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Difference between revisions of "Help:Equipment Setup"
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− | |This setup is the standard | + | |This setup is the standard [[TCI|Torpedo Cut-In]] (TCI) setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances. |
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Revision as of 21:02, 28 March 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 ![]() ![]() |
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 ![]() |
Light Cruiser (CL)
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. |
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 ![]() |
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 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. |
Battleship (F/BB/V)
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 ![]() ![]() ![]() |
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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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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