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User:VanillaCupcake/Sandbox/Early Game Ships
this one's more aimed at newer players
note that most of the notes between here and the tables and are more for me as a reference to keep me focused on what this guide is fundamentally about. It will be cleaned up later.
it's for getting a basic set of ships available across a variety of types. Any ship in this guide will be accessible in non-event maps and it will be assumed that the player has no access to ships currently exclusive to time limited events, late main-map or LSC exclusive drops, or time limited drops in main maps.
it will come in two stages: basic readiness and then rounding out more event focused stuff
first half will be focused on a small number of ships that are both available early and "come online" early with the goal of allowing the player to efficiently clear standard maps and farm them for experience and drops.
The second half will be focused on getting enough ships to field any variety of combined fleet and to round out empty niches not covered in part 1 (anti air, anti-installation, OASW, CAVs, etc)
PART 1: you just started the game and are a super beginner
(maybe I can have these in separate clickable tabs? I dunno how to make that work)
first half will be focused on a small number of ships that are both available early and "come online" early with the goal of allowing the player to efficiently clear standard maps and farm them for experience and drops. It will be assumed that the player does not yet have access to remodel blueprints and no ship that requires a remodel blueprint to perform will be listed here.
Generally it is better to focus your experience and modernization fodder into a smaller number of ships first, and then you can use them to help carry and train more girls.
lastly it is not worthwhile to raise multiple copies of any girl as you cannot use multiple of the same ship in a fleet at a time.
anyone not mentioned in any table is some combination of:
- too rare to reasonably expect a player to have
- worse than recommended ships
- requires limited resources to stand out from the rest of their class
Destroyers (DD) are weak in daytime surface combat, but make up for it via their performance in anti-submarine combat, night battle, and other utility purposes. They are also frequently very helpful in achieving preferential routing on maps and are sometimes needed to even reach the boss at all. Early on, you should pick five of these to raise. Note that nearly all IJN destroyers are effectively identical at Kai, so the goal here is to pick up and begin leveling those who have stand-out Kai Nis that do not require Blueprints or Action Reports.
Ships | Explanation |
---|---|
Shimakaze, Yukikaze | These two are unique in that they come online and reach their full potential (or most of their full potential) at only level 20. Their all around stats are excellent and Yukikaze will likely be your first reliable Torpedo Cut-In Destroyer.
However, they are both rare and difficult to acquire, so do not fret if they don't show up right or even at all. Both can be constructed through the rare Destroyer recipe, and also begin dropping in normal maps as early as 2-4. |
Yuudachi, Shigure, Kasumi, Ayanami | Top-tier DDs who, when at their final remodel, perform well in multiple roles or exceptionally well in a single role. While their Kai Nis will be out of reach for now due to their level requirement, it's good to get an early start in leveling them. |
Asashio, Michishio, Hatsushimo, Hibiki, | Other destroyers who, while strong, are not as good as the above ships. |
Ships | Explanation |
---|---|
any member of the Mutsuki-class |
These ships have universally poor performance in combat, but their below average resupply cost makes them efficient in expeditions. Keep some and use them to run expeditions only. |
Shirayuki, Hatsuyuki, Miyuki, Oboro, Sazanami, Ikazuchi, Inazuma, Nenohi, Wakaba, Samidare, Suzukaze | In terms of in-game performance, these ships have no redeeming traits - they have mediocre stats and do not have a second remodel, so they're stuck this way forever. Do not level them unless you really love them. |
Heavier than destroyers, they perform better in daytime combat roles and can fill a wide variety of utility purposes. Many maps in the main game require one to get preferential routing, but there is rarely, if ever, room for more. They are very important for branching in World 2, so you should train two of them so that you can still sortie to these maps while one is repairing.
Ships | Explanation |
---|---|
Kuma | IJN CL are very unimpressive at Kai, but Kuma is an exception - her stats are very high in all areas, 10 more each than other Kai CL. She's also very easy to find, first appearing in 1-1 and everywhere hereafter. She shines brightly in the first few worlds, where surface combat against other ships is all that matters and no one is high enough level to reach their final remodels.
