ![]() |
Equipment | Notes |
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This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a Depth Charge Projector while the other needs to be a Depth Charge (Racks). Take note that reaching the OASW threshold takes precedence over everything. In this case, just replace depth charges with equipment that has a higher ASW. |
Equipment | Notes |
---|---|
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This setup is for dealing with Supply Depot Princess and her variants. Since she is the only installation that takes post-cap damage, this setup will allow any girl to kill her in one shot. |
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This is the more typical setup for anti-installation work. It still gives significant bonuses against all installations and allows destroyers to double attack at night. Equipment picked for the 3rd slot depends on its upgrade values and/or what the destroyer is capable of equipping. |
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This is a unique setup for Tashkent. The two anti-ground artillery gives her a significant boost to firepower that allows her to cap in day and night. |
Equipment | Notes |
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This is an anti-PT boat setup. The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the ![]() When applicable, the use of |
Coastal Defense Ship (DE)
Equipment | Notes |
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DE are primarily used for ASW. In the event they are used for combat, green dual-purpose guns like the 10cm Twin High-angle Mount contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the 10cm Twin High-angle Mount + Anti-Aircraft Fire Director is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an ![]() |
Equipment | Notes |
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This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a Depth Charge Projector while the other needs to be a Depth Charge (Racks). Take note that reaching the OASW threshold takes precedence over everything. In this case, just replace depth charges with equipment that has a higher ASW. Take note that DEs have bonus armor penetration from Depth Charges. |
Light Cruiser (CL)
- Also applicable to CT to some extent for standard combat and ASW.
Equipment | Notes |
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This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup. |
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This setup is the standard Torpedo Cut-In (TCI) setup. One ![]() ![]() ![]() |
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This is a unique setup for Yura Kai Ni that allows her to provide air support while maintaining night battle double attacks and opening torpedoes. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns. |
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This is a unique setup for Yuubari Kai Ni Toku when she isn't running the full TCI setup. The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation work, or a sonar for ASW work. |
Equipment | Notes |
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This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a Depth Charge Projector while the other needs to be a Depth Charge (Racks). Take note that reaching the OASW threshold takes precedence over everything. In this case, just replace depth charges with equipment that has a higher ASW. |
Equipment | Notes |
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![]() ![]() ![]() |
This setup is for dealing with Supply Depot Princess and her variants. Since she is the only installation that takes post-cap damage, this setup will allow any girl to kill her in one shot. |
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This is the more typical setup for anti-installation work. It still gives significant bonuses against all installations and allows to double attack at night. Equipment picked for the 3rd slot depends on its upgrade values and/or what the cruiser is capable of equipping. |
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Primarily only 4-slot CLs will be used for a dedicated anti-installation role because the DLC-capable CLs are better suited to other roles. The bonus firepower from the anti-ground rockets is more than enough to let any of the 4-slot CLs hit the day and night caps. |
Equipment | Notes |
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This is a unique setup for Yura Kai Ni's AACI. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns. The wildcard should preferably be a ![]() |
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This is a setup to take advantage of Ooyodo/Agano-class/CT reinforcement expansion. By placing a ![]() |
Torpedo Cruiser (CLT)
Equipment | Notes |
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This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
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This setup is the standard Torpedo Cut-In (TCI) setup. Two ![]() |
Equipment | Notes |
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Opening torp + (O)ASW. This ASW setup maximizes the ASW by taking advantage of the synergy. Take note that reaching the OASW threshold takes precedence over everything. In this case, just replace depth charges with equipment that has a higher ASW. |
Heavy Cruiser (CA/V)
Equipment | Notes |
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This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks. The wild card can be anything that does not interfere with the double attack setup. The wild card is usually a RADAR of some sort to increase the artillery spotting trigger rate. |
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This is an alternative setup for CAs in the main fleet of a combined fleet. Do not use this setup if CAs are expected to engage in night battle. This setup gives them extra hitting power for artillery spotting at the expense of having a terrible night battle cut in. If applicable, on ![]() ![]() ![]() |
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This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun. |
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This is the standard CA setup for Torpedo Cut-In (TCI). Since any CA that can TCI or should be luck-modded to be capable of TCI can already hit the cap with two torpedoes, it is better to have a main gun over a 3rd torpedo. This will allow them to be somewhat effective during the day and gain the bonus accuracy from equipping an IJN 20.3. The wild card can be anything that doesn't interfere with this setup. It will typically be night battle equipment. |
Equipment | Notes |
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This is a unique setup for Maya Kai Ni. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a ![]() ![]() |
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This setup is for Suzuya Kai Ni and Kumano Kai Ni. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well. |
Battleship (F/BB/V)
Equipment | Notes |
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This is the typical anti-installation setup for BBs. It is generally not used that often because BBs will already hit the daytime cap and losing out on APCI reduces their power and effectiveness against other targets. This setup is more viable on 5-slot BBs that can also take an AP shell and get the best of both worlds. |
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This is a unique setup for Nagato Kai Ni and Mutsu Kai Ni. While it does give up APCI like the regular BB anti-installation setup, tanks, and landing craft have much better multipliers across a wider range of installation types. This can make for some devastating attacks when combined with their Touch mechanic. |
Equipment | Notes |
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This is a unique setup for Musashi Kai Ni and requires a 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns in her reinforcement expansion. This setup should also only be used in a main fleet of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows Musashi to perform AACI. It also her a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks. |
Carrier (CV/L/B)
Unlike other ship types, equipment placement order matters for carriers.
