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Combat
Combat Stages
Stage | Notes |
---|---|
Detection |
Requires planes or high detection stat. Success increases hit rate and evasion. Failure leaves you unable to participate in air combat phase. |
Air Combat | |
Supporting Fire | Map 5, requires sortie support expedition. |
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 | Lineup Order |
Night Combat Attacks
- Night battle damage = Firepower + Torpedo attack. DD, CL, CT and CA are good at night
- Any vessel at night must not have taken more than moderate (orange) damage before nighttime in order to participate in night battle.
- Main Gun = Red guns or 10cm High-angle Gun
- Secondary (Sub) Gun = Yellow guns / 12.7cm High-angle Gun / 8cm High-angle Gun
- You can add other equipment like Radar, Tubrine, Ammo or repair team to the empty slot, that will no affect the combination.
Cut-in
Main Gun X3+ | Main Gun X2 | Main Gun X1 | Torpedo X2+ |
Torpedo X1 | |||
Sub Gun X1+ | Can add or | ||
No |
Double Attack
Main Gun X1 | Main Gun X2 | Sub Gun X2+ |
Sub Gun X1+ | ||
No | No | Can add one |
Type | Main | Secondary | Torpedo | Notes |
---|---|---|---|---|
Cut-In | 2+ | Torpedo Attack | ||
3+ | Shelling | |||
2 | 1+ | |||
1-2 | 1 | Combined Attack | ||
Double Attack | 2 | 0 | 0 | |
1 | 1+ | 0 | ||
0 | 2+ | 0-1 | Secondary Gun Double-Attack, Torpedo doesn't fire | |
Single Attack | 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 | Any enemy submarines will force Destroyers and Light Cruisers to target them. Cut-In and Double Attacks are ignored. |
Effect of Damage
Amount of damage on a ship will affect its performarnce.
Minor Damage (小破) | No effect on performance |
Half Damage (中破) | Attack power, accuracy, and evasion are slightly decreased |
Wrecked (大破) | Attack power, accuracy, and evasion are considerably decreased |
Elements that are Involved in the Calculation of Damage
Attack Formation
Formation | Magnification |
---|---|
Line Ahead | 100% |
Double Line | 80% |
Diamond | 70% |
Echelon | 60% |
Line Abreast | 60% |
Night battle and air combat are not affected by formation choice.
Engagement Form
Form | Magnification |
---|---|
The Ocean-going War (同航戦) | 100% |
Hankou War (反航戦) | 80% |
T-war (Advantage) (T字戦(有利)) | 120% |
T-war (Disadvantage) (T字戦(不利)) | 60% |
Night battle and air combat are not affected by egagement form.
Affects both your fleet and enemy fleet.
T-war (Disadvantage) is avoided by equipping a Saiun (Carrier-Based Recon plane).
Illustration of Engagement Form
The Ocean-going War
Course of own fleet and enemy fleet are the same.
Fleet A | → | → | → | → | → | → |
Fleet B | → | → | → | → | → | → |
Hankou War
Course of own fleet and enemy fleet are opposite.
Fleet A | → | → | → | → | → | → |
Fleet B | ← | ← | ← | ← | ← | ← |
T-war
Course of own fleet and enemy fleet are 90 degrees different (which results in a T figure). A fleet is in advantage if it is coming from 「|」direction, and is in a disadvantage if it is coming from 「―」direction.
→ | → | → | → | → | → |
↑ | |||||
↑ | |||||
↑ | |||||
↑ | |||||
↑ |
Victory Conditions
- Perfect S
- 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.