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Combat
Combat Stages
Stage | Notes |
---|---|
Detection |
Requires planes or high detection stat. |
Aerial Combat |
Requires any type of offensive plane equipped as equipment on either side. |
Supporting Fire | Sortie support expedition. |
Opening Torpedo Salvo | Requires torpedo cruisers, seaplane tenders or submarines equipped with midget subs (甲標的 甲 Type A Kou-hyouteki). Submarines with level 10 or higher can shoot the opening torpedo by themselves without having to equip a midget submarine. |
Shelling, 1st Round (Range Order)[1] |
Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase, with the exception of Armored Carriers (e.g. Taihou) who must not have taken more than medium damage. |
Shelling, 2nd Round (Lineup Order)[2] |
Only occurs when either side has a battleship or if the enemy contains one of the special ship classes: 鬼 (Oni/Ogress), 姫 (Hime/Princess), 戦鬼 (Senki/Battle Ogress), or 戦姫 (Senki/Battle Princess). |
Torpedo Salvo | Must not have taken more than light damage to participate. |
Night Combat | Attacks occur in lineup order from top to bottom, alternating between sides. Must not have taken more than moderate damage to participate. |
Effects of Ship Damage
Amount of damage on a ship will affect its performance.
No damage | No effect on performance. |
Minor damage (小破) | No effect on performance. +10% cut-in chance in night battle. |
Moderate damage (中破) |
Attack power -30%. |
Heavy damage (大破) |
Attack power -60%. |
Aerial Combat
Aerial Combat Stages
Stage | Notes |
---|---|
Fighter Combat | Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible. |
Anti-bomber Combat | Number of bombers shot down by fighters is affected by the result of the previous phase |
Fleet Anti-air Defense | Fleet defends against enemy bombers |
Bombing | See Damage Calculation for details |
Fighter Combat
[math]\displaystyle{ \text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number fighters in slot}} \times \text {Plane anti-air bonus} \text{)} }[/math]
Fighter planes, fighter-bombers (bombers with +AA stat), and seaplane bombers participate in Fighter Combat.
Example on how to calculate a ship's fighter power using the formula.
Akagi Kai's fighter power (with Reppus in slot 1 and 2, Reppu Kai in slot 3, M62 in slot 4)
= Floor[ √(Slot 1) x Reppu's AA] + Floor[ √(Slot 2) x Reppu's AA] + Floor[ √(Slot 3) x ReppuKai's AA] + Floor[ √(Slot 4) x M62's AA]
= Floor[ √(20) x 10] + Floor[ √(20) x 10] + Floor[ √(32) x 12] + Floor[ √(10) x 4]
= 44 + 44 + 67 + 11
= 166
The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:
Fighter Power | Result | Text Display | % Shot Down | Contact |
---|---|---|---|---|
FP ≥ 3*EFP | Air Supremacy | 制空権確保! Seikuuken Kakuho! |
0~90% | Allied only |
3*EFP > FP ≥ 1.5*EFP | Air Superiority | 航空優勢! Koukuu Yuusei! |
0~80% | Both sides |
1.5*EFP > FP ≥ 2/3*EFP | Air Parity | No text displayed | 0~60% | Both sides |
2/3*EFP > FP ≥ 1/3*EFP | Air Incapability | 制空権喪失! Seikuuken Soushitsu! |
0~40% | Both sides |
FP ≤ 1/3*EFP | Air Denial | 制空権喪失! Seikuuken Soushitsu! |
0~10% | Enemy only |
- EFP: Enemy Fighter Power, FP: Fighter Power. Abbreviated to save space.
- This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
- The percentage of planes shot down applies for both sides' respective outcomes, and is calculated per slot.
- For example, securing Air Superiority means allied planes shoot down up to 80% of enemy planes, and the enemy under Air Incapability will shoot down up to 40%.
- Contact can be triggered by having at least 1 carrier scout plane, seaplane scout, and/or torpedo bomber equipped. It increases damage during the bombing phase depending on the accuracy bonus of the squad performing Contact.
- Even if allied planes secure air supremacy, planes can still be lost due to the subsequent anti-air defense stage.