However, she has no utility capabilities and no second remodel - she will fall off compared to other CL later on. |
Ships | Explanation |
---|---|
Isuzu,Sendai | Average performance at Kai, but excellent utility performance at Kai Ni. |
Abukuma | Same as the above, but she is a rare drop who at this stage of the game will only show up in Construction through the rare DD/CL recipe. |
These CL are, for the time being, primarily here to be rotated in Kuma's place if she is repairing or fatigued. All IJN CL except Kuma are the same at Kai, but these three are chosen specifically because they are the first CL that a player should aim to remodel to Kai Ni later on.
Ships | Explanation |
---|---|
Tenryuu, Tatsuta | Exactly like the Mutsuki-class destroyers - poor in combat, but efficient for expeditions. Send them on expeditions only. |
Naka, Natori | Bad. No relevant first or second remodels. They will eat up your exp and give nothing back. |
= Very similar to CL, and they start as CL, but they trade all utility and shelling firepower for devastating torpedoes and the ability to launch them pre-emptively. However, they are somewhat fragile and are sometimes penalized in map routing. Both CLT listed here should be leveled.
Ships | Explanation |
---|---|
Kitakami, Ooi | The torpedo queens. They remodel early and have the highest torpedo stat out of all shipgirls by a significant margin. They are extremely powerful right out the gate and they will stay that way forever. |
Similar to CL, but they trade some of the utility for more raw firepower and armor. Many very early game fleets will only have room for 2 at most. There are also Aviation Cruisers CA(V), which fit into the same slot in a fleet and trade some offensive power for the ability to carry Seaplane Bombers and Seaplane Fighters, an ability that will be important later. For now, level two of them at the very most (but at least one).
Ships | Explanation |
---|---|
Tone, Chikuma | A pair of relatively common CA that have exceptional stats at Kai. They later remodel into CA(V) and continue to perform well at all stages of the game. |
Myoukou | Another CA with high Kai performance and a great final remodel. Somewhat uncommon. |
Mogami | Remodels into a CA(V) at the very low level of 10. Likely to be your first CA(V). |
Takao, Atago | Honorable mentions that rival Tone, Chikuma and Myoukou at Kai, but they do not have a future Kai Ni remodel and thus should not be leveled instead of Tone, Chikuma, or Myoukou. |
They can carry seaplanes and equip minisubs, allowing them to perform an opening torpedo. However, their stats are generally poor. Their key use early on is routing, particularly allowing you to achieve optimal routing in World 2. There are only two available to you at the start, and you should collect both.
Ships | Explanation |
---|---|
Chiyoda, Chitose | The only two AV available outside of events and late game maps. They're not great, but they're all you've got. They remodel into CVL at level 15 and onwards, but one should be kept as an AV. |
Heavy ships whose primary roles are heavy pre-emptive strikes and securing air superiority. They're quite rare at first and you aren't allowed to bring many to one map, in most cases. Thankfully, the game gives you Akagi for free. For now, try to acquire and level one only (alongside Akagi). Some are better than others, but the differences between them are not large and you should take whoever you can get.
Ships | Explanation |
---|---|
Akagi | The game gives her to you for free as the reward of a very early and very easy quest. Great all around stats, good plane capacity. Definitely use her. |
Kaga | Akagi's sister. The best of all choices here due to her solid stats and best-in-class aircraft capacity. Can be found in 2-3 and early world 3. |
Souryuu, Hiryuu | At Kai, they're effectively identical. The weakest of the 6 Kai IJN CAs. Like Kaga, they start dropping in 2-3 and early world 3. |
Zuikaku, Shoukaku | Better than Souryuu/Hiryuu, weaker than Akagi/Kaga. You will not see them outside of doing the CV recipe in Construction, as they only drop in 4-4 and beyond. |
They're like Standard Carriers, but with less of everything (including deployment cost). Map routing is kinder to them and sometimes requires them. Note that this is the first point at which ship speed comes into account in this guide. Every ship mentioned prior to this point is Fast, but from here on out some will be Slow. Most standard maps don't penalize slow ships, but 2-5 does and it's important for new admirals to start clearing 2-5 monthly as quickly as possible in order to begin acquiring medals (and by extension, remodel blueprints). You should level two of them - one fast, one slow.