The general rules are:
- Bombers in top slot
- Torpedo bomber in largest slot
Equipment | Notes |
---|---|
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This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of ![]() ![]() ![]() |
CVE and Kaga Kai Ni Go are the main carriers effective against submarines.
Equipment | Notes |
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ASW Aircraft or just planes with good ASW should be prioritized. It is possible to maintain some surface combat capabilities, by doing a normal CVCI with high ASW panes, or by stacking ![]() |
Equipment | Notes |
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For the standard CV/L setup to work against installations, the ![]() ![]() ![]() |
Equipment | Notes |
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This setup is known as a "fighter mule". The CV/L will be unable to attack and her only role is to provide as much fighter support as possible. |
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This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the NOAP![]() ![]() |
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This setup is only for CVN as they are able to perform night battle special attacks without the NOAP. The ![]() |
Submarine (SS/V)
Equipment | Notes |
---|---|
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This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another ![]() ![]() ![]() Two ![]() |
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By combining Late Model Submarine Torpedoes with ![]() |
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Seaplane Tender (AV)
Equipment | Notes |
---|---|
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This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage. AV that can't equip ![]() ![]() ![]() Seaplane bombers may be replaced with fighters if more airpower is needed. |
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Fighter Mule. Used to maximize the AV's fighter power. 4 slots AVs can take an extra ![]() |
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This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform Artillery Spotting with the double guns.
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Equipment | Notes |
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Basic anti-installation nuke setup for all AV. 4 slot AV can add another ![]() |
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![]() ![]() This setup is for 4 slots AV to utilize the "Nuke" with a "Night DA". |
Auxiliary Ships (Aux)
Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.
Equipment Selection
While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.
Equipment of a same type are mainly differentiated by their "Stats" (,
,
, ...), including Fit Bonuses (both visible and invisible) and Improvements (
) stats, as well as some more specific attributes, like:
- Modifiers brought in certain mechanics, ranging from combat to routing,
- Special mechanics induced by certain equipment...
Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.
Here, equipment stats are dispatched into 3 categories:
- Primary Stats: stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
- Secondary Stats: stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
- Bonus Stats: All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
Equipment Stats Category | |||||
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Main Armament | |||||
Icon | Equipment Types | Primary Stats | Secondary Stats | Notes | |
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Main Gun & Secondary Gun | ![]() |
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High-Angle Gun | ![]() |
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AA Gun | ![]() |
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Torpedo | ![]() |
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Midget Submarine | |||||
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Anti-submarine Weaponry | ![]() |
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Aircraft | |||||
Icon | Equipment types | Primary stats | Secondary stats | Note | |
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Dive Bomber | ![]() |
AAR ❱❱ ![]() |
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Fighter-Bomber and Jets | ![]() |
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Torpedo Bomber | ![]() |
AAR ❱❱ ![]() |
| |
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Fighter | ![]() |
❱❱ ![]() |
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Carrier Recon | ![]() ![]() |
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Seaplane Recon | ![]() ![]() |
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Seaplane Bomber | ![]() ![]() |
❱❱ AAR | ||
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Seaplane Fighter | ![]() |
❱❱ | ||
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ASW Aircraft | ![]() |
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Other Equipment | |||||
Icon | Equipment types | Primary stats | Secondary stats | Note | |
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Surface Radar | ![]() |
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Air Radar | ![]() |
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Anti-intallation Equipment | Anti-installation modifiers |
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Extra Armor | ![]() |
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Engine Improvement | ![]() ![]() |
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All Other Equipment | Are chosen on a case-by-case basis, being often bounded to some specific mechanics |
- Notes
Range gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for Special Attacks or when Leveling.
See Also
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