- If enemy has no fighters but you have, the result defaults to Air Supremacy. Likewise, if you have no fighters but enemy has, the result defaults to Air Denial. However, if both party have no fighter, then it'll be set to Air Parity.
Enemy Ship Fighter Power
Enemy Ship Type | Fighter Power | Enemy Ship Type | Fighter Power |
---|---|---|---|
Light Carrier Nu-Class | 8 | Armored Carrier Demon | 44 |
Light Carrier Nu-Class Elite | 24 | Armored Carrier Princess | 48 |
Light Carrier Nu-Class Flagship | 23 | Floating Fortress | 27 |
Standard Carrier Wo-Class | 10 | Southern War Demon | 41 |
Standard Carrier Wo-Class Elite | 27 | Southern War Princess | 47 |
Standard Carrier Wo-Class Flagship | 28 | Standard Carrier Wo-Class Flagship Kai | 102 |
Battleship Re-Class | 94 | ||
Battleship Re-Class Elite | 107 |
Fleet Anti-air Defense
Each enemy bomber slot is assigned at random to a defending ship. Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes. The number of planes shot down is given by the equations below:
[math]\displaystyle{ \text{Planes Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air Bonus} \times \text{Formation Modifier))} \times 0.2125\text{)} }[/math] [math]\displaystyle{ \text{Fleet Anti-air Bonus} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)} }[/math]
Formation Modifiers
Formation | Modifier |
---|---|
Line Ahead, Line Abreast, Echelon | 1.0 |
Double Line | 1.2 |
Diamond | 1.6 |
Equipment Modifiers
Equipment Type | Modifier |
---|---|
46cm Triple Gun Mount | 0.25 |
High-angle Cannons | 0.35 |
AA Radars | 0.40 |
Type 3 Shell | 0.60 |
All other equipment | 0.20 |
- Any equipment that gives an anti-air bonus will contribute to shooting down enemy planes.
- The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
- Any allied ship, including submarines, may be chosen to defend against bombers.
- The forward sliding and machine gun animations seem to have no correlation with the calculations.
- These calculations only apply for the allied fleet's anti-air defense.
Damage Calculation
Main Formula
Damage = | x Pre-Cap Modifiers |
x | - | x | (between 2/3 ~ 4/3) | ||
---|---|---|---|---|---|---|---|
x | |||||||
Notes:
|
Basic Attack Power
Type | Basic Attack Power | Notes |
---|---|---|
Aerial Combat | Attack Type Modifier (see below) × [(Aircraft's divebomb or torp stat) × √(number of planes) + 25] | Number of planes is post anti-bomber combat and fleet anti-air defense |
Shelling (except Carriers) | Firepower + 5 | |
Shelling (Carrier only) | (Firepower + Torpedo) × 1.5 + Dive Bomber Stat × 2 + 55 | |
Torpedo/Preemptive Torpedo | Torpedo + 5 | |
Anti-sub warfare | (Original ASW [3] / 5, rounded down) + Equipment ASW [4] × 2 + 10 or 25 | 25 for DD/CL, 10 for others |
Night Battle | Firepower + Torpedo |
Attack Type Modifier (Plane Scaling)
Type | Attack Type Modifier | Notes |
---|---|---|
Dive Bombers, Seaplane Bombers | 1 | This value is fixed, regardless the situation. |
Torpedo Fighters | 0.8 or 1.5 | About 50% chance of either modifier. |
Formation Modifier (Pre-Cap Modifier)
Formation | Formation Icon | Surface Damage Modifier | Anti-sub Modifier | Anti-air Modifier | Shelling Hit Rate | Torpedo Hit Rate | Flagship Protection Rate |
---|---|---|---|---|---|---|---|
Line Ahead 単縦陣 (Tanjuu-jin?) |
100% | 45% | 100% | Medium | High | Low | |
Double Line 複縦陣 (Fukujuu-jin?) |
80% | 60% | 120% | High | Medium | Medium | |
Diamond 輪形陣 (Rinkei-jin?) |
70% | 90% | 160% | Medium | Very Low | High | |
Echelon 梯形陣 (Teikei-jin?) |
60% | 75% | 100% | Medium | Low | Medium | |
Line Abreast 単横陣 (Tan'ou-jin?) |
60% | 100% | 100% | High | Very Low | Medium |
- The surface damage modifier does not affect Aerial Combat or Anti-Submarine attacks.