Ships | Explanation |
---|---|
Jun'you, Hiyou | The best CVL at Kai stage - good stats, good plane capacity. The only demerit is that they're slow, which won't matter too much in these early stages except for World 2-5. They're identical at Kai, but Jun'you has a (very good) final remodel and Hiyou does not. Choose whichever suits your liking - you'll come back to the other one later. |
Ships | Explanation |
---|---|
Chitose, Chiyoda | Remember those AV from earlier? They're the strongest of the fast Kai CVL, but they do not reach Kai until level 35 and their base CVL form is very weak. If you choose to go with one of them, level her as an AV while running World 2 maps and then perform both remodels back to back once she reaches level 35. |
Ryuujou | The weakest Kai CVL, but she's easy to find and has a good final remodel. |
Shouhou | Better than Ryuujou and also easy to find, but she does not have a Kai Ni form. |
Zuihou | Identical to Shouhou at Kai, but has a very strong Kai Ni. However, she is very rare and does not drop until late in the main game. If you see her at all, it will be as a side result of attempting to craft CV through Construction. Do not aim to craft her specifically. |
Heavily armoured and with high daytime firepower, they're also very expensive to sortie and repair. They come in three flavours: Battleship (BB), Aviation Battleship (BBV), and Fast Battleship (FBB). Unlike with CVL, their speed will not be important at this stage as it is not recommended to take Battleships to 2-5 anyways. Most standard maps will not let you bring many, so only train two, with at least one being an Aviation Battleship for 1-5 farming.
Ships | Explanation |
---|---|
Kongou, Hiei, Kirishima, Haruna | Their performance at Kai is identical to one another. They drop in the boss nodes of all World 2 maps. Solid stats with a reasonable resupply cost. |
Nagato, Mutsu | Stronger at Kai than the Kongou sisters, but very rare, especially Nagato. They also have a noticeably higher resupply cost. |
Ships | Explanation |
---|---|
Fusou, Yamashiro | The most common Battleship drops. They start off as BB, and remodel to BBV at Kai. They drop virtually everywhere from World 2 onwards. |
Ise, Hyuuga | Better than Fusou and Yamashiro, but harder to get. Like Fusou and Yamashiro, they start as BB and remodel to BBV at only level 10. Drops in the boss nodes of 2-2 and onwards. |
(this section needs a better name and better formatting, I'll fix it later)
Ships that are extremely important to collect ASAP due to them being required for the important quests that unlock your second, third, and fourth fleets. Getting them should be a high priority.
CL: Sendai, Naka, Jintsuu
CA: Myoukou, Haguro, Nachi, Ashigara
FBB: Kongou, Hiei, Kirishima, Haruna
PART 2: An Event is coming up and you want to do it
This comes mostly or entirely after Part 1, although it is possible for someone who is not done with the basics to make small forays into an event to collect some rewards.
The goal here is to pick up some unique rare ships that perform specific functions and to increase the number of leveled and modernized ships to the point that a player can put together any type of Combined Fleet. Ships that were mentioned in Part 1 that you did not train at the time will be revisited in Part 2, and ships with poor Kais that were not mentioned in Part 1 will be visited in Part 2 now that Kai Ni remodel levels are more reasonable to attain.
Additionally, now that you have a collection of strong modernized ships, leveling and training will be more efficient and we'll be able to start leveling some ships up to their Kai Ni remodels. Some Blueprint remodels, too.
Furthermore, historical bonuses will be mentioned in regards to the girls that frequently have them, especially night battle attackers.
You should aim for a minimum of 10 DD, 3 CL, 4 CA/V, 4 CV, 4 CVL, 4 FBB, 1 BBV, 1 AV, 2 CLT, plus a few specialized ships that will be mentioned specifically farther down.
At this point directions for where to collect specific key ships, if they're hard to find, is also given out, as it is feasible to begin target farming them. Construction is 100% not recommended at this point as farming gets you a better chance at ships per resources spent and gets you additional experience, too.
Destroyers
Destroyers as they reach Kai Ni will begin to differentiate from each other and become more specialized in the kind of roles they can perform. You should aim for a variety of DD who are capable of surface combat, anti-installation duties, anti-submarine warfare, and anti-air.
Regarding the earlier mentioned minimum of 10 ready DDs, you should aim for a minimum of:
- 3 Surface Combat DDs
- 2 Anti-Installation DDs
- 1 Anti-Submarine Warfare DD
- 1 Anti-Air DD