• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Combat

From Kancolle Wiki
Jump to navigation Jump to search

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 = Medium Caliber Main GunRed guns or 10cm High-angle Gun
  • Secondary (Sub) Gun = Secondary GunYellow 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

Medium Caliber Main Gun Main Gun X3+ Medium Caliber Main Gun Main Gun X2 Medium Caliber Main Gun Main Gun X1 Torpedoes Torpedo X2+
Medium Caliber Main Gun Medium Caliber Main Gun Torpedoes Torpedo X1 Torpedoes
Medium Caliber Main Gun Secondary Gun Sub Gun X1+ Can add Medium Caliber Main Gun or Secondary Gun
No

Secondary GunorTorpedoes

Double Attack

Medium Caliber Main Gun Main Gun X1 Medium Caliber Main Gun Main Gun X2 Secondary Gun Sub Gun X2+
Secondary Gun Sub Gun X1+ Medium Caliber Main Gun Secondary Gun
No

Torpedoes

No

Secondary GunorTorpedoes

Can add one Torpedoes


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.


Damage

Damage Magnification
Minor Damage 100%
Half Damage 70%
Wreck 40%

Magnification does not affect plane attacks (needs confirmation because I'm not sure about google translate. Here's the link http://wikiwiki.jp/kancolle/?%C0%EF%C6%AE%A4%CB%A4%C4%A4%A4%A4%C6#lfa4fc2d)


Special Attack in the Night Battle

Cut-in

Weapon Type Magnification
2X Torpedo The 2 consecutive attacks - total 150%
Main Gun, Torpedo The 2 consecutive attacks - total 130%
3X Main Gun 200%
2X Main Gun, Secondary Gun 175%

Double Attack

2 consecutive attack - total 120%. Always procs while cut-ins are only by chance and also affected by luck stat. (Japanese wiki confirmed that Yukikaze has a more chance of doing cut-ins than Shimakaze)


Critical Attack

Attack Type Magnification
Normal Attack 100%
Critical Attack 150%

It should be noted that the critical message always appears when damage dealt is greater than or equal to 40. (If, on the other hand, the critical message appeared when the damage dealt was less than 40, then it was a critical hit.)


Amount of Ammunition Remaining

Ammunition Amount Magnification
5 or more ammo bar 100%
4 ammo bar 80%
3 ammo bar  60%
2 ammo bar 40%
1 ammo bar 20%
0 ammo bar Only Kasudame カスダメのみ

(Help: Confirmation needed if the wiki is indeed saying ammor bar. And what are game eyes? And what is Only Kasudame? Here's the link http://wikiwiki.jp/kancolle/?%C0%EF%C6%AE%A4%CB%A4%C4%A4%A4%A4%C6#d50cd57a)

Magnification also affect air warfare. 

Magnification is the same for day and night battle of the battle.


Help: Everything is taken from http://wikiwiki.jp/kancolle/?%C0%EF%C6%AE%A4%CB%A4%C4%A4%A4%A4%C6 . Some sections weren't added because I felt that the google translation wasn't accurate (or I didn't understand it at all). To those who can understand Nihongo, please help in adding those sections (and also proofread the things I put).

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.