- The surface damage modifier applies to both shelling and torpedo attacks.
- You need at least 4 ships in your fleet to select a formation. Diamond is only selectable as a formation with 5+ ships.
- Flagship protection is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack instead.
- Line Ahead is the best offensive formation for surface combat.
- Line Abreast is the best formation for anti-sub purposes.
Engagement Form Modifier (Pre-Cap Modifier)
Form | Damage Modifier | Chance (Without Saiun) | Chance with Saiun equipped |
---|---|---|---|
Parallel Engagement 同航戦 (Doukousen?) |
100% | 45% | 45% |
Head-on Engagement 反航戦 (Hankousen?) |
80% | 30% | 40% |
Crossing the T (Advantage) T字戦有利 (T Ji-sen Yuuri?) |
120% | 15% | 15% |
Crossing the T (Disadvantage) T字戦不利 (T Ji-sen Furi?) |
60% | 10% | 0% |
- Night battle and aerial combat are not affected by engagement form.
- The engagement form attack modifier affects both your fleet and the enemy fleet.
- This also applied for the Crossing the T (both Advantage or Disadvantage) modifier. It may be a bug or a design flaw.
- Crossing the T (Disadvantage) can be avoided by equipping a 彩雲 (Saiun?) (Carrier-based recon plane).
- Using Saiun effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
There is still a very small chance of getting Crossing the T (Disadvantage) with Saiun equipped.
Engagement Forms
Parallel Engagement
The course of the player's fleet and the enemy fleet are the same.
Fleet A | → | → | → | → | → | → |
Fleet B | → | → | → | → | → | → |
Head-on Engagement
The course of the player's fleet and the enemy fleet are opposite each other.
Fleet A | → | → | → | → | → | → |
Fleet B | ← | ← | ← | ← | ← | ← |
Crossing the T
The course of the player's fleet and the enemy fleet are perpendicular to each other (that's 90 degrees, which results in a T figure). A fleet is in disadvantage if it is coming from「|」direction, and is in advantage it is is coming from「―」direction.
(Historically, the point of this was for the「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)
→ | → | → | → | → | → | ← | ← | ← | ← | ← | ← | ||
↑ | ↑ | ||||||||||||
↑ | ↑ | ||||||||||||
↑ | ↑ | ||||||||||||
↑ | ↑ | ||||||||||||
↑ | ↑ | ||||||||||||
↑ | ↑ |
Night Combat
- Night battle damage depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
- Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.
- List of Main Guns
- List of Secondary Guns
- Auxiliary equipment (e.g radar, sonar/depth charge, searchlight, turbine, special ammunition, pure AA equipment(green), and midget-sub) will not affect the combination.
- If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as Star Shells and Searchlight. Type 98 Recon Seaplane (Night Scout) is also an option.
- Formation bonuses and penalties apply in night battles, but Engagement Forms do not. (Exception: In Nodes that begin with a Night Battle, an Engagement Form is rolled invisibly, the multiplier for which is applied to Anti-Submarine damage only.)
Night Battle Attack Types
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. In normal Night Battles, ASW damage is scratch damage only. In battles starting at night, Formation Modifiers apply. |
Cut-in Equipment Setups
NOTE: These are only a few examples. See the above table.
NOTE: Midget subs don't count as torpedoes for this.
3 main guns | 2 main guns | 1 main gun | |||
Just 2 torpedos | |||||
+ | + | ||||
No or equipped | 1 sub gun | 1 torpedo | One also equippable |
Double Attack Equipment Setups
NOTE: These are only a few examples. See the above table.
