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Help:Equipment Setup
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.
- Sor more details on some mechanics, please see:
Destroyer (DD)
Equipment | Notes |
---|---|
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 Air. This will allow any destroyer to activate AACI API5. | |
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. | |
This setup is the standard torpedo cut-in (TCI) setup. It should only be used on destroyers with at least 50 . Destroyers with 40 are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances. | |
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 ) destroyers. In the case of powerful destroyers, the wild card can be night battle equipment or a main gun. The latter will help them maintain some effectiveness during day combat. For low-luck destroyers, the wild card should be a . This will help increase their trigger rate somewhat. |
Equipment | Notes |
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Small | 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. | |
// | 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. |
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 |
---|---|
This is an anti-PT Imp Group setup. The combination of equipment makes hits nearly guaranteed and their low HP means they can be killed in one hit. It does mean that the destroyer's combat effectiveness is severely reduced against other targets though. Therefore, it is highly recommended to use Reinforcement Expansions to fit the so that another main gun can be used to maintain double attacks. |
Coastal Defense Ship (DE)
Equipment | Notes |
---|---|
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 Air. This will allow any destroyer to activate AACI API5. |
Equipment | Notes |
---|---|
Small | 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)
Equipment | Notes |
---|---|
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. | |
Torpedo Torpedo | This setup is the standard torpedo cut-in (TCI) setup. One may be a Minisub to add an opening torpedo for capable ships. Two must not be minisubs, as minisubs do not count as torpedos for TCI. |
Minisub + | 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. |
Minisub | 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 |
---|---|
Small | 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 |
---|---|
Minisub | 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 to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting. |
This is a setup to take advantage of Ooyodo's reinforcement expansion. By placing a 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns in it, it allows her to perform artillery spotting and night battle double attacks while freeing up two slots for utility purposes. The wild cards can be anything that doesn't interfere with the special attacks. It can be night battle equipment or a Fleet Command Facility. |
Torpedo Cruiser (CLT)
Equipment | Notes |
---|---|
Minisub | This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
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Torpedo Torpedo Minisub | This setup is the standard torpedo cut-in (TCI) setup. Two must not be minisubs, as minisubs do not count as torpedos for TCI. |
Equipment | Notes |
---|---|
Minisub | 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 |
---|---|
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. | |
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 can be replaced by the SCAMP SCAMP to gain the firepower without losing the DA. | |
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. | |
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. |
Equipment | Notes |
---|---|
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 for a will let her focus more on anti-air at the expense of artillery spotting. If having two 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) or the GFCS variant, it is possible to maintain artillery spotting and AACI. | |
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 |
---|---|
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. | |
/ | 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 |
---|---|
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 |
---|---|
This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of and can be adjusted depending on how much enemy airpower is expected. One can be swapped out with a Saiun if preventing Red-T engagement is necessary. |
CVE and Kaga Kai Ni Go are the main carriers effective against submarines.
Equipment | Notes |
---|---|
///// | 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 |
---|---|
For the standard CV/L setup to work against installations, the must be anti-installation DBs. Otherwise, all bombers must be only. Take note that using only will prevent CV/Ls from doing CVCI. |
Equipment | Notes |
---|---|
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. | |
NOAP | This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the NOAP , careful consideration needs to be taken when running this setup. |
This setup is only for CVN as they are able to perform night battle special attacks without the NOAP. The should ideally be a Night Aircraft to maximize NB damage and allow CVCI during the day. |
Submarine (SS/V)
Equipment | Notes |
---|---|
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 or utility equipment like or . Two must not be minisubs, as minisubs do not count as torpedos for TCI. | |
Sub_LM + Sub_LM | By combining Late Model Submarine Torpedoes with or with other LM sub torpedoes, the SS will be able to trigger a "new TCI" at night, while keeping the advantages listed above. |
Sub_LM + |
Seaplane Tender (AV)
Equipment | Notes |
---|---|
Bomber Bomber Minisub | This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage. AV that can't equip Minisub or Kamoi Kai can swap for an extra Bomber. 4-slot AVs can take an extra Bomber. Seaplane bombers may be replaced with fighters if more airpower is needed. |
Fighter Mule. Used to maximize the AV's fighter power. 4-slot AVs can take an extra | |
Bomber Minisub Bomber Bomber |
This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform Artillery Spotting with the double guns.
|
Equipment | Notes |
---|---|
Basic anti-installation nuke setup for all AVs. 4-slot CVs can add another to increase firepower further. | |
may be replaced by to avoid "Hidden Accuracy Penalties" This setup is for 4-slot AVs. Night double attack + Nuke. |
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.
See Also
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