1 main gun | 2 main guns | 2 or more sub guns | ||
+ | ||||
1 or more sub guns | ||||
No equipped | No or equipped | One also equippable |
Full List
Night Battle Special Attack Modifier (Pre-Cap Modifier)
Cut-in Attack
Weapon Type | Modifier |
---|---|
2 torpedoes | 2 simultaneous attacks at 150% |
1 main gun, 1 torpedo | 2 consecutive attacks at 130% |
3 main guns | 200% |
2 main guns, 1 secondary gun | 175% |
Cut-in chance: (0.85 * Luck + Placement Modifier + Health Modifier + Searchlight Modifier) [%]
Modifier | Value | |
---|---|---|
Placement | Flagship | +30 |
Other | +15 | |
Health | Little or no damage | 0 |
Minor damage (小破 Syouha) | +10 | |
Moderate damage (中破 Chuuha) | +20 | |
Searchlight | Allied | +5 |
Enemy | -10 | |
Star Shell | Allied | +5 |
Enemy | -10 |
Double Attack
Two consecutive attacks at 120%. Very high base activation chance, compared to cut-in's luck stat reliant chance.
Ship's Health Modifier (Pre-Cap Modifier)
Damage | Modifier |
---|---|
Minor damage (小破 Syouha) or less | 100% |
Moderate damage (中破 Chuuha) | 70% |
Heavy damage (大破 Taiha) | 40% |
This modifier does not affect Aerial Combat.
Attack Power Cap (Applies After All Pre-Cap Modifiers)
Conditions for the attack power cap to activate: [Basic attack power x Pre-cap modifiers] exceeds 150 for day battle, 300 for night battle, and 100 for anti-sub attacks.
This is the attack power cap, and it's represented below by [math]\displaystyle{ x }[/math]:
[math]\displaystyle{ \text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x} }[/math]
Daytime Attack Cap often makes it important to utilize Artillery Spotting when possible to increase damage. Night Combat can be very dangerous and/or rewarding due to having a very high cap and the inclusion of torpedo to firepower for attack power calculation.
Critical Modifier (Post-Cap Modifier)
Attack Type | Modifier |
---|---|
Normal Attack | 100% |
Critical Hit | 150% |
It should be noted that the critical message always appears when damage dealt is greater than or equal to 40, regardless of whether the 150% modifier was applied or not. On the other hand, the critical message will never appear when damage dealt is less than or equal to 14, even if the 150% modifier was applied.
Contact (Post-Cap Modifier)
- Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
- When successful, a image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
- Trigger conditions:
- More air control than Air Denial
- At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
- Seaplane bombers, Type 3 Spotter, and Ka-type Autogyros cannot perform contact.
- It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all elegible equipped planes.
- Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
Type | Contact Rate |
---|---|
Torpedo Bomber | ~2% |
Seaplane Scout | ~20% |
Carrier Scout | ~50% |
Damage Modifiers
Accuracy Bonus |
Damage Modifier |
---|---|
+0 | 112% |
+1 | 112% |
+2 | 117% |
+3 | 120% |
Notes
- Type 2 Recon Aircraft is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
- With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
Artillery Spotting (Post-Cap Modifier)
- When the following conditions are all met for a ship, artillery spotting may occur during day battle.
- Proper equipment (see below)
- Air superiority or greater achieved in aerial combat phase
- Thus, if aerial combat is not triggered, artillery spotting cannot occur.
- Not in heavily damaged (大破) state
- Ship is carrying at least 1 seaplane (i.e. slots are not all at 0 remaining).
- Factors affecting trigger chance
- Increases with combined fleet LOS (very roughly +0.08% per LOS)
- Flagships bonus of around +15%
- Air supremacy adds about +10% more than air superiority
- Seaplane bombers can be used in artillery spotting. (25/4/2014 )
- Ka-type Observation Autogyro does not work for artillery spotting.
Attack types:
Single Attack
- A ship will only do a single attack if
- Damage: 100%
Double Attack
- A ship can do a double attack if
- Damage: 120 % x 2
- Trigger chance: ~50%
Cut-in Attack
- A ship can do a cut-in attack if
- equipped with 1 main gun and 1-2 secondary guns (without AP shell/Radar) (e.g. ).
- Damage: 110 %
- equipped with 1 main gun, 1 secondary gun and 1 radar (e.g. ).
- Damage: 120%
- equipped with 1 main gun, 1 secondary gun and 1 Type 91 Armor-Piercing (AP) Shell.
- Damage: 130 %
- equipped with 1 main gun and 1-2 secondary guns (without AP shell/Radar) (e.g. ).
- Cut-in attacks receive an accuracy bonus.
- Trigger chance: ~50%
Mixed Attack
- A ship will have a chance to do either double attack or cut-in attack if
- equipped with 2 main guns + 1 secondary gun (e.g. ).
- Cut-in damage: 130 %
- Double attack damage: 120 % x 2
- equipped with 2 main guns + 1 Type 91 Armor-Piercing (AP) Shell.
- Cut-in damage: 150 %
- Double attack damage: 120 % x 2
- equipped with 2 main guns + 1 secondary gun (e.g. ).
- Trigger chance: Equally distributed, ~30% each (double attack and cut-in attack), with the remainder going towards single attack.
Notes:
- Luck and sparkling do not affect the trigger chance of artillery spotting.
- Artillery spotting cut-in attacks cannot miss, but they will inflict scratch damage instead.
- Type 3 Shell , torpedoes and machine guns do not count toward triggering artillery spotting.
- Tables of main guns and secondary guns
Full List
Remaining Ammo Modifier
Remaining Ammunition | Modifier |
---|---|
5 to 10 bars | 100% |
4 bars | 80% |
3 bars | 60% |
2 bars | 40% |
1 bar | 20% |
0 bars | Scratch Damage |
- In general, two bars of will be used in Day Battle for all ships, regardless of whether they attack or not.
- The Remaining Ammo Modifier affects the opening Aerial Combat Phase.
- When entering night battle, the Remaining Ammo Modifier on a vessel remains same as the previous day battle. One bar of is used for all ships in Night Battle, regardless of whether they attack or not.
- Because most battles will consume 2 bars of ammunition each, try to engage the boss before the 5th battle, or else achieving victory becomes unlikely (but not impossible).
- When attempting to defeat boss nodes, avoid night battles and whirlpools on the way.
- Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.
Victory Conditions
- Perfect S
- All enemy ships sunk and no damage taken.
- S (Victory)
- All enemy ships sunk and no allied ships sunk.
- A (Victory)
- required number of enemy ships sunk (see below) and no allied ships sunk.
- B (Tactical Victory)
- Enemy flagship sunk and no allied ships sunk.
- Sinking the enemy flagship guarantees at least a B as long as no allied ships are sunk.
- Enemy flagship sunk, friendly ship sunk and number of friendly ships sunk < number of enemy ships sunk.
- Damage gauge at least 2.5 times higher enemy damage 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 2.5 times as much.
- Friendly ship sunk, damage gauge higher than enemy, but not 2.5 times as much.
- Friendly ship sunk, enemy flagship sunk and number of friendly ships sunk ≥ number of enemy ships sunk. It is possible to clear maps with boss gauges (eg. 4-4, 5-3, event maps) with a C if the enemy flagship is sunk.
- 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. (see below)
- Friendly ship sunk while not meeting any victory conditions.
- No damage done to enemy, while taking over a certain amount (Never happens in a fleet of 1).
Notes
- The Minimum Sunk Requirement:
- 4 ships out of a fleet of 6
- 3 ships out of a fleet of 5
- 2 ships out of a fleet of 4
- 2 ships out of a fleet of 3
- 1 ship out of a fleet of 2
- Victory status affects the chance of getting drops and rare drops on the specified node.
- B victories tend to have no drops, while Perfect S has the highest chance for rare drops.
Additional Explanation/Details
- ↑ Shelling firing order is determined at the start of each shelling phase. The order alternates between allied and enemy ships, and ships unable to attack in shelling (damaged carriers, submarines, sunken ships, etc.) are skipped over to the next.
- ↑ See above.
- ↑ Refers to ASW stat without any equipment.
- ↑ Refers to the total of ASW stats that the equipment added to the ship's stats.
Page designed by Ethrundr. Please contact him before altering the implemented design